(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
06-03-24 06:33 AM
Acmlm's Board - I3 Archive - - Posts by wtfweb
Pages: 1 2 3 4 5 6 7
User Post
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 10-01-06 07:56 PM, in Super Mario in Yoshi Heaven - Demo 1 Link
Originally posted by x1372
1) Yoshi wings are WAY too easy to get. The fact that you get a blue yoshi from that, and that it lets you skip an otherwise interesting level, are irritating. Blue Yoshi means you essentially kill the difficulty of every future yoshi enabled level that includes koopas.


I think you're right here. I'll be dropping the yoshi wings there and saving them for a harder level.

Originally posted by x1372
2) You might want to change your sprite settings in the first level. My first run through it, the two flying koopas who are essential to the secret exit didn't show up (I came back thinking that the blue yoshi was a necessity).


Yeah I've noticed this problem and I dont think it can be corrected by changing sprite settings. I think I just need to make a different (easier) way to get to that pipe. Any ideas?

Originally posted by x1372
4) cute trick with the yoshi coins in Vacation Paradise, but raise the goal post if possible because as is its impossible to get to them while riding yoshi. I don't like having to throw yoshi past the goal post in order to keep him.


I'll be fixing this for the next release.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 10-11-06 07:02 PM, in Super Mario World Déjà Vu Demo Link
in the level after donut ghost house, after the bonus area you exit from a vertical pipe into a little cage with a mushroom. the pipe you exit is re-enterable taking you to level 0 and you have to wait for the time to run out

everything else was ok as far as i could tell
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 10-15-06 01:42 AM, in Super Challenge World Released! Link
i agree with asdf. sure you COULD skip level in a hack by searching out a cape and blue or yellow flashing shells, but no one would even want to do this unless the level's boring or badly made. and skipping boring levels makes the hack more fun for the player - or at least less dull.

that's one reason i hate it when hackers remove yoshi or certain powerups from their hack completely - even if it's for storyline reasons. While making mario world easier, yoshi does add a lot to the gameplay and variety of mario world
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 10-15-06 02:37 AM, in Super Challenge World Released! Link
that comparison doesn't work. super mario bros and mario world are different games.

also my point isn't that having no yoshis or capes makes a hack bad. it's that yoshi and the cape powerup only add to a hack, they never take away from one.

the original super mario bros is an amazing game because the physics are simplistic - yet tight - and they never really get boring. it reminds me of tetris because of this (how it never gets boring).

but with mario world, mario's movements/physics are so fluid and complicated that riding yoshi and flying just fits. it's not necessary no, but it makes the game more fun and when yoshi isn't available anymore, the player will notice and it takes something away from the game.

a more realistic comparison would be how one could assume that if you took away a powerup (say the fire flower) in the original smb, it would make the game less fun overall.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 10-15-06 03:08 AM, in Super Challenge World Released! Link
Originally posted by Glyph Phoenix
Capes and Yoshi do take away from a hack. The Fire Flower, which was actually kinda hard to get and keep, wasn't game-skippingly useful or take-a-million-hits useful like they are. It fit. These, which also allow you to go back and restock each time you lose said powerup, don't fit at all.


are you suggesting that mario world would be a better game if nintendo hadn't included yoshi?

i'll admit that if a hacker puts too many powerups or yoshis in their hack, it can make the game less fun since there's no reason to even try. there needs to be a balance in a hack's difficulty.

but completely dropping powerups for being "take-a-million-hits useful" isn't acceptable. nintendo did a good job making it so that mario world is fun even with being able to jump back on yoshi after you get hit! and i also have to disagree with your opinion that being able to restock powerups is a problem. if a player wants a powerup for a level, and is actually willing to go back and find it, more power to them. i dont see how that can do anything but make the game more fun for them.

point is - riding yoshi and flying is fun. and if a hacker knows how to design good levels, these things are as balanced and fun as in the original mario world. less powerups (in mario world's case) = less fun


(edited by wtfweb on 10-15-06 02:08 AM)
(edited by wtfweb on 10-15-06 02:14 AM)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 10-15-06 03:24 AM, in Super Challenge World Released! Link
Originally posted by Glyph Phoenix
SMW wasn't balanced or fun. Yoshi was a good addition because where SMW didn't have more solid gameplay it had new, mildly interesting surprise elements like Yoshi or the secret exit filled overworld that other Mario games didn't have.


i think smw was and still is fun. maybe it isn't perfectly balanced - especially not for expert players. but all i can say is that imo yoshi is more than a mildly interesting surprise, adding a completely new element to the game.

