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05-18-24 05:24 AM
Acmlm's Board - I3 Archive - - Posts by S.N.N.
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User Post
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6303 days
Last view: 6298 days
Posted on 03-21-06 09:05 PM, in Dungeon maps.. Link
Hmm, first post in game creation in like a year. Don't I feel special?

Anyways, I decided to try my hand at this. I know pretty much everything I'll ever need to know about RPG making (I'm using 2000 by the way, because XP says I'm missing random DLL files ) One thing has always stumped me though - is there any way possible to make a dungeon map in the Zelda-style or something? I can trigger a switch to show after the item has been obtained.

Any help on this would be greatly appreciated. Thanks
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6303 days
Last view: 6298 days
Posted on 03-21-06 09:55 PM, in Dungeon maps.. Link
Originally posted by dcahrakos
im pretty sure you can add a switch that will activate when a certain item is aquired, I havent messed around with RM2k in awhile, but look around in the switches, and there should be an option to switch it on when certain item is aquired and stuff.


Yeah, I know thats not what I meant though. What I wanted to know what if it is possible to actually DRAW a dungeon map and make a seperate window for it, that way you can see your position on the map, floors, etc.

S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6303 days
Last view: 6298 days
Posted on 03-21-06 10:01 PM, in Palette-Changing? Link
I'm pretty sure Lunar Magic comes with a built in 8x8 editor...though it's not that great. When I edit the 8x8s, I just simply use a tile editor and load the GFX files from the Graphics folder. I think GFX 00-03 or so are your 8x8s, but I'm not 100% sure - haven't used it in a while.

Thats probably your only option for editing those - unless I overlooked something

About adding your own...you could either paste your tiles over top of unused 8x8 tiles, or you could make an ExGFX file to store them, which will take me a really long time to type. PM me if you need info on this


(edited by SoNotNormal on 03-21-06 09:02 PM)
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6303 days
Last view: 6298 days
Posted on 03-21-06 10:03 PM, in List of people who can help you through IM/PM Link
I can be thrown on the ExGFX stuff too - now that I've done my fair share of ripping and stuff I pretty much know what I'm doing, and would be glad to help
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6303 days
Last view: 6298 days
Posted on 03-21-06 10:05 PM, in What I draw when I'm bored (Red Snifit) Link
For being thrown together in Paint, they look pretty good. The Santa one looks funny (in a nice way, I mean it made me chuckle )

My friend did something like this - spent 3 hours drawing a picture of a guy sitting on a computer in a room in Paint, looked really good. Too bad he didn't save it
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6303 days
Last view: 6298 days
Posted on 03-22-06 04:37 PM, in Yoshi's Island: Kamek's Revenge 2-World Demo RELEASE!!! Link
Originally posted by quaker3332
I'm loving the hack so far. Two things, though.

Maybe it's just the ROM I'm using, but there isn't a full square around the message boxes when you hit information boxes, training level, etc... Some of the parts on the left are missing a connecting border.

Also, most of your jumps with sliding platforms and such can be jumped w/o using said object. Not that it's a bad thing, I just thought I might wanna point it out. For instance, in "1-3: The Cave of the Arrow Puzzle" there's a long jump that looks to require a boulder.


Yoshi uses all the muscles in his legs and...


...makes it across safely! Yay Yoshi! :O

So uh, yeah. Just thought I'd point that out incase you didn't realize it, because I noticed you put the boulder near the top (above the flippers in screenshot 1) because the person is supposed to use it to get across.

Great hack so far though. I have to refrain myself from continuing to beat levels because I want to have a ton of new levels to play when your new demo releases.
You've also inspired me to start working on my own little YI hack. I don't know how far I'll get with it, but hey, at least I'm enjoying it.

You have a good hack here and you shouldn't give up on it! I look forward to seeing the full version.

-A fan,
quaker3332


Thank you very much I won't be publically releasing a demo for world 3, but when I finish, I would be more than happy to send you a copy of it (and to any one else who PMs - gotta put that in my siggy)

As for the pics, thanks What i think I may do here is increase the length of the spike pit rendering it impossible to simply jump across - Ill have to look into other levels too. Thank you for pointing this out

By the way, what level did you get to?
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6303 days
Last view: 6298 days
Posted on 03-22-06 06:41 PM, in What I draw when I'm bored (Red Snifit) Link
HA!

That looks pretty cool man. Even if it's all deformed and stuff, it looks really unique and interesting. Nice work
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6303 days
Last view: 6298 days
Posted on 03-22-06 06:56 PM, in Pit of 100 Trials: Delve Duo (Current floor; 20) Link
Ooooh....goody. A flower. Time to BURN BABY BURN!!!

EDIT: Fabio beat me to health so I'll go to S2


(edited by SoNotNormal on 03-22-06 05:56 PM)
(edited by SoNotNormal on 03-22-06 05:57 PM)
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6303 days
Last view: 6298 days
Posted on 03-23-06 05:23 PM, in Yoshi's Island: Kamek's Revenge 2-World Demo RELEASE!!! Link
Originally posted by quaker3332
Originally posted by SoNotNormal

By the way, what level did you get to?


