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Main - Posts by Waddler-D |
Waddler-D |
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Paragoomba Level: 21 Posts: 21/71 EXP: 44687 Next: 5256 Since: 01-24-09 Last post: 4822 days Last view: 4789 days |
Yeah, in some instances, I did ease up on things compared to the beta. Mainly it's to compensate for the timing changes. However, if it is requested enough or maybe to satisfy those that had a chance to play the beta before this version, I will make a harder version of the hack available later on. I can't say today but sometime this week.
However, it's not to say that this version that's currently out now is not too easy to say the least. It's just with a difficulty curve in mind is all. ____________________ AIM: WaddlerD 85 |
Waddler-D |
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Paragoomba Level: 21 Posts: 22/71 EXP: 44687 Next: 5256 Since: 01-24-09 Last post: 4822 days Last view: 4789 days |
Thank you everybody. I'm rather glad that people are really enjoying the hack and I decided that I will continue working on the hack either today or sometime later this week. I played through it a bit before sending it out (mainly to find any small bugs here and there) and thought that it would be a shame just to let it stay on hiatus for much longer.
Though, let me explain a few things about the hack I've been questioning and hoping for suggestions on... - I plan to have 8 worlds for the player to go through (one for each Koopa Kid and one for Bowser himself), but I'm not sure what to do about the 9th world yet. My thoughts are either taking a "extra level" route or possibly have it like the "warp zones" that exist in many Mario games, but I was curious what you guys might think. - I'm questioning what to do with the cape, as I have very few feathers in the game so far and I'm well aware of the cape's flying ability being rather cheesy (A reason why I kind of miss Raccoon Mario). Should I keep them the way they are and just have a few or possibly disable the flying aspect if possible? ____________________ AIM: WaddlerD 85 |
Waddler-D |
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Paragoomba Level: 21 Posts: 23/71 EXP: 44687 Next: 5256 Since: 01-24-09 Last post: 4822 days Last view: 4789 days |
Bah, I guess I didn't catch that one. Well, at least I made it a little well-hidden. Thanks for pointing it out, I'll fix it right away. ____________________ AIM: WaddlerD 85 |
Waddler-D |
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Paragoomba Level: 21 Posts: 24/71 EXP: 44687 Next: 5256 Since: 01-24-09 Last post: 4822 days Last view: 4789 days |
I apologize for the lack of updates on the tutorial. I've been rather busy with school work and had to cool off after this week. I should have some more stuff up and ready by tonight or at least this week. ____________________ AIM: WaddlerD 85 |
Waddler-D |
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Paragoomba Level: 21 Posts: 25/71 EXP: 44687 Next: 5256 Since: 01-24-09 Last post: 4822 days Last view: 4789 days |
Hmm, I'm not sure if custom sprites are gonna be easy as SMW and Lunar Magic, besides I did have a few custom attacks, but of course they're nothing too special. ____________________ AIM: WaddlerD 85 |
Waddler-D |
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Paragoomba Level: 21 Posts: 26/71 EXP: 44687 Next: 5256 Since: 01-24-09 Last post: 4822 days Last view: 4789 days |
Alright, just posting to say that the battle scripting tutorial is finally updated and that I'll try to finish it up tonight or tomorrow. No promises, but I WILL finish this eventually. ____________________ AIM: WaddlerD 85 |
Waddler-D |
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Paragoomba Level: 21 Posts: 27/71 EXP: 44687 Next: 5256 Since: 01-24-09 Last post: 4822 days Last view: 4789 days |
Thank you very much for pointing out the bugs. I'm currently going through the game and patching up everything and balancing stuff accordingly. I tried fixing the Valentina fight with Version 1.0a, but by the time I got that out, I learned I had screwed up AGAIN.
