| |||
Views: 88,504,739 |
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search | 04-30-24 07:07 PM |
|
Guest: Register | Login |
Main - Posts by icegoom |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 182/195 EXP: 215698 Next: 13481 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6053 days |
Posted by darklink898 The first boss is supposed to be a tall mole. It used to be a normal-looking Hammer Bro. with a spikey helmet, but I changed it to reflect the control the moles have over that portion of the lost world. Or something.
That was Dino Dino Jungle. In my attempt to come up with "Mario-esque" level names, I'll sunk so low as to pillage Double Dash.
Yeah, that whirlpool's a pretty terrible place to end up. The alternate exit to the previous level leads to a slightly more accommodating environment. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 183/195 EXP: 215698 Next: 13481 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6053 days |
Ooh, it's finally done? I'm playing through this, and this is really great work. What I said originally still applies: This patch is miles above the SMB3 music patch because such care has been taken to ensure that the music's in the proper place. Not many people would take the care to make sure that there's appropriate music for each stage of the Bowser battle and ending. (There are a few silent stretches, but they're not glaringly bad or anything)
I'd already heard all the new overworld tunes, but hearing them on the appropriate maps brought me delight. The new level themes fit very nicely, too. Ghost Valley sounds great, and although I had reservations about the atheletic theme when you first announced it, it works really well in-game. I haven't edited this in Lunar Magic and tried out some of the other songs yet, but there should be plenty of variety for building a game now. I think maybe an even bigger draw than the music here is all the new sound effects. I can't wait to try them out with the appropriate custom sprites. I'm going to have to start my hack over with a clean ROM at some point, and I'm thinking I'm going to use this patch if for no reason other than to take advantage of the sound effects. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 184/195 EXP: 215698 Next: 13481 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6053 days |
Can someone find a way to turn down the aggressiveness of the Flying Fish generator? It usually puts five jumping Cheep Cheeps on the screen at a time, and I'd like to cut that down to two or three. That thing just makes levels too difficult in the state that it's in. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 185/195 EXP: 215698 Next: 13481 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6053 days |
Thanks a lot! I'll just change the ROM address for now, (5F seems about how they were in the original SMB) but the generator could be really useful, too. (Easier fish early on, harder later in the game) |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 186/195 EXP: 215698 Next: 13481 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6053 days |
Ooh, so that's what you were doing with the springboard disassembly. I'd wondered if keys could be made stackable before, but not much was going to come of without a block. Do they align to a 16x16 grid when set down like in SMB2? I'm wondering how many the game will be able to keep track of without slowing down. (But I guess the only active sprite is the one Mario's carrying, so that shouldn't be a problem) |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 187/195 EXP: 215698 Next: 13481 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6053 days |
The POW block is pretty damn cool, ghettoyouth. A few issues, though: If you carry it through a pipe, it turns into a springboard. Also, it destroys Yoshi, even if you're riding him when you jump on the POW. Maybe allowances could be made so that, like the level ender, it ignores any sprite that wouldn't be destroyed at the goal point? |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 188/195 EXP: 215698 Next: 13481 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6053 days |
Whew! I got way behind on trying out new custom sprites.
Great job with the SMB2 POW, ghettoyouth. It was strangely hilarious when Yoshi suicided himself by jumping on the POW, but it's much nicer that he can survive it now. What's different between the old and new versions of the Buckethead? I've only tried out the new one, but it's quite nice. I finally got around to inserting mushroom blocks, and they're as awesome as would be expected. I can't wait to see the puzzles people come up with with these things. The only issue I have with them is that they make walk-through foreground pieces (set to act like 25) disappear if set in front of them. Nothing that can really be done about that, and smart designers simply won't use mushroom blocks in the same area as foreground stuff. I'm mega excited about the Marine Pop. No excuse not to complete a SML remake now. Mattrizzle's graphics are excellent and I'd love to see those as the default. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 189/195 EXP: 215698 Next: 13481 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6053 days |
Progress? I've just made minor changes to existing levels, really. New screenshots require me to finish new levels and make new graphics sets. When I have something significant to show, I will. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 190/195 EXP: 215698 Next: 13481 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6053 days |
Posted by Treeki You need to utilize the Yellow Koopas to retrieve the key and a silver P-Switch to get to the keyhole. Yellow Koopas turn into flashing super shells after you stomp them. Since super shells chase Mario, you can lead them where you want them to go. A silver P-Switch can destroy munchers (which I probably shouldn't have assumed my audience would know) and you can drop through the grey cage blocks they're growing on once they're gone to get to the keyhole. I have a video of the solution here if you still need help.
