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icegoom
Posted on 05-21-07 03:01 PM, in The Treasure Hunt Link | Quote | ID: 37204


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Oh yeah, I remember this hack. I spent forever stuck in a Ghost House level because I was too stupid to not jump out of the floor. Your level designs were really good. I'm especially remembering a level where you had to lead a flashing shell through an obstacle course and a dam that had doors leading to two sides, one flooded and one not. I really ought to go back and play through those again.

The new levels sound good. I enjoy chasing Koopa shells, so that sounds fun. If I'm remembering right, this game seemed too difficult at times, but if you've replaced some levels in the first world, that might help things out.

icegoom
Posted on 05-21-07 03:08 PM, in I'm making some progress again.. (rev. 2 of 05-21-07 03:11 PM) Link | Quote | ID: 37205


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Posted by BooUrns
And if you don't mind nitpicking: The sloping edges have a dark green border on the top, but the horizontal piece at the top of the hill is missing the border.


Totally my fault. I'm thinking there weren't NSMB hills ripped yet and so I had to make my own from scratch. I didn't match up with the ripped graphics exactly, I guess.

You're pretty much the king of ripping, Ice Man. The NSMB cave background is especially impressive and must have eaten up a ton of tiles. (I started making one, but never fully assembled it) 'Bout time somebody fixed the glitches in that hilly background of mine. I rushed through assembling that and never bothered to fix it, even though I'm pretty sure all the necessary tiles were there.

icegoom
Posted on 05-22-07 03:58 PM, in I'm making some progress again.. Link | Quote | ID: 37415


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I drew a set of tiles that could conceivably be assembled into something resembling the NSMB underground, but yeah, there would have been so much horizontal and vertical flipping involved that I was never really motivated to put it together. I'd love to see how you went about doing your background.

icegoom
Posted on 05-22-07 04:06 PM, in The Treasure Hunt Link | Quote | ID: 37416


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Posted by Joshua
Don't bother searching for the previous demo - you'll have to play through the first two worlds again when I release the third demo (so much has changed, it isn't compatible).

I've tried to tone down the difficulty a bit. The ghost house and dam now both feature check points, and I've done minor touches on difficult parts to help make it smoother. For example I removed both of the long ducking segments in the ghost house, as well as adding a hint to help lead newcomers out. I also turned off vertical scroll in the yellow koopa shell level, so that annoyance is no more. The baby yoshi level will probably be as annoying as ever though , but you no longer have music blocks keeping you from the regular exit.

No need to search for it, I've got it sitting on my hard drive. You say you're removing Monty Moleville? Probably for the best, as it plays like a souped up Yoshi's Island 2. I'm glad you're working on the difficulty. I remember having to duck jump in that Ghost House now. Ha ha! That's one of my least favorite techniques for moving Mario around, and it can cause Mario to die if the player used spin jumps while ducking instead of normal ones.

icegoom
Posted on 05-22-07 04:10 PM, in Hack Request: SMW,SML2 6 Golden coins Hack Link | Quote | ID: 37417


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Posted by Koitenshin +∞

NOT SAFE FOR WORK OR FANS OR MARIO AND/OR SMALL CHILDREN

Oh my... not the direction I expected that to go. Ha ha! Most of those aren't even very good drawings.

The blocks are looking great, Sgraff. The breakable one looks fine to me. Are you going to do the little mushroom-looking things for Donut Blocks? The shadow on that pipe looks good. I'd go with something like that.


icegoom
Posted on 05-24-07 01:38 AM, in Paper Mario World discussion thread (rev. 2 of 05-24-07 01:39 AM) Link | Quote | ID: 37843


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Posted by Remnic The Hedgehog
Hopefully, Icegoom might help me out with Mario's GFX.

Meh, I'm not really up for redoing Mario again. It takes days to draw that many poses. I can maybe do some of the enemy sprites, but I'm kind of swamped right now.

