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05-21-24 06:05 AM
Acmlm's Board - I3 Archive - - Posts by Joshua368
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Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 12-12-06 01:38 AM, in Hack Preview: Super Mario World: Pipe Panic (Tentative Title) Link
Well, it looks okay, but is the whole game gonna be pipe themed? A world maybe, but too much of the same thing gets old. Variety is needed, y'know?

Also, I would say ditch the Super Mario Bros. 3 graphics. It has a different art style than Super Mario World, and when you bring them together, they don't always "fit". For example, that Chargin' Chuck clashes with your Mario. You'll either have to go all one way or another...
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 12-12-06 09:56 AM, in Super Mario's Treasure Hunt - World 2 Demo Link
Originally posted by x1372
Additionally, in the "baby yoshi" level you can actually hit the first exit without going through the main level with a well timed jump beween the note blocks.


Yeah, I know. But it's pretty difficult. And I figured it doesn't matter because it doesn't really do anything. So basically, if you can squeeze through, you deserve the reward of walking back to the shipwreck.


Originally posted by x1372
Another note, if you aren't going to destroy the switch palace, at least make it so that there's somewhere to go after the switch is hit or something, dead ends suck. On the same note, make a way to kill yoursefl at the beginning of the level if you screw up.


What do you mean? The switch pallace does destroy itself after you win... or at least it should. I hope I didn't break it... Yeah, I think I know what I accidentally did. Sorry about that.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 12-13-06 12:52 AM, in Super Mario's Treasure Hunt - World 2 Demo Link
Originally posted by icegoom
Got it now. I'm not particularly a fan of having to duck and repeatedly jump to make it through a small space as big Mario. I ran out of time in there the first time and had to do the level over. Really, that Ghost House could probably do with a higher time limit.


Yeah, I'm going to tweak that part to make it both easier to figure out and easier to slide under.

Glad you liked the dam level though.


(edited by Joshua368 on 12-13-06 01:27 PM)
(edited by Joshua368 on 12-13-06 11:57 PM)
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 12-13-06 12:51 PM, in Hack Preview: Super Mario World: Pipe Panic (Tentative Title) Link
Yep, you wanna use the first one. Maybe the second one. The solid edges of the bottom two don't look good.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 12-13-06 01:39 PM, in 'Ask the staff' Link
What are the rules on double posting?
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 12-14-06 12:56 AM, in Super Mario's Treasure Hunt - World 2 Demo Link
Okay, so I took some "creative liberties" and popped holes into the hills, solving the problem of the evil gap behind the triangles. And thus I push learning exGFX back further (as these were the only ones that bugged me as well). You may also refer to this solution as the quitter's way out.



On a side note, I've also fixed the following problems:

> Turn blocks in front of hill in Monty Moleville - replaced with question blocks
> Ropes not going with mushroom platforms - the ropes now connect to stone blocks
> Ghost House being too difficult - modified ending so it has much less ducking, this also made it a little bit more noticable.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 12-18-06 08:48 PM, in Early Christmas present here- Super Mario World: Mario and Luigi's Double Trouble! Demo #2 + SS Link
Horray, a new hack! I haven't gotten to play one in a while...

Unfortunately, as pikaguy said, what I've seen so far of the first world is simply too easy. While it's not a good idea to go crazy and make something super save-stating hard, you need to challenge us somewhat. Jumping through small waves of easily avoidable enemies, almost non-existant puzzles, and water to catch us if we happen to fall off a cliff isn't exactly fun. You need to test either our reflexes or puzzle solving skills, even in the first world.

Too easy is just boring, you know?

Plus I got hit by slowdown a lot, even when there weren't many sprites onscreen. Must be some patches you downloaded or something. (I personally dislike the brick blocks, but I guess that's me.)

And yes, using the same ending for each level was downright lazy. I understand that you don't want to put the goal with Layer 3 water, but you could have at least mixed up the endings a bit so it wasn't so... annoying?

