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Please chime in on a proposed restructuring of the ROM hacking sections.
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Lordlazer
Posted on 03-13-07 08:14 AM, in If you could make a video game... Link | Quote | ID: 14656


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I understand where you're coming from, but I disagree. Maybe I'm a bit of an optimist, but I believe if it is truly something you desire to do you have the potential to succeed. Don't let the notion of being a one-man team deter you. Who knows, perhaps because of your determination on working on your project(s) you'll come across someone who would be willing to join your team. Besides, that is also why they have GameDev.net.

As for me, I have countless ideas for stories/games and (being optimistic) am going to accomplish them all (either by doing what I'm dreaming now or by recycling ideas). Yes, programming and whatnot is a bit difficult to learn, but once the concept is grasped it is quite easy actually; the only "hard" part is coming up with good logic (at least for me), breaking it down into chunks in order to program. I know the one-man team will be difficult, but I'm willing to go that route. Already I am able to compose music, write, and draw (well...I will actually consider myself an "artist" once I get a tablet...I hate drawing oldskool (LOL))... I just have to learn how to do programming well and (if necessary) 3D Modeling. Luckily, I'm majoring for a B.F.A. in Video Game Design, which will tackle those last three things for me. Though...I will say a team is VERY nice. I do have help from my nephew with a few of the projects, so that helps... All I have to say is, don't give up on your dreams!


P.S. I don't know if I can help, but if you need help finding resources (tutorials and whatnot) on something related to Game Development, PM me and I'll do my best to assist you.

Lordlazer
Posted on 03-16-07 12:28 AM, in Poem. Link | Quote | ID: 15500


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The flow of this poem was my kind of style;
the rhymes, word choices...some kind of guile?
Homer's Odyssey, my only guess;
as you referenced ithaca, else you digressed...?

Lordlazer
Posted on 03-18-07 04:17 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 16399


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Posted by Tweaker


Filler vids ftw?

I am really impressed with your hack so far. I haven't played it yet (if there is a release...nor do I have the time at the moment), but it looks great! I just hope it holds up to its hype from your YouTube vids (playing it is different than watching, but you know this of course...). Regardless, those levels look like they are originals and if they are then I'm very impressed by the fluidity, be it overall design and the added game mechanics. Cool Beans!

Lordlazer
Posted on 03-19-07 05:37 AM, in Rappelz: A free MMORPG. Rejoyce! Link | Quote | ID: 16848


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Please give a detailed review, if you don't mind. It does look good and I'd love to try it, but I have a Mac and unfortunately they don't have a client for OSX. :_(

Lordlazer
Posted on 03-21-07 04:51 AM, in Super Maria Sisters Link | Quote | ID: 17587


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I <3 what you're doing with your hack thus far. I'm really impressed with how you're going about designing the graphics instead of simply "whipping" them up (you're actually doing real concept art! ). I love your pixel art thus far and can't wait to see your future updates. Although I don't keep my eyes locked on the hacking scene these days, I will keep at least one eye locked on this hack. Great stuff!

P.S. <3 the new bowser and goomba. To improve the koopa, hmm... Perhaps the koopa might be good to go about it with a kind of reversed engineered approach. Instead of first doing concept art, though you do have a concept for the koopa, it might be fruitful to try out what ideas you have for the koopa in pixel form and perhaps then you'll come up with "better" ideas, or maybe you'll find out that the concept art you have is perfect. Good luck!

Lordlazer
Posted on 03-21-07 05:10 AM, in Mario's Lost World Link | Quote | ID: 17589


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Wow...is almost all I can say.

It is amazing at the quality of hacks coming-out/being-worked-on as of late. As some have said, it feels as though they are games made on the SMW engine, instead of a hack. All I can say is great work and if you are planning on becoming a video game designer I can already tell you are doing a great job with the journey thus far. Though on another note, I honestly hope this isn't all hype... Even though the screens and Youtube vids look VERY promising... Ah, well, just be careful and not mess it up. I'm sure people (and you know this already), but make sure your levels are "playable". Although that thwomp level looks fun and interesting to me, upon watching the Youtube vid it looks quite tough, not that tough is a bad thing. Personally, I like a good challenge, but if you are planning (or are currently) to work in video game design, it is wise to have it so the levels are enjoyable by "normal" gamers and not simply for the hardcore audience. Anyways, I look forward to your next update(s)!

P.S. If you feel I'm picking on you by emphasizing about the level design, I'm not. I'm majoring in game design and simply am trying to "share the wealth".

