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Phazorite
Posted on 05-04-07 12:10 AM, in Zelda parallel worlds Link | Quote | ID: 32657


Paragoomba
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Since: 05-04-07
From: The Phazar Temple

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You do have the magic mirror, right? If not, you haven't come back to the first world after you beat Draegor.

If you're trying to ask me how to come back to the FIRST world from the ICY world, you have to climb all the way up Parallel Tower and get the Magic Mirror. Then you use it at the Triforce Shrine to come back to the first world (Light World).

Hope that's clear enough.

Phazorite
Posted on 05-04-07 01:38 AM, in Mario's Lost World (rev. 2 of 05-04-07 01:39 AM) Link | Quote | ID: 32690


Paragoomba
Level: 22

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Since: 05-04-07
From: The Phazar Temple

Last post: 5946 days
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H H OO L Y Y
H H O O L Y Y
HHHH O O L Y
H H O O L Y
H H OO LLLLL Y



CCCCC RRRRR AAAAA PPPPPP
C R R A A P P
C RRRRR A AA A PPPPPP
C R R A A P
CCCCC R R A A P

[sorry if it got totally garbled, it's a bitch to make ASCII art look right on boards]

Icegoom, you are truly the alpha and the omega of all graphical hackers. I thought Ghettoyouth's l33tness was unbeatable (anyone see that video of his newest Stranded hack?? un****ingbelievable!) but those graphics are good enough to come from a DS! Now I'm just dying for a 3-world demo. Any planned date for one?

In any case...end of rant. Your graphics truly are incredible, but your backgrounds don't always click well. Those castle levels come to mind...very busy in the BG, enough to kinda kill the sense of perspective. I love the sunset effect though...and your Cruise Ship level is pure bottled originality, vintage '07!

Level design? Well, the jury's still out there. I saw Dino Dino Canyon in action and it looked very Nintendoese, if a little incomplete and messy. Axe those floating/standing cement blocks, they're just random, tacky clutter in your handrawn awesomeness. I love your level designs so far...very creative and more like something Miyamoto would come up with. I see cues from DKC2 everywhere also. Love that game.

Keep up the fantastic work! I'd like to see some more YouTube videos too.

And if you've been wondering where I've been, well, I'm back! I took a break from ROM hacking these last few months to focus on other things in life, like school and proving I even have a life

You've given me even more inspiration to do some more work on my Mario hack and my Zelda LttP hack that I'm just now starting.

Acmlm forever!!

Phazorite
Posted on 05-04-07 09:40 PM, in A few new screens... of SMW2000! Link | Quote | ID: 32894


Paragoomba
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From: The Phazar Temple

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Posted by trip dering
1. I'll try to find them and put them in.
2. Oops! Good eye!
3. I see what you mean.
4. I forgot about that bridge.
5. I can fix the part under the castle, but as for to the right of the boat, there's only so many water path tiles for me to use.
And in the Warp Nexus (my name for Star World), the paths are essentially the same as in DW:tLC, but I haven't placed them yet. Star World is still glitchy for some reason.

Never fear, they will be fixed in the next demo.


Dammit! You stole my name for the Star World! (Mine was simply the Nexus).

On topic--that is one tasty overworld. You put a lot of thought into it. And I like symmetrical maps--the aesthetics are scientifically proven to be easy on the eyes that way. n00bish? I think not!

And on that submap with the dark gray land and the bridges: What's the theme of that world? (I just came back here after focusing on other things, so don't mind my random questions, y'know )

The palette there is a bit dark. Is it possible to make custom palettes for the overworld? Again, I haven't hacked for 5 months and at this point I suck at OW editing, so bear with me, m'kay??

As the others have said, it looks great so far. Just a few tile-fit snafus to fix. Keep it up!

I'm looking forward to seeing some new screenies. Hell, we all are.

