Points of Required Attention™
Smaghetti, a new Super Mario Advance 4 editor, is currently in development! Check out the thread HERE!

Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,317,198
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 03-29-24 09:11 AM
Guest: Register | Login

0 users currently in ROM Hacking Related Releases | 2 guests

Main - ROM Hacking Related Releases - Megaman3 ATW Hack (1. demo) New thread | New reply

Pages: 1 2

Praetarius
Posted on 08-14-10 12:52 PM (rev. 2 of 08-14-10 01:02 PM) Link | Quote | ID: 134334


Level: 12

Posts: 12/23
EXP: 7805
Next: 116

Since: 07-14-10

Last post: 4618 days
Last view: 4547 days
about the guessing games, i tried to provide some hints about which way should be taken/avoided - if they are not visible enough/at all, i'm sorry
//the unfair scroll thing from top man (2nd cat), came actually from dive man, only there it was a bit higher but all under water, both times: (full) jump=dead//

about the youtube thing, sure go ahead if you like, but i currently try to make one myself (savestates will mostly only be between stages), although i changed one or two things already, compared to the ips i uploaded here - shouldn't be a problem, i hope
snakeman: http://www.youtube.com/watch?v=ocB1WHBSLE8

about hard knuckle/weapons:
the other 7 weapons were great/mostly equally good in my opinion, but knuckle stood out as least useful - mostly because of that "hang time"
i found some variables with which i could manipulate it, but nothing like i wanted
one version wasn't even a weapon anymore - it was a lift
further tries later i got to the current one;
it was somehow like top spin: hard to use (right) but quite rewarding once you can
so in the end it was like this:
1. weapons with lowish power but can reach "everywhere": magnet, shadow
2. weapons that are simply a more powerful buster: needle, spark
3. niche weapons: gemini, snake
4. hard to use weapons, with insane power: top, hard
i liked that idea, so i went through with it; but yeah, wily is the worst/most unfair obstacle in the game

OT: doesn't "kaizo" simply translate to "hacked" ?

Mineyl
Posted on 08-14-10 05:25 PM Link | Quote | ID: 134339


Ninji
Level: 35

Posts: 183/243
EXP: 276140
Next: 3796

Since: 09-10-09
From: World 5

Last post: 4250 days
Last view: 435 days
I did appreciate that you made most of the weapons more powerful than their vanilla counterparts. Especially Magnet Missile and Shadow Blade; those are lifesavers! I think vanilla Hard Knuckle is debilitating enough, though. The current version isn't so much awkward as it is unpredictable.

If you want to keep Hard Knuckle the way it is, you could at least lower Wily Machine form 2's resistance to it. 14 hits with a 28 ammo weapon that will more than likely miss is insane, even for this hack.

I'm really not sure what "kaizo" means (I've heard "hacked," "asshole," and "hard"), but the point is that that game was designed with killing/infuriating the player in mind and your hack is built in a similar fashion.

____________________
Back from the beyond.

Praetarius
Posted on 08-14-10 05:52 PM Link | Quote | ID: 134340


Level: 12

Posts: 13/23
EXP: 7805
Next: 116

Since: 07-14-10

Last post: 4618 days
Last view: 4547 days
On that topic - do you think any weapon has become *too* good?

Knuckle: my favorite solution would be vanilla version without start-hang-up, maybe a speed increase; i have found quite some other values but not that, only speed-up wasn't good, even with enough power to 1 hit most enemies it wasn't very feasable - hanging in the air doesn't mix well with the current (lack of) invincibility

Mineyl
Posted on 08-15-10 03:28 AM Link | Quote | ID: 134368


Ninji
Level: 35

Posts: 184/243
EXP: 276140
Next: 3796

Since: 09-10-09
From: World 5

Last post: 4250 days
Last view: 435 days
The only weapon that I think is "too good" is Magnet Missile, but that's not saying a whole lot. I don't think any of your weapons need a nerf; most are fine as they are.

Now that I think of it, though...the new Gemini Laser definitely acts a bit strange when it's bouncing around. Any comments on that?

____________________
Back from the beyond.

Praetarius
Posted on 08-15-10 09:59 AM Link | Quote | ID: 134394


Level: 12

Posts: 14/23
EXP: 7805
Next: 116

Since: 07-14-10

Last post: 4618 days
Last view: 4547 days
My comment on that is... that i only changed its graphic tiles. And no idea what you mean, for me it acts still the same as vanilla.

Flan
Posted on 08-15-10 10:02 AM Link | Quote | ID: 134395


Level: 82

Posts: 1326/1610
EXP: 5106380
Next: 102847

Since: 02-19-07

Last post: 3576 days
Last view: 4566 days
seems like a good game

Bond697
Posted on 08-16-10 02:33 AM Link | Quote | ID: 134441


Red Goomba
Level: 16

Posts: 40/40
EXP: 18969
Next: 1287

Since: 11-05-08

Last post: 4974 days
Last view: 4423 days
thanks

Mineyl
Posted on 08-16-10 07:06 AM Link | Quote | ID: 134454


Ninji
Level: 35

Posts: 187/243
EXP: 276140
Next: 3796

Since: 09-10-09
From: World 5

Last post: 4250 days
Last view: 435 days
Posted by Praetarius
My comment on that is... that i only changed its graphic tiles. And no idea what you mean, for me it acts still the same as vanilla.