The last bug I knew about. Unfortunately, not sure what to do about that, but I'll look into it. The other two bugs I'll definitely look into. My bet is that it has to do with enemy scripts not having the correct bytes or not ended off properly. Though, I'm glad you enjoyed it Kles and I'll try to rebalance the middle part when I'm going through the hack. EDIT: Regarding Bug #2, I was correct about my hunch... Apparently forgot an FF and that ended up putting Axem Rangers' battle script into Helio's counterattack script. I'll deal with that ASAP. Bug #3 probably might be a screw up with the battle event number or something solvable. Again, thank you for the heads up Kles. I really appreciate it. EDIT #2: Yep, I was right. Ugh... Well, at least it's fixed. I can have a patch for V1.0b out right now. ____________________ AIM: WaddlerD 85 |
Waddler-D |
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Paragoomba Level: 21 Posts: 28/71 EXP: 44687 Next: 5256 Since: 01-24-09 Last post: 4822 days Last view: 4789 days |
Glad to hear that V2.0 is coming along Omega. I was wondering about things here, but I wasn't entirely worried. I think SMRPG hacking overall would have more life to it than one might believe.
Also, I still don't understand the point about that one comment... But nevermind that, I agree a bit with blackhole89 on the level editor. It certainly would make level editing a little easier. ____________________ AIM: WaddlerD 85 |
Waddler-D |
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Paragoomba Level: 21 Posts: 29/71 EXP: 44687 Next: 5256 Since: 01-24-09 Last post: 4822 days Last view: 4789 days |
Well, yeah... I can see what you mean. I'll figure out somewhat to make it a little more meaningful. ____________________ AIM: WaddlerD 85 |
Waddler-D |
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Paragoomba Level: 21 Posts: 30/71 EXP: 44687 Next: 5256 Since: 01-24-09 Last post: 4822 days Last view: 4789 days |
I apologize in advance for not replying soon, I've been rather busy.
Umm, JerryG20. That's a really weird occurrence. The only thing I can think of is that you might be using a Super Mario RPG ROM with a header (first 200 bytes being 00 and dribble). You gotta apply the patch to a ROM without a header. Other than that, I'm not sure why that would happen. However, the final version which I'll release on ROMHacking.net has none of those problems. 0xwas, I changed around Punchinello's battle, but I will make that bug is rid of. And I'll also make sure of that second bug, but that certainly is one I haven't ran into yet. However, I have been making lots of changes with the final version. This will include: - Solve some problems with some enemies/bosses with multiple attacks (i.e. Enemies attacking after characters have died, leads to bug where enemy jumps offscreen and attacks nothing, only to come back some minutes later). - Mallow with Shocker at the beginning instead of Thunderbolt as his first spell (Some enemies changed a bit to compensate for this). - Balance out stats between characters and increase HP stat boosts - Change enemy encounters around a bit (i.e. Mushroom Way, a Goomba encounter might give you two Goombas and a Koopa Troopa). - Improved certain boss and enemy tactics as well as stats to make a little tougher. - Fixed the bug where it says that your character will gain a new special at Level 51. The max level is 50 in this game. - Changed Geno Whirl's stats (It will always hit now, sometimes will hit 9999 on its own, but timing for guaranteed 9999 is VERY hard like Geno Boost's). - Changed stats for a few pieces of equipment (Masher, Lazy Shell). - ALL Weapons have small changes to timing (Mainly just for the strongest level of the attack). - Changes to some Psychopath messages - Fixed problem with "Ready, Get Set, Go!" message on Booster Hill. - Reduced enemy evasion for most enemies. - Lessened EXP gain to compensate for Lucky Jewel, Lucky! Bonus, and the special Hammer. - EXP Booster costs twice the amount of Coin Trick now. ____________________ AIM: WaddlerD 85 |
Waddler-D |
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Paragoomba Level: 21 Posts: 31/71 EXP: 44687 Next: 5256 Since: 01-24-09 Last post: 4822 days Last view: 4789 days |
Sweet, everything's looking good for the next release and ironing out those bugs from before.