Also, when you choose a theme for a world, you should try building the levels around the theme rather than building the level and then just throwing in a theme thing in just because. It really looked like most of your levels were first designed dry and then just had water thrown in there as an afterthought. They didn't benefit from the water, and some were actually hurt by it. The first half of Level 4 suffered the most from this... what's the point of having jumping challenges if you're going to get saved by water if you slip?

The overworld is... okay, but you could have put more variety in it. Also, you shouldn't put those white dot trails in wave-filled water.

Well, that's the first level. I'm sorry that I don't have anything positive to say about it, but here's hoping that world 2 will be better.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 12-18-06 09:44 PM, in Early Christmas present here- Super Mario World: Mario and Luigi's Double Trouble! Demo #2 + SS Link
Somehow I don't think that was the case... he'd have put a help block if anything.

But yeah, I couldn't go through that pipe or the secret pipe probably leading to the key in the forest cave, so yeah, game over.

World 2 was definitely better than the first. The ghost house was fun, although those enemy-only blocks have to the ugliest things I've ever seen.

But Forest 2... oh, God. If you must have a level that moves as slow as molasses, at least don't put something at the end that makes you have to go through it twice to win 100%.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 12-19-06 11:57 AM, in Early Christmas present here- Super Mario World: Mario and Luigi's Double Trouble! Demo #2 + SS Link
He shouldn't take out the bonus levels, just make them harder to get to. You know, hence the "bonus".


And I knew he didn't make that No Mario block. I saw it in demo world. But it was a hideous excuse for a block then, and it's still one now. (I read your readme...) Enemies do not belong as blocks, but I guess since you didn't make it I won't bother you about it anymore.

Since it looks like you aren't giving us a fixed version anytime soon, I'll just edit away that pipe on LM and continue onward.

Also, when using those Yoshi Island bricks for castles, I suggest adding shading or whatever for the edges, so it doesn't feel so cookie-cutter and... newbish? Is that the word I'm looking for?

Edit So you locked it, huh? Great. Now it's your civic duty to release a fixed version. It wouldn't be too hard.


(edited by Joshua368 on 12-19-06 10:58 AM)
(edited by Joshua368 on 12-19-06 11:07 AM)
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 12-19-06 08:04 PM, in Need some palette advice/opinions Link
I don't like the bottom one, it doesn't look very much like candy. I'd go with bubble gum or pepperment. I think bubble gum looks like the most "candy"-like of them all though.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 12-19-06 10:38 PM, in Hack: Super Mario Bros. 3 II Link
Am I the only guy who likes Super Mario World graphics over SMB3? Ah well...

It looks pretty interesting so far, but Yoshi Village looks a little too robotic for its own good. Villages are usually less square-y and more... open. It's more like a crowded city at the moment.

Still, it looks like it'll be fun and I'm eagerly waiting for a demo.


(edited by Joshua368 on 12-19-06 09:40 PM)
(edited by Joshua368 on 12-19-06 09:41 PM)
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 12-19-06 10:54 PM, in Second Reality Project II Status (+new Trailer) Link
It sounds like it'll be a bit too much on the hard side... if what you say about length is true, then I'll probably have to end up using save states all over the place, and I really don't like having to do that. But ah well.

It still looks very awesome and fun, and I can't wait to play it. I really liked Zycloboo in the second trailer. Hilarious!

Although some of the sprite mixing was bothersome, Kirby + Mario = Win. I want to ride some Kirbys!

Very creative, very unique, looks very fun, but also very hard. I'll definitely play through this as soon as you release it.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 12-20-06 01:09 PM, in Hack: Super Mario Bros. 3 II Link
On a side note, there seems to be a few perspective problems with your cliff in the overworld. The sides of the cliff are taller than the center, and that simply isn't right. It shouldn't be hard to fix, though.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 12-21-06 12:07 AM, in Second Reality Project II Status (+new Trailer) Link
Well, now that I've already played some of your first game (which I assume was built before a decent overworld editor ), the difficulty level seems pretty good. Nothing outlandishly hard, although a few parts merited save states.