NightKev: If I understand correctly, the Yoshi is a background object and not an actual rideable sprite.

icegoom
Posted on 05-24-07 01:44 AM, in I'm making some progress again.. Link | Quote | ID: 37846


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Ah, yeah, that's probably more efficient, and it looks better. I'd fit all the tiles into one graphics file, but assembling them would have been a huge amount of work and even then it'd be pretty simplistic and some seams would be visible:


icegoom
Posted on 05-24-07 01:59 AM, in SMB2 Music Patch! Link | Quote | ID: 37848


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There's still room for another level track?
Posted by Mattrizzle87
Level Music
01: Yoshi's Cookie: VS. music C
02: Overworld
03: SMB: Underwater hybrid(new SMB2-esque intro)
04: Character Select(used in bonus areas)
05: Subspace(used for P-switch)
06: Cave Prototype
07: SMK: Ghost Valley
08: Interior
09: Death
0A: Game over
0B: Defeat Boss
0C: Bonus Chance(used for black circle end)
0D: Starman
0E: Ending Pt.1(The beginning fanfare; used when Peach is rescued)
0F: Boss battle
10: Level End
11: Yoshi's Cookie Action Interlude(used during castle destruction sequence)
12: Strange unused fanfare(used for bonus end)
13: Warp Zone(used for keyhole exit)
14: Final Battle Pt. 1
15: Final Battle Pt. 2
16: Final Battle Pt. 3
17: Super Scope 6: Lazerblazer Intercept(for use in airship levels)
18: -unused-



Ooh, Tetris Attack tracks are available? If the track you're talking about is the one I'm thinking of, yeah, that would make good bonus music. (A lot of tracks in that game would, in fact)

Hmm... other sound effects? How many more can you fit in? I suppose the sound that Shy Guys make coming out of Pipes in Yoshi's Island is a voice?

icegoom
Posted on 05-24-07 05:06 PM, in Hack Request: SMW,SML2 6 Golden coins Hack Link | Quote | ID: 38015


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I believe they first show up at the end of 1-2, so you have a bunch of treetops to do before you get to those.

icegoom
Posted on 05-24-07 05:11 PM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 38016


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Posted by Hamtaro126
You only said about the koopa getting IN the shell, not OUT like in my previous response. Next time be more specific!


Look back farther. This article may or may not explain the exact process more clearly.

icegoom
Posted on 05-24-07 07:29 PM, in SMB2 Music Patch! Link | Quote | ID: 38045


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Aw... Tetris Attack has some good stuff in it. Oh well, this is turning into a very nice selection of music anyway.

I was thinking that the Shy Guy sound could be useful for a Shy Guy generating vase. Maybe the rest of SMB2's enemy sound effects should be ripped from All-Stars. Is Birdo's spit sound different from the Yoshi spitting sound mikeyk used? I can't remember. Phanto's waking up sound effect could probably be put to use, as could Triclyde's fire spitting. Are you using the SMB2 "growing" sound effect when you get a Mushroom. I think that has a slightly different sound to it.

icegoom
Posted on 05-28-07 03:18 AM, in SMB2 Music Patch! Link | Quote | ID: 39045


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Posted by Mattrizzle87
Triclyde's fire spitting is no different than the Bowser Statue fireball sound, nor are the Birdo spitting and SMB2 growing sounds any different than the Yoshi spitting and SMW growing sounds.

Ah, I was probably hearing these differently in my head since I've played the NES SMB2 more recently than the All-Stars version.

A quick thought on the desert map music: Maybe you could use the Doki Doki Panic star or subspace music? They both have a very Arabian sound to them and loop pretty quickly. I don't know how hard it would be for you to convert them into the proper format, but it might be nice to keep the music "in the family" wherever possible.
Posted by Mattrizzle87
03: *ending pt. 3*(I'd like to add an arrangement of track 02 which sounds similar to the SMB3 ending as the enemies are being shown, but I'm not sure if I can do it)

Ooh, that would be awesome! Maybe you ought to team up with a midi composer to arrange this for you, and you could use your expertise to add it into the game.

icegoom
Posted on 05-28-07 03:21 AM, in What Hack is This? Link | Quote | ID: 39046


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This thread has more recent pictures. (He's replaced Mario with a catgirl named Aya)

icegoom
Posted on 05-28-07 03:27 AM, in The Treasure Hunt Link | Quote | ID: 39048