Originally posted by Glyph Phoenix
Yoshi and capes are a liability the way they are, allowing you to take them anywhere and keep them forever. They certainly don't make good levels designed for powerless Mario more fun.

why would anyone design a level for a powerless mario in mario world knowing that there are powerups available? this makes no sense. any level designed for a powered mario could be just as fun as a level designed for a powerless one.


but i do see where you're coming from, and i guess we'll have to agree to disagree and leave it at that.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 10-15-06 01:00 PM, in Super Challenge World Released! Link
i still stand by that if people want to play a hack (or even mario world,) when given the chance they wont fly over all the levels - unless they think the game's more fun this way (in which case i still dont see the problem.) basically, if players like a more difficult game, i think they can figure out for themselves that they might not want to fly over every level.

but you made a lot of good points and i see that the problem people have with the cape (which i'll admit is abusable - but in a fun way!) is its ability to let you fly for an infinite distance, a trick which i think IS balanced as most non-expert players dont even know how to do this, and because of what i stated above.

also i dont think there are any real problems with yoshi, at least none that outweigh the fun factor yoshi adds to the game, or that can't be remedied with good level design. and as for being able to jump back on yoshi and get hit inifinite times, first of all there should be holes that yoshi can fall into (making chasing him more exciting and difficult). and who wants to get hit and die anyway? that's not fun. i think yoshi makes the game more fun for players, but not so easy that it takes away all challenge and that you CANT die with him - because that just isn't true.


(edited by wtfweb on 10-15-06 12:03 PM)
(edited by wtfweb on 10-15-06 12:05 PM)
(edited by wtfweb on 10-15-06 12:07 PM)
(edited by wtfweb on 10-15-06 12:09 PM)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 10-15-06 01:31 PM, in Super ZTaimat World: The Next Generation Link
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
- i like your 1-screen bonus areas. they remind me of smb (in a good way.)
- 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
-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)

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.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 10-18-06 08:02 PM, in A few glitches Link
your rom sounds really messed up. start over.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 10-27-06 12:45 AM, in a skin / color scheme request Link
ok i made a scheme... but there's a problem that xkeeper doesn't know how to fix.

can anyone help me out? the colors are all fine EXCEPT for dropdown boxes and input boxes... for these, the background where you enter text is black instead of white.

here's what i have

<?php
$formcss=0;
$inputborder='000000';
$bgcolor='F0F0F0';
$textcolor='000000';
$linkcolor='0000cc';
$linkcolor2='660099';
$linkcolor3='0000cc';
$linkcolor4='0000cc';
$tablebg1='D0D0D0';
$tablebg2='DDDDDD';
$categorybg='D0D0D0';
$tableheadtext='000000';
$tableheadbg='BFBFBF';
$tableborder='000000';
$nmcol[0]=array('-1'=>'0000cc','0000cc','0000cc','0000cc','0000cc');
$nmcol[1]=array('-1'=>'0000cc','0000cc','0000cc','0000cc','0000cc');
$nmcol[2]=array('-1'=>'0000cc','0000cc','0000cc','0000cc','0000cc');
?>
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 10-29-06 05:00 PM, in a skin / color scheme request Link
well i just dont get why the scheme i made results in black text box backgrounds whereas, like right now, i'm typing in a white one.

also i dont know anything about css or whatever. i just have a .php file that i want xkeeper to put in the schemes directory so i can use it on this board. i'm assuming just adding the line

$inputbg='FFFFFF';

to it wont work?