Phazorite
Posted on 05-17-07 02:08 AM, in I'm making some progress again.. Link | Quote | ID: 35900


Paragoomba
Level: 22

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From: The Phazar Temple

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Nice OW, with Icegoom's GFX and all. I think the bright colors go fine with the Toad feel myself. It could use a few more secret exits, I only see like 2 red dots on there. I like secrets

And the palette on the plateau area is a bit dark for a happy, shiny, Toad-world atmosphere. A lighter shade and a reddish cast might look better.

Minor nitpick: The blue shading of the hills looks a little odd (just IMO). And what's with the green pixelly speckles above them?

Other than that, very sharp-looking OW. It's interesting to look at--not just a bunch of square, empty islands with no new GFX or palettes.

Phazorite
Posted on 05-17-07 02:36 AM, in My Hack (still needs title) Link | Quote | ID: 35908


Paragoomba
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Since: 05-04-07
From: The Phazar Temple

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I like the art style of your OW--Mario on acid, anyone? Kinda reminds me of Rosa Perplex from Chaos CompleXX--that was definitely a drug-induced creation.

The yellow, square island thing in the first screenie looks really out of place in a normal hack, but if that's the style you're going for, it's cool

Yoshi's Island looks pretty good overall, the perspective on the cliffs is a bit iffy near the middle. See how the grassy stuff sticks out but the cliffs seem to curve in below it? Looks nice to me up close, but some might not like the concave look of it. Oh, and you might want to move the castle back, away from the edge a bit. Great attention to detail overall.

It's cool to see more hacks with actual OBJECTS in the Special World that use the weird reverse-shadow purple palette (the preset Special World palette, mind you) without looking cheesy as hell.

Nice Star World--it looks, well, evil and surreal. I like those crisscrossing paths that seem to lead to nowhere.

Can't wait to see more!

Phazorite
Posted on 05-18-07 03:30 AM, in I'm making some progress again.. Link | Quote | ID: 36118


Paragoomba
Level: 22

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Since: 05-04-07
From: The Phazar Temple

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Holy shit! Those NSMB graphics are sexy And are you an ASM whiz or what: an Air Meter? DAMN!!

The NSMB graphics are great, but they really do clash with the pastel-looking YI graphics. You might consider using some hand-drawn art or even some of Icegoom's Redrawn graphics. But if you insist on using rips, stick with the DS/GBA art style--M&L or Super Princess Peach sound like the best matches.

Criticism? The layer 3 windows look cheesy as fuck with the NSMB sweetness in the FG. If you're ASM-savvy enough to make an air meter, how about hacking the Layer 3 settings to make a custom GFX layer? There has to be a tilemap for Layer 3 GFX somewhere.

And looking past the GFX, the level shots themselves are just plain...empty. I know there's no sprites yet, but I don't see much in the way of structure, design, or "theme" to the levels. In the end, it's all about level design--don't forget to make the levels fun and interactive!




Phazorite
Posted on 05-18-07 05:21 AM, in The Brand of Your Computer Link | Quote | ID: 36134


Paragoomba
Level: 22

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Since: 05-04-07
From: The Phazar Temple

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HP Pavilion dv8000 laptop, my grad present I've had it for almost a year now, but it hasn't aged real well. I've been having some real trouble with the keys--maybe it's from bashing the crap out of them with ZSNES? I've tried cleaning the keyboard and reattaching the keys but they still sometimes go "dead" (they feel normal but the strokes don't register ) And the screen's got a big arc of gray-stained pixels that seems to have gotten bigger since I bought it. NOT DEAD PIXELS--these just a have a semitransparent, discolored look. Doesn't bother me too much, it's hard to see cept on a light background.

On the bright side, here's the specs:

17'' wiiiiiidescreen (Xkeeper FTW, ||bass blows, BADLY) display
512 MB RAM, 80 GB hard drive
AMD Turion 64 processor
ATI Radeon XPRESS 200M graphics card
Altec Lansing audio
Windows XP (thank god I didn't switch to Vista)
Lunar Magic and Hyrule Magic

Phazorite
Posted on 05-18-07 05:29 AM, in So how's the weather? Link | Quote | ID: 36135


Paragoomba
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Since: 05-04-07
From: The Phazar Temple

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I'm a Cali dude, so we don't think about the weather too much Cept when it rains. Seriously!!