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I don't know how much of it is my familiarity with the levels, but this seems a lot easier this time time around. (That's not a bad thing) These really are quite clever levels. My new favorite is the Ghost House with the bottomless pit. Getting enough lives is not really a problem, because every level has a fairly easy to snag 3-up Moon. There's still the minor problem of holes in the scenery. (It really wouldn't be difficult to add a blue tone to each of the pipe palettes and make a few extra tiles to make them line up with water) I will say that some of the levels have too low of time limits for my liking. (I'm slow figuring out puzzles) When I finish the demo, I might come back and give my thoughts on each individual level.

icegoom
Posted on 05-30-07 08:31 PM, in Title screen demo disaster Link | Quote | ID: 39605


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And when he tries to plow through enemies, he won't be invincible and will die, which is just as bad.

Just re-record the opening. I've done so multiple times with no ill effect.

icegoom
Posted on 05-30-07 08:33 PM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 39606


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Couldn't you curve the line guide up and back down off-screen so that the upwards moving platforms become downwards moving ones a few screens later? (Not sure how to prevent the player from riding the platforms over the level that way, though)

icegoom
Posted on 05-30-07 08:37 PM, in SMB2 Music Patch! Link | Quote | ID: 39607


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Ooh, I'd never heard Bouche's music from other games. (At least now I know where the star music from the SMB3 music patch came from. Not an existing Mario game, but an original composition) Listening to your subspace music, Mattrizzle, I'd say that maybe a drum track of some sort might make it sound a bit better. (A beat similar to SMB3's, I guess)

icegoom
Posted on 05-30-07 08:48 PM, in My Unamed Hack. [SS] Link | Quote | ID: 39609


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Posted by Raccoon Sam
I guess you made the Pokey's particles look like the Goombas to save tilemap space for Extra sprites?
That's what Icegoom did, mapped the Sumo Ligthning and the Birdo's Fire to the same tile.

Actually, I mapped Birdo's fireball and the Firebar to use the same graphics as Yoshi's fire. Because of the way Sumo Bros.' fire is programmed, it has to use two tiles laid on top of each other vertically. But still, remapping redundant graphics to share tilemaps with other stuff is a great way to free up graphics space.

icegoom
Posted on 06-01-07 04:26 AM, in Mario's Lost World Link | Quote | ID: 40445


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Ha ha! Curse you, Joshua! I was going to wait to bump this until I'd fixed all the broken images. Well, the first post is fixed now, at least...

icegoom
Posted on 06-01-07 09:13 PM, in Mario's Lost World Link | Quote | ID: 40924


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Percentage done? Because I work so slowly, I was just planning on doing five main worlds, then a star and possibly special world. I have most of the first two worlds done and most of the star world. Remoga's offered to assist me with levels, although I'm not sure if that means he's going to build entire new levels for me or what. Anyone out there who's decent at making levels and isn't too busy with their own hacks, Lost World would get done a lot faster if you could contribute an area or two. I make a habit of modifying levels that others have made for me to make them fit in stylistically with what I've personally done. It's much easier for me to change something that already exists than to start completely from scratch.

The Yoshi block, I just changed the graphics for a block with a green Yoshi to make it white with green spots instead of a question block. I actually think I've seen another hack recently that had this idea independent of me, but I don't know which one it was. I'm not even sure I'm going to use colored Yoshies. (Is it even possible to stick their eggs in a block?) I've changed the shell powers around, (red = nothing, blue = earthquake, yellow = fire) so the colored Yoshies powers would be different anyway. I've actually considered coloring Green Yoshi orange or pink to signify that it's a local Lost World Yoshi and not the Yoshi.

The forest ground is a bit different from the swamp ground. (slightly different grass, different pattern in the dirt) I realized that the old dirt pattern wasn't the best-looking, so I was trying to use what I'd learned from NSMB in the new sets. I could still maybe lighten up the lines running through the forest ground.

The mountain terrain, the colors are a very greyish purple to try to match the background. I could go browner, but I'm really more concerned about the dark vertical lines stretching through. Here's what it would look like with them deleted:



I could fill in the grey space with a rougher texture, but Mario graphics seem to work pretty well with big patches of flat color.
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