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Acmlm's Board - I3 Archive - - Posts by ZTaimat
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User Post
ZTaimat

260








Since: 11-19-05

Last post: 6373 days
Last view: 6308 days
Posted on 08-26-06 02:50 AM, in PANIC! :O Link
Happy B-Day acmlm! I'll try to make sure death doesn't claim your soul for the next week
ZTaimat

260








Since: 11-19-05

Last post: 6373 days
Last view: 6308 days
Posted on 08-26-06 04:35 AM, in Super Mario Infinity: Mystery of the Magic Wand Link
Originally posted by Earth Luigi-San
Originally posted by ZTaimat
Actually, Its laggy as hell, has poor palletes and level designs, and your forced to use snes9x.


It works on older versions of ZSNES.


Well Its still laggy as hell and has poor palletes and level designs.
ZTaimat

260








Since: 11-19-05

Last post: 6373 days
Last view: 6308 days
Posted on 09-03-06 12:17 PM, in Kirby vs. Shy-Guy Link
hmmm... Nice. Anyone else notace that BG didn't take any damage? This will either be a loooooong battle, or some random greater foe who likes shiney things will come along and flaten BG.
ZTaimat

260








Since: 11-19-05

Last post: 6373 days
Last view: 6308 days
Posted on 09-19-06 08:21 AM, in MMK is Back!!! Link
no, we think your the pope's attendants!
ZTaimat

260








Since: 11-19-05

Last post: 6373 days
Last view: 6308 days
Posted on 10-05-06 09:23 PM, in MMK is Back!!! Link
Technically elder shroob's other form WAS the one with the tenticle-feet


(edited by ZTaimat on 10-05-06 08:24 PM)
ZTaimat

260








Since: 11-19-05

Last post: 6373 days
Last view: 6308 days
Posted on 10-05-06 09:26 PM, in Kirby vs. Shy-Guy Link
Wait... how are the 'empty' walls giving off sound vibration? ...Is the enemy smart ? *hit by bandit*


(edited by ZTaimat on 10-05-06 08:27 PM)
ZTaimat

260








Since: 11-19-05

Last post: 6373 days
Last view: 6308 days
Posted on 10-07-06 12:59 PM, in Kirby vs. Shy-Guy Link
I still wonder when kirby's tiny brain will click and he'll inhale BG and gain paint ability.

EDIT: Post 250!! ...meh.


(edited by ZTaimat on 10-07-06 12:00 PM)
ZTaimat

260








Since: 11-19-05

Last post: 6373 days
Last view: 6308 days
Posted on 10-14-06 11:49 AM, in Super Challenge World Released! Link
Originally posted by Kailieann
But you forgot to take into consideration the fact that if you stomp on a yellow koopa and let it get back into its shell, it turns into one of those flashing shells that gives Yoshi every power, including flight.



This is the reason why you really shouldn't put blue OR yellow koopa's or shells in every level. Especially single-exit levels or anything incomplete beyond the end of the level. Also, with a name like Super Challenge world, they really shouldn't be put in at all... let alone any Yoshi's players can abuse.
ZTaimat

260








Since: 11-19-05

Last post: 6373 days
Last view: 6308 days
Posted on 10-15-06 11:40 AM, in Super ZTaimat World: The Next Generation Link
...becuase god knows we need a reletivly good hack release among the crappy ones over at SMW central.

Most of you may remember "Super ZTaimat World" from a long long time ago... (In a galaxy far far away ) But that hack was basically (for the most part) crap. After a few years, I got off my lazy arse, and decided to make a new hack of semi-superior doom.

DOWNLOAD

SCREENSHOTS:

Misc.




World 1






World 2







All GFX credits goto Icegoom,
Mario, Luigi, Bowser and Peach Toadstool are proporty of Nintendo
Overworld and Level design are by me.

What are you waiting for? Download already!

Current list of things to be modified:

-Title screen gfx
-Title screen level/movement, ect.
-Berry removal (beyond goal tape)


(edited by ZTaimat on 10-15-06 10:43 AM)
(edited by ZTaimat on 10-15-06 12:53 PM)
ZTaimat

260








Since: 11-19-05

Last post: 6373 days
Last view: 6308 days
Posted on 10-15-06 01:47 PM, in Super ZTaimat World: The Next Generation Link
Originally posted by wtfweb
ok i played through the first world of your hack so far and here are some comments and suggestions:

- get rid of all those berries after goal posts - Color fading for the lose. I'll get rid of them, as they only really provide an anoying fade error. -

- i like your 1-screen bonus areas. they remind me of smb (in a good way.) - Thanks -