I may try to fiddle around with it a bit. ____________________ AIM: WaddlerD 85 |
Waddler-D |
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Paragoomba Level: 21 Posts: 32/71 EXP: 44687 Next: 5256 Since: 01-24-09 Last post: 4822 days Last view: 4789 days |
I'm really liking this next version looks like it'll be addressing a lot of things that even I don't think I could figure out completely. It certainly brings up the temptation to start a new SMRPG hack after I release the final version of SMRPG True Remix. ____________________ AIM: WaddlerD 85 |
Waddler-D |
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Paragoomba Level: 21 Posts: 33/71 EXP: 44687 Next: 5256 Since: 01-24-09 Last post: 4822 days Last view: 4789 days |
I plan to fix the whole battle with Culex if necessary. I've heard some of the issues and they certainly will be addressed. At the moment, the hack is in the beta-testing stages and I'm hoping to have it released by late August or early September. Just waiting on some word from the beta-testers but it is certainly still getting worked on, making sure all the bugs, glitches and kinks are out of the way. ____________________ AIM: WaddlerD 85 |
Waddler-D |
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Paragoomba Level: 21 Posts: 34/71 EXP: 44687 Next: 5256 Since: 01-24-09 Last post: 4822 days Last view: 4789 days |
Hey guys, it's me Waddler-D (since everybody's a rabid crow now). While this hack is pretty much ready for a final release, it certainly isn't the last thing I'll do for Super Mario RPG. Future projects could very well be in the works.
But for now, I'm trying to figure out a couple things, like... how to change a few events in the opening demo of the game. There's a bug I'd like to get rid of there. For example, Mallow's Shocker killing everyone when it is only hitting one enemy... ____________________ AIM: WaddlerD 85 |
Waddler-D |
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Paragoomba Level: 21 Posts: 35/71 EXP: 44687 Next: 5256 Since: 01-24-09 Last post: 4822 days Last view: 4789 days |
Well, I found a workaround at least, but there's another small problem. It's probably can't be helped unless I find a way to make another event to even things out.
EDIT: Alright, I think I may have solved the problem for now, or got it fixed as close as possible. ____________________ AIM: WaddlerD 85 |
Waddler-D |
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Paragoomba Level: 21 Posts: 36/71 EXP: 44687 Next: 5256 Since: 01-24-09 Last post: 4822 days Last view: 4789 days |
No, I'm not using Lazy Shell to edit the events. Though, it's been a great reference tool and has made it easier to find key data to change. ____________________ AIM: WaddlerD 85 |
Waddler-D |
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Paragoomba Level: 21 Posts: 37/71 EXP: 44687 Next: 5256 Since: 01-24-09 Last post: 4822 days Last view: 4789 days |
I'm making pretty good progress right now on the boss balancing and revamping. I think if I keep it up, I'll have something for everyone by this weekend! ____________________ AIM: WaddlerD 85 |
Waddler-D |
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Paragoomba Level: 21 Posts: 38/71 EXP: 44687 Next: 5256 Since: 01-24-09 Last post: 4822 days Last view: 4789 days |
Alright guys, I finally have released the final version of this hack, I hope you will all enjoy the work I've put into it and welcome any feedback at all.
EDIT: Well, crap... first quick run-through and boom... bug problem. EDIT 2: Super Mario RPG Revolution V1.0a Fixed a major bug with the first area, which would make it impossible to get further. Sincere apologies guys for those that have downloaded the hack already. There should be no further problems as I learned what the problem was with that. ____________________ AIM: WaddlerD 85 |
Waddler-D |
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Paragoomba Level: 21 Posts: 39/71 EXP: 44687 Next: 5256 Since: 01-24-09 Last post: 4822 days Last view: 4789 days |
Sounds like that could be a hiccup in the script, let me look into that real quick. I might release a quick fix shortly.
EDIT: Yep, there were a couple hiccups with bosses I've tweaked, annoyingly. I guess I was rushing a bit... I think I'm gonna make a quick leaf through of the enemies' and bosses' scripts and see if I can fix any more problems I've found, but I will release a quick fix. ____________________ AIM: WaddlerD 85 |
Waddler-D |
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Paragoomba Level: 21 Posts: 40/71 EXP: 44687 Next: 5256 Since: 01-24-09 Last post: 4822 days Last view: 4789 days |
Now THAT's intentional. It's supposed to be a joke boss, except the boss isn't particularly pathetic. ____________________ AIM: WaddlerD 85 |
Main - Posts by Waddler-D |
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