Lordlazer
Posted on 03-21-07 05:13 AM, in Rappelz: A free MMORPG. Rejoyce! Link | Quote | ID: 17590


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That's cool. If you want, keep updating this thread with reviews on the game. At least I'll be listening...er reading, since I can't play it.

Lordlazer
Posted on 03-21-07 05:24 AM, in Little flash game I made Link | Quote | ID: 17591


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Well, I guess it is "trial and error", but if you actually take the time to think about it, you can actually plan out your moves, thus limiting your deaths A LOT. I didn't play it for too long due to being tired from programming all day, but I'm free tomorrow (or rather today if you're technical about it... ) so I'll see how far I can get before I "officially" give up. Fun though!

Lordlazer
Posted on 03-21-07 06:26 AM, in Dofus - MMORPG Link | Quote | ID: 17609


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I'll try it out since there is an OSX version and the Youtube vids that I checked out didn't look that bad... Now I just got to check out gameplay!

Lordlazer
Posted on 03-21-07 05:26 PM, in Tetris Concept Link | Quote | ID: 17698


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That is an interesting idea, but what about multiplayer? With it requiring so many screens for player1, how would you do the same for player2 (or more) without making them feel like they have to squint their eyes to see (not that it would help). So, unless that is only a 1 player game...

Lordlazer
Posted on 03-21-07 07:56 PM, in Introduction to Hex (Repost) Link | Quote | ID: 17738


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I'm working on actually messing with hex now (instead of simply knowing how to count in hex, heh), so I can't answer your question...but I might be able to point (pun intended ) you towards the right direction.

As far as "Big Endian" and "Little Endian" goes, I'm sure there is a default, so if it isn't specified (which is what I think you meant to say when you said "no endianness") I'm sure it would default. Now to what it defaults to I'm not sure, my guess would be that it defaults to "Little Endian" considering that Tweaker found that he didn't "need" to mention this in further detail. Anyways, my question now is how do you detect if you're dealing with hex that is "Big Endian" or "Little Endian"?

Lordlazer
Posted on 03-25-07 09:06 PM, in Mario's Lost World Link | Quote | ID: 19153


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From what I can tell, there hasn't been a public released demo.

Lordlazer
Posted on 03-25-07 09:13 PM, in 2D Ocarina of Time...Sadness Inside Link | Quote | ID: 19155


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I feel for them, and it is sad that someone like him to die, especially the way that he did, but to risk being insensitive (which I don't mean to be)... It is also sad that no one took up the project where he left off. I mean, you'd think someone would finish it as a tribute to him...at least that is what some people do with movies/books/etc when the original author passes away, or at least they release what they were working on as a tribute as to what they might have wanted... *shrugs*

Anyways, Dampe rest in peace...

Lordlazer
Posted on 03-25-07 09:17 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 19157


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Posted by Sonicandfails
I'm sorry, wasn't this the "General Project Screenshot Thread"?
Not the General Project Youtube Thread.

Movies are fine if they are showing off your hack. The idea of the Screenshot Thread is to show off your creations. You might be able to argue against a person previewing their original music alone, since it is merely audio, but movies...?

Posted by Green-Kirby
Posted by Legoman
There are now video abaut my super mario pro:

http://www.youtube.com/watch?v=uJ-OXZEO9RA

THAT! Do not look like a hack even if you ask me. ;


I was trying to figure that out myself. My only guess is that the person is programming the game (due to the lack of sprite animation frames, physics, etc)...thus as you suggest, not a hack.

Lordlazer
Posted on 03-29-07 07:35 AM, in Fog of War Sonja Hack - Advance Wars 2 (rev. 2 of 03-29-07 07:35 AM) Link | Quote | ID: 20642


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I find this pretty cool, but as you said, it is kind of useless if a battle is started with Fog of War...which in my case is 100% of the time (I prefer the challenge of not knowing over the challenge of knowing). So, unless I'm mistaken, this wouldn't be too useful in campaign mode, thus my guess as to why they never had a CO with this ability...?

Edit: Does this CO Power only work when Fog of War is turned off? If so, then it makes sense...

Lordlazer
Posted on 03-29-07 11:00 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 20838


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Posted by TheGreatGuy

Awesomness, the only thing that could make it better is if the picture you'd used was a fish.

A Dopefish! I'm sorry, couldn't resist that one.

But seriously Hyperhacker, nice work!

Lordlazer
Posted on 04-05-07 05:49 AM, in SMW2000 Demo 2.75 (rev. 3 of 04-05-07 05:56 AM) Link | Quote | ID: 23500


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I congratulate you on your honest effort (and keep on trying), but this I would say is still too alpha-ish for a demo release. Your level design reminds me of my nephew's when we first began SMW hacking, but he improved as I believe you will if you keep going at it. Currently, there are too many flaws for me to make a critical analysis of it, but I will say a few more things.