- on the spots were pipes change directions, i dont like your use of the slanted vertical running platform - it should probably just be another cement block - Yes, I thought that, but it would be hard to tell which way the pipe turns in more complex puzzles. -

-your overworld is great! i like how one of your secret exits lets you skip a level like they should (any interested player is going to go back and play the level they skipped anyway) - OverWorld design is one of my greater aspects -

overall, your level deisign is GREAT, if just a little bit repetitive from level to level. it's not too hard and not too easy, and you have some really clever puzzles. also you did a great job at making secret exits not frusterating, as they're easy to locate but fairly difficult to actually access. - This is why I admit the old SZTW sucked. level difficulty was random, while in this hack, I tried to balance the difficulty and not worry too much about originality, while in the same way make things look like they belonged, more so than over-using cement blocks for puzzles. -

ZTaimat

260








Since: 11-19-05

Last post: 6373 days
Last view: 6308 days
Posted on 10-17-06 05:03 PM, in Super ZTaimat World: The Next Generation Link
Originally posted by x1372
interesting hack. A few comments though.

1) Several sections of the ground just looked ackward the way they overlap each other. I'd think its generally better to have a standard corner piece rather than a straight horizontal platform with another platform that you can't walk through sticking out of it. That seemed to happen way too many times. - I did that to add a bit more 'depth' to the levels... The usual smw layouts look a little tacky having one land mass that 'happens' to be shapped like a level. -

2) The corners of your smb3 pipes... I'm sure you'll change them later, but they're a bit ugly. Just some sort of graphical change to make them fit would be nice - heck even turning them all into those big skull icons that are used with torpedo teds would be an improvement. - Using the torpedo ted gfx sounds like a good idea. I'll look into changing the corners into them. -

3) In the first stage with layer 3 water, you should have a lowered platform at the bottom left where the sinking tree platforms are. That way if you fall you have somewhere to get back out of the water (without slowly swimming way under the bottom of the screen past three dividers to get to land like I did). - Yes, I should do that -

4) There was one pipe in an area with 4 pipes one on top of the other that left you stuck if you entered it (I think it was the second one of the four, one of the two that didn't have two coins in front of it). - I wonder why I still have those 2 other pipes... I'll remove them. -

5) The secret exits in your castle levels are IMO very poorly designed. Having gone through the castles to the end of the game, I would have had no idea that they existed had you not had the box popping up telling you that the demo had 22 exits. Being expected to take a pow back an unspecified distance which requires many retries to see the whole level with it, plus no hint during them that there might be a secret exit is a bad thing. Possibly having a message box at the beginning mentioning that the castles have secret exits would be helpful - Actually, the castle secret exits are ment to stay a secret throughout most of the game until you get all the switch palaces and find a secret exit in world 7. Finding them in advance just means you dont have to worry about them later.
Spoiler:
The 'extra' world, a 'DARK' world is beyond the hidden castle exits... I made a complex set of level exits for the world.
-


6) Overworld design was nice, but I think icegoom's set needs some palete work or something as is, but nothing that hasn't been mentioned before. - Everyone says te pallette is tacky, yet its the default pallete for icegoom's OW gfx. I might change them later on. -

7) As mentioned before, berries after the goalposts look bad. - Yes. -

8) The many paths through the second world was interesting, but maybe there should be something hidden along one of them? It seemed the hardest path (upper of the 3) is the hardest to reach, and maybe should have a switch palace or top secret area or something. - Nobody's forceing you to play the mud mountain path. Its just there for curious players. -

9) Bonus areas are nice, but I think yours tend to skip a little too much of the level. Having to go all the way back, especially in one level not meant for backtracking to get all the dragon coins is a bit of an irritant. - Then I'm guessing you hate Super mario Bros. -

10) As for flying over sections, easiest way to stop that is to put an entire string of invisible ? blocks along the top of the screen like FuSoYa did in many levels. Though in general its moot since that section of the game is before capes are available. - Capes won't be available until world 3 or 6 (Forest or Mountain). It'll more likely be world 6, mainly becuase of the reason stated. -

11) I can't replicate it now, but a few times I had random "corner of the block" deaths in one of the mud levels... the same sort of thing that happened a few times in Alastor the Stylish's hack. Unfortunately I have no idea how to fix that sort of thing. - Yes, the anoying 'reaper-blox'. I have NO clue how to fix it, and it seemed to be a problem in one of the chocolate island levels in the original SMW. -

12) Is there a reason for the dotted line outline at the edges of some of the smb3 pipes? - Me not changing the gfx of the 'needed' exit tile's to blank yet. Don't worry, they'll be blank in the final release. -