(edited by wtfweb on 10-29-06 04:01 PM)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 10-29-06 05:05 PM, in A demo of my new hack Link
Originally posted by icegoom
Fine, so long as you don't make whole mazes where you can't tell where you're walking. I was playing a hack a while back that was a maze made of all the same ice blocks, foreground and background where you just pushed and jumped against blocks at random to make your way through the maze. Extremely frustrating.


i think that was my hack. i wish you would have posted this in my thread so i knew it was too frusterating (lucky i saw this.) i'll be changing it for the next release, if i get unlazy and there actually is one


anyway i should probably stay on topic. pikaguy, from what i played this hack is boring. there's very little variety (like that once level with like 5000 climbing nets in a row.) seems like you didn't take much time in designing that level.


(edited by wtfweb on 10-29-06 04:06 PM)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 10-29-06 05:47 PM, in A demo of my new hack Link
umm.. i guess i can add to my original post that it seems as though you should spend a lot more time making and testing your levels before releasing them...

that's as constructive as i can get without having to play through your hack again, which i'd rather not do right now

but i should add there are some creative aspects to your hack, like those hidden passages. you just need to spend more time making your levels fun throughout (with less repetition specifically) to make your hack enjoyable.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 10-29-06 06:03 PM, in A demo of my new hack Link
no, you can definitely do better

i went back and played more and some of your levels dont suffer from the repetion problem (as badly)

if you catch yourself repeating something, stop and change it
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 10-29-06 07:11 PM, in A demo of my new hack Link
Originally posted by pikaguy900
Originally posted by wtfweb
no, you can definitely do better

i went back and played more and some of your levels dont suffer from the repetion problem (as badly)

if you catch yourself repeating something, stop and change it

Well, if I repeat something, that means I like using it. Besides, how is using the same thing about twice per level bad? Is having too many different puzzles really better than using 2-4 different puzzles a lot in a level?


by your repetition problem i mean using 5000000 climbing nets in a row that look identical to each other. or, more literally in your cave level, like 8 identical pipes in a row with an upside down pirhana plant in each of them along a flat surface.

i'm not referring to using similiar puzzles more than once.


(edited by wtfweb on 10-29-06 06:12 PM)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 10-30-06 03:04 PM, in a skin / color scheme request Link
and here i thought i was creating a new scheme

this is really confusing.

how come the box i'm typing in right now has a white background and black text without xkeeper having to add all that stuff you said he probably wouldn't want to add?
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 10-30-06 09:43 PM, in a skin / color scheme request Link
thank youuu

that fixed it
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 10-30-06 09:47 PM, in ExGFX Tutorial Link
i've never tried this method (i always use m16-7k so i dont have to manually make 16x16 tiles), but it seems like a good method to use to make sure you get the palette and graphics exactly right.

and your tutorial's SUPER well written.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 10-30-06 11:10 PM, in GFX and Palette problems Link
Originally posted by KPhoenix
I really don't want to have to go in YYCHR and redraw the GFX by rearanging what color each pixel will use (you know what I mean, right?)


i have a feeling doing this is the easiest way to solve your dilemma, since changing the few palettes that can be safely changed on the overworld drastically enough to include all the colors you need is probably gonna mess up the normal overworld stuff.

Originally posted by KPhoenix
and besides, I can't do that because It doesn't load the full SMW palette, therefore, I can't know for sure that I'm getting the colors right.


you can just leave the overworld palette editor open while you're in yy-chr so you can figure out what colors to choose.



ALTHOUGH there may be a few sections of the overworld palettes you can use that aren't used for much else (i doubt it though). I dont know enough about overworld editing to help you with that (i dont think the lunar magic help documentation covers it much either - not for the overworld at least)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 11-03-06 03:11 AM, in Requesting information on the progress of Solar Soundtrack Link
ugh. please dont if it means bad hackers are gonna have awful sounding hacks along with all their other problems. unless he lets you release the source code too so someone else can work on it.

but i dunno how editing instruments could make the game sound better
Pages: 1 2 3 4 5 6 7
Acmlm's Board - I3 Archive - - Posts by wtfweb


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.063 seconds; used 447.77 kB (max 570.61 kB)