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05-10-24 05:09 PM
Acmlm's Board - I3 Archive - - Posts by wtfweb
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wtfweb

Red Koopa








Since: 02-10-06

Last post: 6301 days
Last view: 6291 days
Posted on 02-19-06 03:54 PM, in Silent Layer 1 Event Leveling Link
i think you just have to put an invisible level tile behind it on normal layer 1. i haven't tried this yet though so i'm not positive
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6301 days
Last view: 6291 days
Posted on 02-20-06 05:34 PM, in Just a note to you guys Link
i think the biggest part of the problem is that people who don't know how to rip graphics are told by the majority here that if they don't change the original graphics their hack isn't worth playing. then they probably resort to smas graphics because of how accessible they are.

but i definitely agree with how stale they've gotten. I'd even take it a step further and say they've always been stale.
also, on a somewhat related note/rant, i'll never understand why people use the mario bros 3 all stars sprite in mario world. it looks worse than the original world one (imo) and it just doesn't fit.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6301 days
Last view: 6291 days
Posted on 03-04-06 09:47 PM, in question: animated backgrounds Link
could anyone give me an explaination of how to add animation to a new background?

i'm asking because i want to rip the night timeish background from super mario bros (all stars) but i want to know how to add animated stars before i take the time to rip it
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6301 days
Last view: 6291 days
Posted on 03-05-06 12:28 AM, in question: animated backgrounds Link
Originally posted by asdf
You can just replace the animated stars in the normal GFX files (IE: AllGFX.bin) with the animated stars you want to add. Easier and better if you don't plan to use the old ones.


i might have to end up doing that if i cant figure it out. but i was hoping to be able to keep all the original backgrounds intact since i'm already using the normal animated star background in a different level
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6301 days
Last view: 6291 days
Posted on 03-05-06 12:35 AM, in question: animated backgrounds Link
whoa thanks, there are some useful guides there. i wish i'd known about that site before.

has it been posted in one of the stickies yet?
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6301 days
Last view: 6291 days
Posted on 03-07-06 06:54 PM, in A new beginning. Link
i usually hate strict web forums but considering what the mario hacking forum looked like recently, i definitely agree that you mods should be as unfriendly as possible regarding the kind of useless crap people have been posting
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6301 days
Last view: 6291 days
Posted on 03-17-06 06:20 PM, in Here comes my hack! Link
this is the best fake account yet

fun hack btw
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6301 days
Last view: 6291 days
Posted on 03-17-06 07:11 PM, in Spriting for SMW (NES GFX) Link
Originally posted by Fox
I was inspired by Paper Mario 2: TTYD when you got toward the end and you went behind the curtain, and when you paued the game you could see nes versions of your partners


wasn't this in mario rpg? that's cool if they added to the idea in ttyd

anyway keep working on it! it looks good. smb3 mario should fit fine as well
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6301 days
Last view: 6291 days
Posted on 03-17-06 07:13 PM, in another question Link
you have a lousy rom. ask someone to help you find a good dump if you can't yourself. just DONT ASK HERE as it's against the rules
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6301 days
Last view: 6291 days
Posted on 03-18-06 10:20 PM, in Status Bar problems! Link
aren't the other palettes used for other important things though?
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6301 days
Last view: 6291 days
Posted on 03-18-06 11:22 PM, in Status Bar problems! Link
man i should have done testing using other palettes other than 0 and 1 for the backgrounds i ripped to see if i could notice the effects. would have been easier than remapping the colors to only use colors 1-7 and sometimes 8 and C of palettes 0 and 1 for them.

oh well at least they fade out properly at the end of the level. that's a plus.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6301 days
Last view: 6291 days
Posted on 03-19-06 12:23 PM, in Just An Idea. Feedback? Link
Originally posted by Fox
Originally posted by Glyph Phoenix
You could, but you shouldn't. SM64's 3D free-roaming nature would likely be slaughtered in a 2D system.

I started work on a system like that. It wasn't fun. Here's why.

Don't even try to say "Anything you can do in a 3D game can be done in a 2D game" because that's just not true. Getting from place to place is easy and fun in a traversable 3D climate like, say Bob-omb battlefield. You can pick a star and a direction and meet a number of things in a number of sequences in between. Take that to a 1-way, 2-D platformer like SMW that works because it's jam-packed with pitfalls and enemies and you realize that those two great tastes just don't taste great together.



That's true but there are ways around that. Of course the roaming feature could be canned; but do it like this: He said you would go in a pipe to activate an event; wel this part is simple really; Example: "Chain Chomp Star" in course 1. Make a 2d version of the path taken to get there, and then when it's time for 8 red coins, just fanagle all the areas with eight red coins to be brought in; it's quite doable really, you just got to be clever, that's all


i think he was more arguing that it wouldn't be fun - not that it isn't doable.

i think the idea's clever but, even if it's done well, imo it just wouldn't be as fun as a normal hack where you don't have to pass events to get to new places
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6301 days
Last view: 6291 days
Posted on 03-20-06 12:11 AM, in Super Mario's Island Hopping Adventure [SS] [Demo] Link
this hack looks great

the slightly modified sprites and bright palettes look really good and actually add something to the game rather than completely change it
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6301 days
Last view: 6291 days
Posted on 03-20-06 06:35 PM, in Starlight is finished!!! Link
this hack is boring. i see how you finished it so fast as it's just the original levels with more platforms and coins. almost anyone could probably make this hack in a day or two minus all the random background and palette editing.

although i didn't have the patience to play through the whole thing i did notice that there's an original level or 2 in there - those were nice surprises.

oh and you might want to fix the title screen since mario dies in it, forcing the player to reset.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6301 days
Last view: 6291 days
Posted on 03-20-06 07:26 PM, in Do I have to? Link
Originally posted by asdf
plus it will corrupt your hack after a while of using it.


could you elaborate on this?
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6301 days
Last view: 6291 days
Posted on 04-02-06 08:20 PM, in Starlight is finished!!! Link
before you release a hack you should probably play it. i ended up permanantly trapped about 3 times in the first 2 worlds alone.

if you jump in the wrong spot in the yoshi's houseish level you'll be trapped, i went through a pipe that took me to the never-ending bonus game, and i exited a bonus area only to be automatically squashed in the middle of a pipe.

if level design isn't your thing maybe just release a hack of palette and background edits you've been using that you think look good
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6301 days
Last view: 6291 days
Posted on 04-07-06 05:19 PM, in ... I think my ROM... Exploded. Link
has anyone ever figured out exactly how level 24 exits work or how to incorporate the level into a hack correctly?
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6301 days
Last view: 6291 days
Posted on 04-08-06 04:34 PM, in Creating my own ExGFX. Hit a bit of a snag... Link
extract the graphics from your rom (red mushroom) then copy one of the files and edit your graphics into it. if you're using YY-CHR you can just copy and paste your graphics and save the copy with the name of the ExGFX file you want it to be. This way it should stay at 4KB
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6301 days
Last view: 6291 days
Posted on 04-09-06 02:08 AM, in Creating my own ExGFX. Hit a bit of a snag... Link
i agree that your graphics look really good.

i cant help but think that adding some color would make them look even better - maybe shades of bronze on the goombas themselves or some different coloring for the plaque. i could definitely be wrong though.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6301 days
Last view: 6291 days
Posted on 04-09-06 02:16 PM, in What is the size of a 16by16 block in real life? Link
yeah it might be easier if you just draw your blocks on your computer

especially when you're dealing with such a small image
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Acmlm's Board - I3 Archive - - Posts by wtfweb


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