Anyways, it's kinda cloudy and mild, even coolish here. It's normal for May and June--we call it June Gloom around here.

Official forecast, courtesy of weather.com:

Clearing [cloudy in the morning, burning off around noon]. High 69F, SW winds at 10-15 mph. Very normal this time of year, we don't get really warm till about July. And even then it usually doesn't get much above 80 in coastal SoCal (Manhattan Beach to be exact) and it's (usually) not too humid.

Spoiled, aren't we??

Phazorite
Posted on 05-21-07 06:51 AM, in Just to show I'm still working on this... (rev. 2 of 05-21-07 06:55 AM) Link | Quote | ID: 37154


Paragoomba
Level: 22

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Since: 05-04-07
From: The Phazar Temple

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I remember this hack! Wasn't it formerly called "Secrets of the Switch Palaces" and "SMW: Deja Vu" before that? (sorry, I've been busy these past few months and haven't been able to come here much).

I remember your level design--it was awesome. Totally proved that ExGFX are, in the end, just the icing on the cake. It's the gameplay that counts. I really liked the day/night effect in the levels and the creative use of Switch Palaces--the must underused levels among hackers!

On topic: Very nice OW! It has qualities I have no words for. Polished, and the perspective is usually great.

Posted by BooUrns
This is some of the most creative overworld terrain I've seen. I like your use of sloping land because almost all other overworlds I've seen have perfectly horizontal land everywhere.

In the top left picture, the river abruptly turns into land. You'll probably want to put a cliff or something there to separate the land from the water, or else just make the river continue to the left edge of the screen.


Another ding: Many of the really high areas look a bit flat (screenie 2--the tall rock with the pipe on top looks 2-D and also a similar rock in World 5). I'd suggest adding a slight corner to the tall stuff so it pops out more.

And the way the waterfalls in the cave area go behind the thin path looks a bit odd. Perhaps you could add a stream of water over there?? Unless realism isn't your style...

Nice job--looking forward to seeing more!

Phazorite
Posted on 05-21-07 11:59 PM, in Graduation! Link | Quote | ID: 37301


Paragoomba
Level: 22

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Since: 05-04-07
From: The Phazar Temple

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I graduated last year and right now I go to community college. Takin' it easy these next few years: no need to sweat bullets cranking out all the IGETCs in just 2 years. In 3, maybe 4 years I'll be headed for UCLA--with a few extra years of experience (and age ) over me.

Still, it's a rough life sometimes. Finals week is fast approaching, so don't be surprised if I vanish into the void these next couple of weeks

Phazorite
Posted on 05-22-07 12:13 AM, in My new hack. Link | Quote | ID: 37304


Paragoomba
Level: 22

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Since: 05-04-07
From: The Phazar Temple

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Meh, it's a bit bland but not bad at all for a first hack. The use of ExGFX, even in moderation, is nice to see in a first hack--it still keeps the SMW feel.

Screen 1: A little empty, but pretty good. Like those clouds in the BG. Did you draw the ground yourself?

Screen 2: ......It's empty. You got anything more involved? (Not bad for hand-drawn grass)

Screen 3: Same old Level 105 Have you ever heard of pressing Ctrl-Del? (Not saying it's bad, I like your grassy ledges and the use of custom blocks)

Screen 4: Interesting. I guess that's just the "large background area" with a custom palette. Finally I see a hack that finds a non-cheesyass use for it.

Screen 5: Meh, it's pretty average--and it looks a bit hard. Is that the first castle? I'd tone it down a bit.