Oh, it still bounces around. The thing is that it sometimes changes direction in mid-air...or at least it does in the few boss rooms that I tried it out in. Maybe I'm just crazy.

____________________
Back from the beyond.

Praetarius
Posted on 08-16-10 11:54 AM Link | Quote | ID: 134458


Level: 12

Posts: 15/23
EXP: 7805
Next: 116

Since: 07-14-10

Last post: 4618 days
Last view: 4547 days
Posted by Mineyl

Oh, it still bounces around. The thing is that it sometimes changes direction in mid-air...or at least it does in the few boss rooms that I tried it out in. Maybe I'm just crazy.


I found 2 cases where i could reproduce that - there were a few tiles at the top of the room which look like normal background but are treated as walls by the game. No idea how i (literally) missed that so far.

kuja killer
Posted on 03-30-11 04:19 PM Link | Quote | ID: 140590


Level: 55

Posts: 228/628
EXP: 1241081
Next: 73108

Since: 03-20-07
From: Lake Havasu City, Arizona

Last post: 254 days
Last view: 11 hours
im real sorry, i could not play this. i gave up, deleted it after 30 minutes. i only tried like 4 or 5 levels i think.

I closed my eyes and let my fingers go wild to pick my 1st totally random level, open my eyes when i hear the music start playing, was hard man.

well, i died the first two times before i could ever get through the first stretch because of the bee's, cant ever get away from the damn things cause i keep getting hit nonstop and cant ever move (because of the extremely low invisible time)
3rd time i got to the place where the sky changes to yellow, but it's ridiculous, that the little uhhh...mouse traps or whatever those things are just come out of the ground with no indication whatsoever period.

Game over, i go try top man. but i never ever could get past the damn screen with the 3 tops above spikes, i never make it in time, ugh..

game over, i try gemini man. Again those mouse traps are freaking everywhere, with no sort of graphic or indication that there supposed to be there, i do not like that. Originally in mm3, in hard man, there was that [whatever graphic] where they hide under, you should of copy-pasted that into the gemini man tileset and use that...cause it's annoying. i used 3 e tanks before i reached protoman ...jump into the pit like you do originally...die..i was like what the fuckkk that's not right.

then the next screen with the extra life under spikes, i was getting the impression you must of had some ASM patch coded in or something for multi paths...cause i thought you could go right and down..i savestate for first time just in case...slide under the spikes..get the life and die ...i keep reloading state getting a pixel closer..keep trying and trying...die.

that extra life there is absolutely 100% pointless and stupid, no offense. Get a life, and die instantly...it's pretty dumb sorry.
get to the 1st giant penguin, and im pretty sure i had almost full life right there, i accidently touch the big penguin, not the small...and instantly died...what the helllll i know that didn't happen originally.

game over, ...i deleted it after that didn't try any other levels. Sorry i dont really like this that much.
The best mm3 hack i've ever played from start to finish in my opinion is "rockman 3 Alpha" by Small Apple.

Praetarius
Posted on 08-06-11 10:19 AM (rev. 2 of 08-06-11 10:25 AM) Link | Quote | ID: 145714


Level: 12

Posts: 23/23
EXP: 7805
Next: 116

Since: 07-14-10

Last post: 4618 days
Last view: 4547 days
sorry for the several months late response (i still want to get working on this again...)

the blues and life trap were hinted at by the stars in the background, they form both times an arrow to show where to go - or were they invisible for you? that'd be an issue ofc
and at least logic dictates (to me) that if you fight blues all the other times, why should he show you the right way and help you now?

I at least try to hint at hint at most traps; e.g.:
wily 4 stage where you have to choose from 3 ladders? look at the background, the pipes show your average life expectation for choosing the ladder below it; very short, short, very short


bees... could use a nerf, i agree; then again, you can "kill" them by scrolling them out of the screen

3 tops in top mans stage - moving the last/left a few pixels up should make it easier (it would take a bit longer to move down so far that megaman just can't jump high enough)

za909
Posted on 10-28-11 03:56 PM Link | Quote | ID: 148285


Cheep-cheep
Level: 32

Posts: 52/196
EXP: 188514
Next: 17928

Since: 04-27-11

Last post: 3024 days
Last view: 2735 days
The thing is that, in case of a well-thought out hack, you don't need instructions from the hacker to pass each trap. I used to be like that with my first hack (Which was crappier than chiko hacks), but then by playing No Constancy, Wily's Dream Space and Forever I realized that in order for your level design to be good, you need to create puzzles and obstacles that aren't based on trial and error, but skills.
A short example of what you should AVOID: Don't have a part where you need to go downwards and have 3 shafts to go down, having unavoidable spikes at the bottom of 2. Also those "hints" with the stars forming an arrow are barely even noticeable, you should've just removed the whole proto man opening the pathway thing altogether and cover the pit.
I hope next time noone will have to give you much criticism at all
Pages: 1 2


Main - ROM Hacking Related Releases - Megaman3 ATW Hack (1. demo) New thread | New reply

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.023 seconds. (325KB of memory used)
MySQL - queries: 57, rows: 79/80, time: 0.017 seconds.