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Main - ROM Hacking - The General Project Screenshot/Videos Thread... New thread | New reply

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DahrkDaiz
Posted on 12-07-09 01:22 PM Link | Quote | ID: 121733


Nipper Plant
Sandwich Artist
Level: 44

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At the very least, foshizzle, let levels of this difficulty remain in later levels. One tip I've learned over the years with great level designs is this: rather than making the game harder, try making your goal to keep the player interested with each new level. Progress them with easy levels to much harder levels, but always keep them interested with a new gimmick, puzzle, enemy, what have you.

ShoFIZZLE
Posted on 12-08-09 07:43 AM Link | Quote | ID: 121819


Shyguy
Level: 21

Posts: 18/80
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Since: 11-18-09
From: Atlanta, GA

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I see what you are saying Dark. Too hard too early, but I do need to lay off the enemy sprites.

Ice Penguin
Posted on 12-10-09 11:06 AM Link | Quote | ID: 122075


Popo
Level: 49

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Since: 02-20-07
From: Kasuto

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Posted by SePH

Wow, this looks fantastic! Even if I never get to play it, just seeing the screenshot was good enough for me. I like it.

I would be a little sad about having less exploration, though.

KP9000
Posted on 12-11-09 11:24 PM Link | Quote | ID: 122193


Boomboom

Level: 86

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Since: 02-19-07

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Just gonna throw this in here too.
Posted by KP9000
This thread is getting buried... here's a couple of images showing off the differences and advantages of Reuben versus other editors. Images are clickable!

Before Reuben, SMB3 Workshop


After Reuben Enhancements



The top image shows the level as it was ported over from SMB3W to Reuben exactly as shown. The palette is a bit different than SMB3W's level, but you get the idea.

The bottom image shows all of the enhancements made available through Reuben. Clearly superior.



____________________

GreyMaria
Posted on 12-12-09 05:43 AM Link | Quote | ID: 122220

>implying even the Japanese understand the Japanese
Level: 100

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Superior... or really fucking superior?

On an unrelated note, layout go stretchy.

____________________
we're currently experiencing some technical difficulties

KP9000
Posted on 12-13-09 01:33 AM Link | Quote | ID: 122339


Boomboom

Level: 86

Posts: 1172/1975
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Since: 02-19-07

Last post: 1932 days
Last view: 1556 days




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Mineyl
Posted on 12-13-09 03:43 AM Link | Quote | ID: 122380


Ninji
Level: 34

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Since: 09-10-09
From: World 5

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Posted by KP9000
*a lot of awesome*


Holy sh...crap. *goosebumps*

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Mineyl
Posted on 12-16-09 10:51 PM Link | Quote | ID: 123143


Ninji
Level: 34

Posts: 124/243
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Since: 09-10-09
From: World 5

Last post: 2630 days
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Well, this is it: the last two stages I'll be designing for this hack before Reuben is released. Enjoy. :3

Copypasta from my Youtube description:


You guys are probably wondering what this is all about. I thought I'd type up a big, long-winded explanation, but one just wouldn't come to me. Here's the short version:

Simply put, ever since DahrkDaiz announced his new editor Reuben for SMB3 and began listing really good features and showing miraculous progress on the implementation of said features, I've lost motivation to continue working on my hack with the basic tools that I've been using.

I am very thankful for the time I've spent getting acquainted with SMB3 Workshop, Translhextion, SMB3 Map Editor Beta, and YY-CHR. Compared to Super Mario World, Mario 3 has been a much more difficult and humbling hacking experience. I've had to learn many things on my own to get this hack to its current level, so I think that when I make the switch to this "power editor" that Reuben will be, I can fully appreciate its features as I have been more than sufficiently exposed to the alternative.

I'll be rebuilding many of my stages from the ground up. I can't see world 1 changing very much, but world 2 definitely will. Ever since I played NSMBWii, it has dawned on me how sick and tired I am of world 2 always being a freaking desert. At first, it was just a problem with others' SMB3 hacks, but now it's extended into the official games, as well. I have always hated deserts in video games (mostly RPGs, but both were depressing in the two NSMB titles), so I'm either going to relocate the desert theme to another world or do away with it altogether. Since this means that all of these stages and this map will be scrapped, I decided to go ahead and showcase them here.

You also get to see some of my graphical edits in action! Realize, though, that much of it was a WIP, and as such, you'll see quite a few placeholder tiles and the occasional junk tile. These would have been addressed for a beta or final release.

Wow, that wasn't as short as I thought it'd be. Thank you, everyone, for being patient with my hack, and know that my decision to use Reuben should ultimately make this game far better than it ever could have been with what I have been previously using. :3


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Quick Curly
Posted on 12-17-09 02:31 AM Link | Quote | ID: 123165


Giant Red Paratroopa
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Since: 06-15-08
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Of course I completely like it Mineyl.

So... R.I.P. The Original Version of Mineyl's Unnamed SMB3 Hack.

I'll look forward to see what you do with Reuben.