13) The invisible 1up in your ghost house is just mean. You're more likely to lose a life there rather than gain one. - Alot of my invis 1up's seem mean... I'll move them around a bit. (two would be in 1-3 and the house) -

14) I dunno if its just part of icegoom's set, but the fact that mario doesn't have a palette change when he gets fire power looks very odd to me. - Last I checked he turned orange :/ -

15) I think you're overusing the "skulls on lava" thing a bit, unless you're planning to not include many more. I think that levels that force you to move slowly like that are annoying more often than not - I actually found myself using the ~ speed on and off during those sections with no consequences. Passivity is bad. - Yes, I'll probably re-make some levels before newer demo's. -

ZTaimat

260








Since: 11-19-05

Last post: 6373 days
Last view: 6308 days
Posted on 10-19-06 04:12 PM, in MMK is Back!!! Link
Borked frame: frame 2, MM's eyepatch and hook are flipped. (MM, you silly, lazy magikoopa, you!)

Also, here's my cotume guesses:

Kirby: Ness?
MM: Captain hook?
Peardian: A normal Magikoopa or Megaman
ZTaimat

260








Since: 11-19-05

Last post: 6373 days
Last view: 6308 days
Posted on 10-22-06 10:54 AM, in Changing a Level Destination on the OW Link
Actually, you can quite easily use a 'level exit' block in blocktool, set its gfx to a question block with a grey pallete, and then use layer 1 'reveal' tiles. (the ghost house button with a star)

By doing so, you can open up another path elsewhere in the overworld that the player could take. If you set up the 'enable [direction]' buttons in the way the path-that's-not-there-yet will go, then when you beat the 'grey block' level, have it reveal the layer 2 path, level tile, and layer 1 path. If you have it set up correctly, beating level 'A' would give you access to level 'X' without any direct path connecting the two.


(edited by ZTaimat on 10-22-06 09:54 AM)
ZTaimat

260








Since: 11-19-05

Last post: 6373 days
Last view: 6308 days
Posted on 10-22-06 11:00 AM, in MMK is Back!!! Link
I recall the strawberry-clock 'insert coin' reference to go "Please insert one coin to continue" ... go watch "Dumbass Luigi" on newgrounds and see for yourself.

I also find it 'funny' how the Big-Dark-Boo only shows up in the one frame, and not at all on any of the others, when the background clearly show's it should.

(Yar gettin sloppy maytee!)
ZTaimat

260








Since: 11-19-05

Last post: 6373 days
Last view: 6308 days
Posted on 10-24-06 10:22 AM, in Super ZTaimat World: The Next Generation Link
Originally posted by icegoom
The overworld palettes are my fault. I had to have blue in each palette to get the water to look right, so I figured I might as well use the blue as shadowing for the green hues. I really need to release an updated SMWRedrawn patch with my newer overworld graphics along with cave and castle sets. I keep putting that off because everything's not absolutely finished.


If you release a 100% SMW-redrawn patch, release another one to patch on to the old one. (aka the one I, and a few others are using)
ZTaimat

260








Since: 11-19-05

Last post: 6373 days
Last view: 6308 days
Posted on 10-29-06 01:39 PM, in MMK is Back!!! Link
It's called a poster. People use them to post stuff. Hence the name 'post'er.
ZTaimat

260








Since: 11-19-05

Last post: 6373 days
Last view: 6308 days
Posted on 10-29-06 06:18 PM, in MMK is Back!!! Link
I'd think the cameo is the backwards letters in "To be continued" But I don't know where it'd be from.
ZTaimat

260








Since: 11-19-05

Last post: 6373 days
Last view: 6308 days
Posted on 11-02-06 09:03 PM, in Bonus! SMW Deja Vu Demo 3. Link
Ok, about the vines... Make a tile to 'end' them. one for the top and one for the bottem. And be sure the vines are all attached to a floor or ceiling, I know It's the lands of flying Turtles, but they drink redbull. And there's still a magical force called "Gravity" in all the good hacks.


(edited by ZTaimat on 11-02-06 08:04 PM)
ZTaimat

260








Since: 11-19-05

Last post: 6373 days
Last view: 6308 days
Posted on 11-02-06 09:06 PM, in MMK is Back!!! Link
Shyguy on the moon = cheap Dreamworks cameo.
ZTaimat

260








Since: 11-19-05

Last post: 6373 days
Last view: 6308 days
Posted on 11-06-06 09:00 AM, in Mario's Lost World, first screens Link
ONTOPIC:

Your current Mario gfx look awsome, and I love the way your water screens look/work. The boneyard was quite an original idea to.

OFFTOPIC:

Happy B-Day!
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Acmlm's Board - I3 Archive - - Posts by ZTaimat


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