How much longer will this thing take? I thought you said you already had "one level-part" left and then just some standard final testing. That couldn't take more than a few weeks, right?
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 12-22-06 08:29 PM, in Early Christmas present here- Super Mario World: Mario and Luigi's Double Trouble! Demo #2 + SS Link
Originally posted by Knight of Time
As for the full version, guys, don't expect this anytime soon, I still have a fair bit of work to do, I may decide to revamp the second area of my first castle and make it be an auto-scroll, 100% underwater part (after all, neither of my other two castles have auto-scroll, and this one needs it). I also plan to have less coins in each of my first few bonus areas, just so getting a 1-up each time won't happen this time around, if that doesn't bother anyone here. Custom sprites may also appear in the first world, if I feel inclined to add some.


What's so great about autoscroll?

To me, it just tends to make levels less fun. I guess it's just me, but those levels are almost always my least favorite, even on the official games. Unless they move real fast.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 12-23-06 12:19 AM, in Early Christmas present here- Super Mario World: Mario and Luigi's Double Trouble! Demo #2 + SS Link
Originally posted by pikaguy900
Autoscroll is good to increase the difficulty, but I've found that the highest speed is too fast. So fast, in fact, that it eventually overtakes you and you can't get ahead of it! O_o Still, add in a continuous Bullet Bill generator with the Medium speed, and you've got a good area. Just... Slow speed is good for those mazes, but... Make one mistake, and POOF! Minus one life for you.

In short, autoscrolls make hacks better if you use them the right way. Maybe that's why you hate them. Or maybe it's because of the thing that's taking the minds of all children in this world: THE NEED FOR SPEED. (No pun intended.) Seriously, people these days want to go faster, faster, faster, faster, FASTER! It drives me crazy! I like fast things, too, and I hate things too slow, but I only hate the autoscroll when it's on the highest speed.


Well, yeah, the highest speed is too fast to do anything complicated with it, but that's what keeps in on your toes. Not recommended for common use, but in a few key areas it can make things go nuts.

And the autoscroll + bullet bill generator combo has been used so often in hacks that it's a design cliche and literally makes me go "ugh" every time I see it now. I've just run into it too many times. As far as I can tell, it's the lazy way out to making an auto scroller busy.

And the getting squished behind the scenary part of autoscrolling is fine... the problem is when your in a clear-like place and you can't go ahead, and have to wait it out. I like to go through the levels at my own pace... with some hacks, I'd probably quit if I didn't have the fast forward key.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 12-23-06 10:08 AM, in Instant Tide Block. [Help] Link
You could always have Mario go into a pipe to another room...
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 12-25-06 06:16 AM, in Second Reality Project II Status (+new Trailer) Link
Well, I finally somehow beat your first game, and I have to say is...

Please, please, oh God, please tell me this game isn't going to be anywhere near as hard as that one! The whole last world... expecially that last level... I think my brain melted into a liquid state and then evaperated. If I see one more of those jumping from spiked ball to spiked ball challenges... or one of those koopa jumping challenges... or another eight hundred second-long level... *shakes fist menacingly*

Anyway, uh, yeah. Besides that... can we have an overworld screenshot? It better be more edited than you first game's.


(edited by Joshua368 on 12-25-06 12:18 AM)
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 12-25-06 04:05 PM, in Second Reality Project II Status (+new Trailer) Link
Um... some levels would be impossible to beat without save states. It's simply the way it is.

I always try to beat hacks without save states, but sometimes they pass a boundary of difficulty where I have to. I don't like it when this happens, but it does.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6323 days
Last view: 6301 days
Posted on 12-29-06 02:54 PM, in Time to add 2 completed hacks onto the pile! Link
Any particular reason why these hacks are in Japanese? I've merged them with a normal US version...


(edited by Joshua368 on 12-29-06 03:57 PM)
(edited by Joshua368 on 12-29-06 03:59 PM)
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Acmlm's Board - I3 Archive - - Posts by Joshua368


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