You have many good ideas, but those ideas are buried beneath the ugly.

Examples
1) Intro Screen
--- It is nice to have an interactive introduction, but the execution of the idea was done poorly. For instance, I had no warning that I had control over Mario, thus I died from waiting for an introduction message (ironically the death occurred exactly (or at least close to) when the message would've been displayed).

Improvement: I don't have an exact answer for this, but perhaps having a message come up to bring awareness to the player. Another way might be good is to just let the player figure it out after waiting for the message to appear, but if you like this idea, remove the koopa that kills Mario if he stands still [unless you find it amusing to sit in your chair wondering, "Ahahaha... How many people died from that one?"].


2) Koopa-Bounce 1-up
--- I don't know what to call this, but I found it...neat, that by jumping under one of the blocks it made a chain reaction of koopa shells emerge and cause a 1-up to fall from the top. To be more honestly, I found it ammusing... The problem comes up with the level around it, as with all of your levels. Simply put, they aren't polished ideas; if one were to relate this to literature, I believe one could use the metaphore of a "fragmented idea".

It seems you are trying to do one thing, but then go elsewhere on a whim. In addition, the level design feels like a Megaman or Metroid game gone wrong (if I were to dare compare it to a game...). For instance, I believe in level 01 (or level 02?) where it is like an entanglement of ground that is uprooted as if to be a maze, but is too linear to be one. Also, not that Mario needs "logic", it doesn't seem to compliment the Mario universe; in other words, (I guess) it is like I'm randomly jumping through a level to get to the goal. Likely in many hacks and Mario games it is "random" jumps (keeping what I said in mind), but they at least provide the illusion that the world belongs, creating a fluidity to the game flow.


I could keep going on for examples, but I believe I've driven the point across. Also, I hate to say this, but try to come up with a more original title screen. Unless this hack is supposed to be "classic", why have SMB ~ World 1-1 as the introduction to your game? It doesn't compliment the game at all, if anything it detracts by totally misleading the gamer, planting in them false expectations (which is rarely a good thing to do).

Anyways, keep cracking at it and good luck! Sorry I couldn't say more positive things... :-/


Edit: How many levels is the demo exactly (without going into LM)? If there is more than 6 (including the Yellow Palace and the Ruined Castle), please tell me which level to look in for the secret exit and I'll go do that. I apologize if I didn't finish the demo, but I actually lost interest in looking for it (I thought it was in level 03, but after going in the yellow pipe [had to get the silver and blue POW] I was welcomed by only a 3-up (though that is a neat idea to make the player work for that, but it was kind of misleading for me as I thought that was the secret exit...).

Edit #2: I forgot to add that in the Ruined Castle, you either have a Sprite Glitch that doesn't allow the player to continue all the way to the right (across the lava) or you didn't finish that level yet.

Lordlazer
Posted on 04-05-07 06:21 AM, in (April Fool's hack) Super L33T World Hax0r Mario [SS] Link | Quote | ID: 23505


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I think that was made by FPI...

Lordlazer
Posted on 04-06-07 04:23 AM, in Introduction to Hex (Repost) (rev. 3 of 04-07-07 06:38 AM) Link | Quote | ID: 23919


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Alright, new question. I've checked a few so called "tutorials" about how to use an hex editor on SMW, but they don't teach HOW. For instance, I understand (more or less) how to count in hex and how to use the reference the data (er, ROM Map), the problem for me is coming up with an understanding on what to do, besides randomly entering numbers.

To be more exact, the tutorial by KPhoenix taught me how to use said ROM Map's addresses to get to the appropriate section, however, I'm still confused with how to figure things out. For instance, how do I read said numbers to know (more or less) what to change them to? How did they figure out what the addresses did without spending an insane amount of time randomly changing things? How do I know what to change something to after going to where the address told me to (the descriptions are pretty vague, they don't say what numbers do what)?

Thanks for the help! <3


Edit: I was reading some more stuff on Hex here and correct me if I'm wrong, but I guess it simply requires luck to figure what things do (or if I were to be politically correct, one must do reverse engineering).


Edit #2: Nevermind, I went on IRC and got my answer. For those curious, it pretty much is luck. *shrugs*

Lordlazer
Posted on 04-08-07 03:47 AM, in Undocumented autoscroller! Horizontal AND vertical! Link | Quote | ID: 24513


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Since LM doesn't work on my OS I'll ask, are you saying that the level will scroll horizontally from screen 1 through 2 and on the 3rd screen it will scroll vertically? Could you create an AVI or something to show?
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