I really haven't played around with STARSW very much. I think I played through the levels once back when mikeyk first released it with Sprite Tool, thought, "Huh. That's cool," then kind of forgot about it. So I guess I'll look into all the things it can do again. I'm definitely going to use the frozen enemy blocks. I probably won't use the YI Shy Guy because the animation on the feet doesn't really match the style I'm going for. Kaboomba, gameplay-wise, is a moving diagonal Bill shooter, and I can't really think of a use for it at the moment. If you're going to ride an enemy across a spike pit, which is how a lot of people use Kaboombas, I'd rather just use Mega Mole because Kaboomba's kind of a slow, repetitive ride. Shockingly, I hadn't thought that much about the story beyond what I started in the demo, but the island's ecosystem being in danger could be a nice direction to go. I hadn't really planned on doing any industrial areas, but I'll consider your example now. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 191/195 EXP: 215698 Next: 13481 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6053 days |
This isn't cancelled by any means. I've made several changes since the demo, just nothing major enough I want to post screens. (No finished new levels) For the past week or so, though, I've actually been working on world 2 of my NSMB remake. Ha ha! As if anyone cares about that project. Oh well.
Aw... my old title screen. That's still in my screenshots section as a current image, isn't it? Wow, I really need to update my website. I don't even have a download link to the demo there. SMW Redrawn graphics are kind of ugly to me now and I wouldn't want to go back to them. You're welcome to insert them into Lost World on your own, if you want. (That would kind of be a lot of work going back and undoing the ExGFX for each level) |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 192/195 EXP: 215698 Next: 13481 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6053 days |
So I'm finally gettting around to trying out the SMB2 sprites, and I'm having a problem with non-carryable Shy Guys and Snifits. Normally, when a sprite encounters a ground-based obstacle like a cement block or a pipe, it'll turn around and walk the other way. The new Shy Guys and Snifits instead walk inside of the obstacle and get stuck. The new carryable sprites don't have this problem, it's just the non-carryable ones. Anyone else encountering this? |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 193/195 EXP: 215698 Next: 13481 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6053 days |
I originally encountered the problem with a Blue Spiny, which is a Shy Guy with a new tilemap and set to stay on ledges, have a turning frame, and hurt Mario if he jumps on it. But I then tested with the Shy Guys and Snifits unmodified from their original forms and got the same problem. I thought it might be a Lost World issue, so I tried it in a new ROM, but still got the same thing. Here's a patch to show the problem:
http://www.geocities.com/icegoom/stuff/shyguytest.zip I put various types of Shy Guys and Snifits between cement blocks, and only the carryable variety didn't get stuck. I'm using Sprite Tool 1.34, which should be the most current version, shouldn't it? |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 194/195 EXP: 215698 Next: 13481 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6053 days |
Ah, I ran Sprite Tool to see which version I had and it said it was 1.34, but I actually think it is 1.35. I've got the .rar file for 1.35 sitting on my hard drive, and when I extract it anew and run Sprite Tool for the first time, it still says that it's 1.34. (Unless I've mislabeled my files somehow and 1.35 actually calls itself 1.35 when you run it. Can someone check that?) |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 195/195 EXP: 215698 Next: 13481 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6053 days |
Shy Guy and Snifit are working fine now, and that's what I was actually concerned with. (They make really great bases for creating new sprites, and turning frame support is much appreciated, by the way) But now that I look at Tweeter, the non-carryable variety does the wall sticking thing, too, (he's able to jump his way out) so whatever you changed for Shy Guy and Snifit probably ought to be applied there, too. (I haven't tested non-carryable Beezo yet, but they fly through walls anyway, don't they?)
I'm playing around with the SMB2 Birdo now, and while it's really cool that you can defeat it by throwing three of its own eggs at it, it's a bit odd that you can defeat it in one hit by chucking a carryable Shy Guy at it. You can also simply hold the egg and walk into Birdo instead of throwing the egg, and that will defeat it in one hit. I guess Birdo is somehow coded to only have HP when hit by thrown carryable egg sprites and to use the normal dying behavior for all other thrown objects? (I haven't tested with Mushroom blocks yet. Anyone tried making a Fire Birdo battle where Mushroom blocks are the only weapon available?) |
Main - Posts by icegoom |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
MySQL - queries: 99, rows: 125/125, time: 0.245 seconds. |