Screen 6: Not much to say, but green stuff (grass?) doesn't look right on the sandy ground, unless it's some kind of beach level. The palette could stand to be fixed a bit.

Screen 7: No comment, other than the skulls on lava tends to get tedious, especially if you use it a lot.

Overall, not bad for a beginner.

Phazorite
Posted on 05-24-07 02:32 AM, in Just to show I'm still working on this... Link | Quote | ID: 37856


Paragoomba
Level: 22

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Since: 05-04-07
From: The Phazar Temple

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Holy shit, those levels are fantastic! Talk about originality--i'm just dying for a new demo. This proves, without a damn doubt, that even the original SMW graphics hold enough untapped potential to rival anything ExGFX can do. And you've unleashed it!

Color Castle: NICE! Personally, I don't mind bright palettes, even the yellow looks good to me. Although the background still could use a bit more fading so it doesn't look so foregroundy. Do the colored coins have different effects?

Crystal Ice Cave: Ooh, pretty. Looks a bit challenging, but nice job with no ExGFX even. I like the use of topography in levels--slopes, platforms, and multiple paths are more interesting to look at and make levels more fun and polished.

Cave of Inversion: *urp* There went my lunch! No really, that's a really cool idea. Just don't make it too difficult or empty, and consider toning down the eye-searing red background. (I lied, palettes really can clash.) Light blue and blood red just don't jibe--you might wanna tone the contrast down a bit or use different colors. Oh, and some more detail on the on/off blocks would also be nice--maybe some ExAnimation too.


Keep it up! We're all itching to see more.

PS: I forgot to say, it's cool how you start at Bowser's Castle this time. Nice twist from the original, done-to-death plot.

Phazorite
Posted on 05-25-07 04:16 AM, in Luigi's Quest 1 - The Mysterious Island Link | Quote | ID: 38237


Paragoomba
Level: 22

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Since: 05-04-07
From: The Phazar Temple

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It's not hip to be square. I mean really, if video games existed during Euclid's time, this would have been his art style. It's kinda cool in a way, but it's...unnatural, y'know? Aipom's right, consider smoothing the edges.

And I like the text...it's crisp, legible, and it just looks, well, good.

Level design reminds me of SMB3: a bit simple, sparse, but reasonably fun. I hope the game will have some (reasonable) challenge later on. And I'd like to see some ExGFX or at least custom palettes.

Not too bad so far.

Phazorite
Posted on 05-25-07 04:48 AM, in SMW2000 - the naming thread. Link | Quote | ID: 38244


Paragoomba
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From: The Phazar Temple

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My 1/50 $1: Naming your hacks is like making graphics: originality always beats imitation. Using the name of something already taken (like a Space Odyssey, Next Generation, yadda yadda) reminds me of just ripping graphics from SMB3 or YI instead of making your own. Besides, one copyright infringement is better than two.

How about:
Super Mario Cosmos: The Stargate, or just Super Mario Cosmos

Yes, I know about the Stargate series, but if you have something like that in your game, go right ahead and use it

If that's not cool enough, try coming up with something based on your story. Just don't leave the word "World" in there--Super Cosmos World just sounds n00bish.

Phazorite
Posted on 05-26-07 11:12 PM, in I'm making some progress again.. Link | Quote | ID: 38715


Paragoomba
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Since: 05-04-07
From: The Phazar Temple

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Pretty good. I like the YI-inspired graphics, as long as they don't clash with more realistic stuff like some of NSMB's graphics. Cartoony should mix with cartoony

The BG needs some real work with the shading and perspective--the graphics are nice, but it looks flat How about darkening the BG or adding an edge to the light part with the window so it pops out a bit more??

Overall, your art style is nice--original use of rips is something we really need to see more in SMW hacks.

Phazorite
Posted on 05-26-07 11:24 PM, in Funny names you have for things Link | Quote | ID: 38716


Paragoomba
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Since: 05-04-07
From: The Phazar Temple

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I'll see your "thingamahooger" and raise you "thingamabobbermazoo " I'm the only person I know who says that, and my mom says "what's- his/her-face" constantly. I've been known to say 'puter or "comp" for computer, and thanks to MythBusters I've picked up "bupkis".

