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04-23-23 04:02 PM
Acmlm's Board - I3 Archive - - Posts by PSlugworth
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PSlugworth

Red Paragoomba








Since: 11-18-05

Last post: 5913 days
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Posted on 11-22-05 08:14 PM, in Luigi vs Mario Demo - Thanksgiving Day Link
Originally posted by DahrkDaiz
Right now each house has different items, yes, but I may make it so that 1 color is for strictly for Mario/Luigi, with the 3rd color house being common for both characters. The different houses character wise will contain 3 common items, different prices, then 3 different items.


Doesn't each world have a different map for each character, though?
PSlugworth

Red Paragoomba








Since: 11-18-05

Last post: 5913 days
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Posted on 11-23-05 01:01 PM, in Luigi vs Mario Demo - Thanksgiving Day Link
Originally posted by DahrkDaiz
yes, each character has seperate worlds, all 8 of them, but what does that have to do with the mushroom houses?


Hmm, I guess maybe I just misinterpreted your earlier post. I thought you were going to have both kinds of mushroom houses in each quest, meaning Mario can't go into a green mushroom house for example, and Luigi can't enter a red one, which is what confused me because if they have individual world maps, Mario would never need to come across a green mushroom house in the first place.
PSlugworth

Red Paragoomba








Since: 11-18-05

Last post: 5913 days
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Posted on 11-24-05 01:18 PM, in Luigi vs Mario Demo Release! Link
Good work.

But, looking at it again, I still don't see the point of having the three different kinds of mushroom houses within one world, unless there's some secret way that Mario will later be able to enter the green Mushroom houses, or Mario will later be able to play on the Luigi worlds.

Anyway, as far as the demo goes, I enjoyed it a lot, very interesting, very professional looking.

The only unusual things I noticed were that

1) after I got a Game Over, it went back to the original SMB3 opening sequence (with Mario catching the leaf, Luigi hitting him with the shell, etc.), which may be a bug or may just be something that's there -- it went back to the character select title screen as soon as I pressed start anyway, so no big deal.

2) The palettes on the Mario world/level seemed really dark. Actually, the darkness isn't bad, they just had extreme contrast, I guess, with the highlights seeming really bright against the other dark tones.

3) All the new graphics look pretty decent too, with one exception (and this is just a personal opinion, naturally): I really don't like the giant eyes on the hills in the background! But that's just me.

In all though, it's a lot of fun, and really impressive. Playing it, it feels like you enjoyed yourself making it, which is probably why it's turning out so well (so fast) and is interesting to play.

Good luck, keep us posted -- Happy Thanksgiving!


(edited by PSlugworth on 11-24-05 12:19 PM)
PSlugworth

Red Paragoomba








Since: 11-18-05

Last post: 5913 days
Last view: 5907 days
Posted on 11-24-05 06:46 PM, in Luigi vs Mario Demo Release! Link
Originally posted by HyperHacker
Wow.


Calm down. It didn't crash the game at all. I just said it went back to the original opening.


(edited by PSlugworth on 11-24-05 05:47 PM)
PSlugworth

Red Paragoomba








Since: 11-18-05

Last post: 5913 days
Last view: 5907 days
Posted on 11-25-05 12:27 PM, in Luigi vs Mario Demo Release! Link
Originally posted by HyperHacker
He said it's unfinished. You can't predict what will happen when a game crashes.


All right, this is the second and final qualifier to my post: The game crashes when you try to continue after a game over. This is not what I was referring to. I, being the curious type, went to "end" in order to try the Mario quest. This does not crash the game. This works just the way it is supposed to and returns you to the opening screen. I was pointing out, however, that it returns you to the original opening. Obviously it is not a bug, it is just something that most likely slipped by.

Now can we please stop nitpicking one of the minor details of the rest of my otherwise relevant post? I mean, at the very least I gave some legitimate constructive criticism, which is more than I can say for about nine tenths of the other posts in here.



(edited by PSlugworth on 11-25-05 11:28 AM)
PSlugworth

Red Paragoomba








Since: 11-18-05

Last post: 5913 days
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Posted on 12-03-05 06:26 PM, in Unused Sprites and betas? Link
This stuff always interested me, too.

This is the best site I've come across.

Of course, there is the famous screen shot on the back of the SMB3 box of a level that doesn't exist... and there's a hidden saturn-like planet in Gemini Man's stage in Mega Man 3...

Anyone know of any others?
PSlugworth

Red Paragoomba








Since: 11-18-05

Last post: 5913 days
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Posted on 12-04-05 03:10 PM, in Unused Sprites and betas? Link
Originally posted by Hamtaro126
Sorry for bumping an old thread...


...what?

Anyway! I also found this,, which is probably only especially interesting to me since Mega Man 3 is my favorite game... you know... ever. But anyway, just check out the original graphics for Top Man's stage! So much better than the weird-assed football stadium lighting scheme it ended up with.

And the full Dr. Wily Castle theme is really bizarre, after having heard only the first two seconds my whole life. Good schtuff, good schtuff...
PSlugworth

Red Paragoomba








Since: 11-18-05

Last post: 5913 days
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Posted on 12-04-05 03:14 PM, in SMB 3.1 Link
Just to comment without miming the last to replies, the map is pretty decent looking, with the exception of the very top row -- the little path that leads off to the right but doesn't go anywhere (there is a hammer brother on it on the screen shot) is really weird. It probably would be okay if the hammer brother wasn't going to be moving all around the map, but it just seems kind of odd to me.