Mineyl
Posted on 12-17-09 02:46 AM Link | Quote | ID: 123173


Ninji
Level: 34

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Posted by Quick Curly
So... R.I.P. The Original Version of Mineyl's Unnamed SMB3 Hack.

Maybe I'll tidy this up a bit and release it. The perfectionist in me would rather not, but...you know. xD

Thank you for your support. :3

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Quick Curly
Posted on 12-17-09 03:04 AM Link | Quote | ID: 123176


Giant Red Paratroopa
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That's okay. You don't have to if you don't want to in order to help keep the surprise of what you do with the power of Reuben to advance it. It's just me, but I like playing the final versions and not forcing authors to release demos if they'd rather not release unfinished work and not have real control over who grabs it. I know some authors like releasing (public) demos in order to get feedback and whatnot; however, I'm personally not a fan of this method. Plus playing a demo would sort of ruin the feel and excitement of the finished product since depending on how much more has been changed, I'd sort of have an idea of what to expect, but again, that's just me. If you're going to be keeping most of World 1 the same for your Reuben advancement, I like your hack enough to put off playing it until you have it to the point that you'd want it to be at on a more complete level. In the end, it's up to you what you want to do, of course.

I know one person in particular who would probably say otherwise though...

You're welcome. I know you'd do the same for me.

messiaen
Posted on 12-24-09 05:40 PM (rev. 2 of 12-24-09 06:34 PM) Link | Quote | ID: 123979


Cheep-cheep
Level: 31

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Since: 05-26-08
From: Porto Alegre, Brazil

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SORT OF two player mode in Mario 64 (controlling NPCs):



Many practical problems, however the concept could work in a smaller scale.

Edit: Embed doesn't seem to be working Non-embed.

cobraman
(post deleted) ID: 124156

KP9000
Posted on 12-26-09 10:03 PM Link | Quote | ID: 124193


Boomboom

Level: 86

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____________________

ShoFIZZLE
Posted on 12-28-09 07:22 AM Link | Quote | ID: 124350


Shyguy
Level: 21

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Since: 11-18-09
From: Atlanta, GA

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That is AWESOMELY AWESOME!

DahrkDaiz
Posted on 12-28-09 03:11 PM Link | Quote | ID: 124367


Nipper Plant
Sandwich Artist
Level: 44

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Since: 02-22-07

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Thanks for posting this KP. it's inspired me to double down on finishing Reuben

elbobelo
Posted on 01-02-10 04:50 AM Link | Quote | ID: 124782


Red Koopa
Level: 26

Posts: 69/124
EXP: 92114
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Since: 08-16-07

Last post: 520 days
Last view: 235 days


I hope this will get people excited about a new Vampire Killer game 2 years in the making.

You may notice a few things such as multiple power ups, 3X subweapons, working candles, keys, and chests, day-month-hour clock, 250 max hearts, experience and level-ups, plus tons tons more.

These backgrounds are all temporary as well as the level design. I have only been focusing on game control and game play to date.

Scatt-Man
Posted on 01-02-10 12:41 PM Link | Quote | ID: 124802


Red Goomba
Level: 16

Posts: 29/40
EXP: 17041
Next: 3215

Since: 05-20-07
From: Sydney, Australia

Last post: 2675 days
Last view: 3204 days
You sir have created the first Castlevania hack I'm interested in playing. Very nice work!!

koala_knight
Posted on 01-02-10 06:12 PM Link | Quote | ID: 124825


Buzzy Beetle
Level: 42

Posts: 331/384
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Since: 06-01-07
From: Miami

Last post: 2478 days
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That's the 8Eyes hack you were working on, right?
It looks great! I've been doing some research into CV2 in an attempt to achieve a similar end within that engine as you have within this one.
Great work so far!

elbobelo
Posted on 01-03-10 10:57 PM Link | Quote | ID: 124961


Red Koopa
Level: 26

Posts: 70/124
EXP: 92114
Next: 10161

Since: 08-16-07

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Posted by koala_knight
That's the 8Eyes hack you were working on, right?
It looks great! I've been doing some research into CV2 in an attempt to achieve a similar end within that engine as you have within this one.
Great work so far!


Yes that was 8-eyes, I looked into hacking cv games myself but the code seems way to complicated and compressed. 8-eyes had a lot of free space and code that was easier to understand. I was able to actually re-write a lot of the original 8-eyes code to make it tighter and more compact in order to free up space. The end result has been great (more weapons, more familiars, more whips).

Also, you will find that the controls and intuitiveness are superior to any other CV game for the NES. (ex. facing different directions while in air, douple-tap running with trail effects, double-jump wings, smooth animations)

Posted by Scatt-Man
You sir have created the first Castlevania hack I'm interested in playing. Very nice work!!


Thank you sir, there is a lot that you don't see in this picture as well. Plus this is not just a painted picture, everything you see here functions as it should (except the level up counter, which i just decided to do).
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Main - ROM Hacking - The General Project Screenshot/Videos Thread... New thread | New reply

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