Beat 1-7, have yet to try 1-8. I'd be happy to play more levels, it's just that since I'm enjoying it so much I wanted to have a ton of new levels to play once the next demo/final release comes out. If you'd like, I can continue playing and look for more bugs and glitches similiar to what I posted above.

Oh! There was another thing I completely forgot to mention!

I unfortunately can't think of the exact level this happens in, but it happens in a couple if I remember correctly (in the first world at least...)

I remember this happening in a cave level. You put a Checkpoint right before the end of this underground cave area. So, you go through the tunnel, screen scrolls and loads a new area. Everything's good.

But... the thing is, if you DIE, you'll go back to the checkpoint that's at the end of the cave, so right when you re-enter the level you'll have to exit the cave immediately, so now the screen scrolls again, etc etc...

So in my opinion the thing to do that would make more sense is to have the checkpoint right outside (in this scenario) the cave. That way if you die, you'll re-appear outside the cave, thus encouraging the player a bit more to try again. The thing is I died several times after this checkpoint, so speaking from experience, if the checkpoint was outside it would've made me go "Hey! Now I'm really close to where I died! I can beat it for sure this time!"

Sorry I don't have any solid examples of this, this is the only one I remember.

Oh, another level suggestion...
On "Fatness Fortress" (1-4 if I recall correctly) right after the checkpoint there's that huge brick wall with green, yellow and red bricks. This is by far the level I've had the most trouble with so far on your hack. Just a suggestion as to maybe put fewer red bricks & more green bricks, as to not make the player wait for the eggs to bounce off the walls as long?

Keep it up,
-quaker3332


The level you're refering to about the cave checkpoint is 1-5. I understand what you mean now though so thanks, and I plan on doing what you said.

For 1-4, I also think I'll go with what you said, and turn that wall green. It might actually turn out better.

@FreeDOS + : I don't understand what could be wrong. It's worked on everyone elses correctly. Golden Yoshi is right though, I'm sure you need V1.0. Perhaps you already patched that ROM before and forgot?
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6303 days
Last view: 6298 days
Posted on 03-23-06 07:45 PM, in General Project Screenshot Thread Link
Originally posted by the data



*Xkeeper whistles innocently~


OMG AAAWWWSOOOMMME LOLZ.

You suck

JaSp: That Wario Land rip looks awesome. How are the blocks going to work - if I recall, they were smashable in #4, will they be the same in your hack, or just decoration?
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6303 days
Last view: 6298 days
Posted on 03-24-06 08:11 PM, in Tetris! Link
OMG this game has the best tetris remixes ever....

Death Mode melts my brain I got 1768 on it, but thats my best
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6303 days
Last view: 6298 days
Posted on 03-24-06 08:13 PM, in in this thread... Link
DOCTOR!! Attend in psychiatry pleeease!
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6303 days
Last view: 6298 days
Posted on 03-26-06 10:09 PM, in Kirby vs. Shy-Guy Link
The 5th panel is by far the best. The door blowing away looks hilarious

Great job on this one - but how many visors are in that box?
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6303 days
Last view: 6298 days
Posted on 03-26-06 10:39 PM, in Merging tilesets. Link
I heard it was possible to merge together the tilesets in RPGMaker XP a.k.a. have as many tiles in one tilesets as you wanted. Is that a true rumor, and if it is, how exactly do I do it?

Thanks
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6303 days
Last view: 6298 days
Posted on 03-27-06 07:14 PM, in last screenshots before I release another demo Link




Sure.....we'll go with that then.

GY, those rips looks fantastic. My god, you are an excellent thief I can't wait to play the demo, so lets hurry now
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6303 days
Last view: 6298 days
Posted on 03-27-06 07:16 PM, in Merging tilesets. Link
Would I do this in Paint? I've noticed that whenever I load a tileset up in Paint, it turns the white BG to blue, and no matter what layer I put it on in my game, the blue shows up.

But I see your point, and will try that. Thanks
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6303 days
Last view: 6298 days
Posted on 03-28-06 07:20 PM, in Merging tilesets. Link
Originally posted by Dragonsbrethren
Yeah, Paint sucks with transparency, I'm not sure what to tell you.


Yeah, I noticed that. Didn't want to work in my game, would just show up as blue. I finally figured out though that you can actually edit the transparency IN RPGMaker XP. So I guess that solves the problem
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6303 days
Last view: 6298 days
Posted on 03-28-06 07:21 PM, in how do I insert the graphics? (Not what you think) Link
Originally posted by Soulblader88
where do i get palletes from?


I'm pretty sure you can just import palettes from an All-Stars save state. Scroll through the palettes until you find the one you want, and it should work.
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6303 days
Last view: 6298 days
Posted on 03-28-06 07:24 PM, in *Puzzle Section* interest meeting/discussion. Link
I'd be willing to revive the Rearrangement you did before KATW, but like you said, not for points. I could probably put like 5 up at a time or something like that.

I'll keep my eye on this thread for the time being though
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6303 days
Last view: 6298 days
Posted on 03-28-06 11:34 PM, in General Project Screenshot Thread Link
asdf: That tileset is fantastic. It has so much depth to it, and just looking at it makes me feel like I'm really in that forest. Great job
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Acmlm's Board - I3 Archive - - Posts by S.N.N.


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