And I think there's something weird about being forced to go over the mushroom house at the top, too, but that's just my own personal preference.
PSlugworth

Red Paragoomba








Since: 11-18-05

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Posted on 12-07-05 06:40 PM, in Unused Sprites and betas? Link
Originally posted by kuja killer
http://geocities.com/garnet86404/test.PNG
My attempt at trying to implement some of the unused graphics for the dr wily intro. ...but a few people told me I'd have to do more than that to get it to be permanate


In the spirit of seeing that rather cool screenshot and being inspired also by this, I have started work on reimplementing as many of the Mega Man 3 betas/different versions/etc., back into the original game.

So far, I have finished Top Man's level (and improvised a lot of it; but I think it looks pretty decent):

The Top Man level from the beta version.
My version.
PSlugworth

Red Paragoomba








Since: 11-18-05

Last post: 5913 days
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Posted on 12-07-05 07:45 PM, in I edited the graphics but they do not apper in the game. (NES) Link
Is the file set to "read only?"

Do you have the ROM open in an emulator while you are editing the graphics in TLP?
PSlugworth

Red Paragoomba








Since: 11-18-05

Last post: 5913 days
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Posted on 12-07-05 10:06 PM, in Unused Sprites and betas? Link
Originally posted by kuja killer
Oh, and I've managed to already control how to get the song on the dr wily preview screen to play for longer than just a couple of seconds.


Heh, very awesome. That was on my list, but I wouldn't even know where to begin doing something like that.

Now, if you're up for a REAL challenge, try totally reprogramming Breakman's AI to utilize those unused shooting sprites!
PSlugworth

Red Paragoomba








Since: 11-18-05

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Posted on 12-15-05 12:45 PM, in General Project Screenshot Thread Link
Nice.

...is that a custom palette?
PSlugworth

Red Paragoomba








Since: 11-18-05

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Posted on 12-16-05 06:48 PM, in Mega Man X: Rise of the Robot Masters Link
Originally posted by insectduel
But it would be easier if you rip off Megaman X tile off Megaman Extreme for the GBC.


My thoughts exactly.

This looks really great, keep us all updated. There aren't enough complete Mega Man hacks out there -- and this one is not only unique, but appears to be nicely themed and designed, all around exceptionally well done. Good work, and let me know if you ever need a beta tester -- I'm always in the mood to play anything remotely Mega Man related...!
PSlugworth

Red Paragoomba








Since: 11-18-05

Last post: 5913 days
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Posted on 12-17-05 11:46 AM, in Mega Man X: Rise of the Robot Masters Link
Just tried the Gutsman level, and have only a few more things to add to what's already been said:

1) If you die on the area with the spikes, this is same area where you regenerate, so when you warp down you're put directly over the spikes. It's not impossible to just hold right immediately before you "land," but I think -- personally -- landing directly onto a platform might be better.

2) The palette change when you enter the first boss doors is a little bit awkward. Not horrible, it just seemed very... noticeable.

Other than that, everything looks really good. I really, really dig the X-style platform graphics!


(edited by PSlugworth on 12-17-05 10:48 AM)
PSlugworth

Red Paragoomba








Since: 11-18-05

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Posted on 12-27-05 06:58 PM, in General Project Screenshot Thread Link
Kuja, I'm dying to play that hack. The screen shots look fantastic! Any others...?
PSlugworth

Red Paragoomba








Since: 11-18-05

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Posted on 01-11-06 09:11 PM, in Luner IPS Link
...it's the first result on Google.
PSlugworth

Red Paragoomba








Since: 11-18-05

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Posted on 01-14-06 10:36 AM, in "Commander Mario" Thread Link
This looks very awesome, and I really dig the new font.

Please keep us updated, as SMB hacks of this caliber are about one in a million.

Edit: Are the graphics ripped from something or are they original? It all goes so well together...


(edited by PSlugworth on 01-14-06 09:40 AM)
PSlugworth

Red Paragoomba








Since: 11-18-05

Last post: 5913 days
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Posted on 01-14-06 07:08 PM, in "Commander Mario" Thread Link
Looks good, but if I may make a suggestion: I would change the palette to a sandy brown color, just to differentiate it a little more from the original SMB and give it a more earthy, ancient ruins feel.

Just an idea!

Anyway, looks great -- keep it up!
PSlugworth

Red Paragoomba








Since: 11-18-05

Last post: 5913 days
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Posted on 01-23-06 01:55 PM, in General Project Screenshot Thread Link
Kuja:

Looking good.

One little quirk though: if the fence is in the foreground, shouldn't it cover all of the ground graphics instead of just trailing over the top of the hole? The way it is now makes it look like it's in the distance relative to the ground, making the fact that Mega Man and the enemies are behind the fence seem a little disorienting. Very neat effect (I always wondered why it was only used on one or two screens in Wily's castle in the original), you just might want to take that into consideration.
PSlugworth

Red Paragoomba








Since: 11-18-05

Last post: 5913 days
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Posted on 01-23-06 09:35 PM, in General Project Screenshot Thread Link
Originally posted by kuja killer
I honestly can't seem to understand exactly what you're suggesting me to do sadly.
I should just make it be a normal background ? ...or should i just not have it "end" by going below the ground into a hole?


Heh, no, I think it's cool, I just mean this specifically:




The way it goes down into the hole there makes it look like part of the background (to me, anyway). It would make more sense, I think, if you ended it before the hole or added some extra tiles (if there are still any available) of the ground with the fence graphics overlapping it.

But do whatever you think looks right. I'm still looking forward to playing it!
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