I'm from California, so I speak pretty much general American Although we have our share of buzzwords and slang here. We put "the" before highway (we call 'em freeways) numbers, like "get on the 405". Anyone say "get on 405" instead, with no "the?"

There might have been other stuff too, you tend to make up more weird words when you're younger I'm not one for making up words but I tack on prefixes and suffixes a lot. I've had my "-inate" phase where I tacked "-inate" on just about anything, even in RL.

Phazorite
Posted on 05-30-07 07:45 AM, in Title screen demo disaster (rev. 2 of 05-30-07 07:48 AM) Link | Quote | ID: 39534


Paragoomba
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Since: 05-04-07
From: The Phazar Temple

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Well, I was recording the title screen and didn't use savestates when I messed up several times. I ended up opening and closing ZSNES a few times to get a demo that looked decent...until I found that hitting a star kills the music in the demo. Now when I try to open a new game in my hack it freezes on a black screen

Please don't tell me I've totally, permanently fried my hack. I have a backup, but it's nowhere near up to date. I could export levels if it comes down to that.

EDIT: Yes, I did uninstall the Title Moves recording ASM once I got a good demo. That bold red text in LM managed to bore through my thick skull at least

(I've been hacking SMW for about 9 months now at my own pace, it's not just like I DL'd LM yesterday. And BTW, don't ever ask these kinds of questions on SMWcentral unless you like your moldy green Lunar Magic cheese covered with flamesauce.

Phazorite
Posted on 05-31-07 01:42 AM, in Title screen demo disaster Link | Quote | ID: 39672


Paragoomba
Level: 22

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Next: 4049

Since: 05-04-07
From: The Phazar Temple

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Thank Mr. Miyamoto (and Icegoom ) my hack isn't fried. I tested it out myself and it worked just fine if I hit the button to start a new file before Mario got the star. So I guess that means I'll just have to rerecord the demo.

LM's help file was helpful, but a bit scary...is there anything that could permanently wreck my ROM if I have to redo the demo later? I'm still working on the level I used, and it's not like I'm gonna release a demo any time soon.

I deleted the savestate I made, just to be safe

PS: I've really put a lot of new work into my hack lately--some of you might remember it from the old Acmlm's (in memoriam 2/07 ). Depending on how much gets done these next few weeks, you might see a revival thread and a BIG UPDATE


Phazorite
Posted on 06-01-07 08:01 PM, in Title screen demo disaster Link | Quote | ID: 40874


Paragoomba
Level: 22

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Since: 05-04-07
From: The Phazar Temple

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Well, it's not over yet! I've been working some more and I want to test out my ancient temple level. I can't even rerecord the title screen demo cause it's totally glitched up--as soon as the demo appears, the Special World music plays and Mario dies!!! When I select a file, Mario dies on the intro screen and I get totally stuck there!

Is that even fixable? Now I really think my hack is fried. In other words, I can't even reach the overworld before the whole game seizes up.

Phazorite
Posted on 06-01-07 08:13 PM, in New Ideas for upcoming hack Link | Quote | ID: 40882


Paragoomba
Level: 22

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Since: 05-04-07
From: The Phazar Temple

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Rising/falling lava is easy--just put it on Layer 2 and use the Rise/Fall sprite to make it act like a tide.

Mist? Hard to say, cause I'm still learning how to play with tileset settings and remapping. Maybe you could copy the Ghost House tileset into an ExGFX file and replace the graphics there with your underground graphics? I'm not sure, but LM might think it's still a Ghost House tileset and allow mist on Layer 3.

If you've played DW:TLC (I'll be shocked if you haven't ) you'll remember the Misty Isle levels where Fu got mist to work in a normal grassland tileset. So I know it's possible...
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