| The Official Tip of the Day Thread |
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Forum Index - SMW Hacking - General SMW Hacking Help - The Official Tip of the Day Thread |
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| Posted on 2007-10-19 10:57:16 AM |
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Originally posted by papermario766I'm adding my old tip:
6) Don't press a blue pow block in the title screen, it glitches the music.
Cool. I'm going do that!
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| Posted on 2007-10-27 02:56:12 PM |
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189. If you're gonna add an element from another game, but with different gameplay, then add an Info Box explaning what it'll do. It may confuse some players.
Example: If you add a SMB3 flamethrower that kills instantly when touched; the SMB3 one only hurts you.
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| Last edited on 2007-10-27 09:23:15 PM by Bad luck man. |
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| Posted on 2007-10-27 09:17:22 PM |
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190. Expansion of previous tip: If you make something that acts like something else simply in general, have an info box.
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| Posted on 2007-11-01 02:32:23 PM |
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Here's one that should really be added:
191. Always check for updated files by sorting them by "Date" in the various sections.
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| Posted on 2007-11-01 03:56:32 PM |
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192. Don't edit the 8x8 tile of the upper right hand corner of the sideways walking Koopa Troopa in GFX01 (unless you want your coin sparkles to look stupid).
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| Posted on 2007-11-01 04:30:01 PM |
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193. Don't force sprites into a map if the spriteset for the level is incorrect, even if you think they fit well there. You could move to sprites and that part of the map where they fit to a different map but on the same level (via pipe or door or something) and set the sprite header of that map correctly, and bam, no more glitched sprites.
194. Big blocks of coins is overdone, don't do it. Try to create a different kind of pattern.
195. Don't make levels where you need to fly through the entire level with a cape while dodging enemies. It's very cheap.
196. Automatic levels are fun for youtube movies, but actually playing them leaves really no challege. It's okay for one or two 'for fun' levels, but don't try to have lots of levels automatic.
197. Try not to make slippery levels with one block Mario has to land on, try to make it at least 2 blocks.
198. Set Sprite Buoyancy if using underwater enemies in water, or else they'll just fall to the bottom of the screen.
199. If you aren't using "goal bonus stars" in the game, remove the counter.
200. If you're giving unlimited time (0) in your levels, remember the bonus 1-up you get when beaten, and think of ways you could possibly alter that. Of course, this doesn't apply if you're using keys in those levels.
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| Last edited on 2007-11-01 08:54:49 PM by BobbyA. |
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| Posted on 2007-11-01 05:58:25 PM |
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201. Look in the ROM map and perhaps change a few general things. It makes it more unique.
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| Posted on 2007-11-06 12:00:27 AM |
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202) Don't have ExGFX in the foreground but a regular SMW background, or vice versa.
203) Use underwater levels sparingly. When you do use them, try to give them an interesting gimmick.
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| Posted on 2007-11-06 08:15:11 PM |
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204) When you use someone else's ExGFX, always give credit, even if they don't request it.
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| Posted on 2007-12-01 01:11:41 AM |
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I know that a one-month bump = FAIL FAIL FAIL, but the thread is stickied so meh.
205: Feel free to make new backgrounds off of SMW's existing graphics. For example, if you have a hilly BG, feel free to rearrange it to make it look more unique.
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| Posted on 2007-12-12 05:55:31 PM |
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206: When adding custom music TEST your level to see if it works. 207: When adding turn blocks that you have to break to get past ALWASE add a mushroom 208: Don't make Yoshie's house playable if it is edited 209: Try to make Yoshie's house go with the story. Don't just have an ending where they are in wherevere they are in (most likely the Mushroom Kingdom) and then all of a sudden there at Yoshie's house.
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| Last edited on 2007-12-12 05:58:19 PM by Rayman Man. |
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| Posted on 2008-02-13 04:16:16 PM |
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207: Have some sort of actual storyline in your hack, don't have a retarded storyline like "Mario forgot his cherry pie in the woods and Bowser stole it, now Mario is going on a quest for his cherry pie."
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| Last edited on 2008-03-08 02:22:29 PM by Ty Yoshi. |
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| Posted on 2008-02-18 07:04:39 PM |
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208. Brown lava and murky water look very similar, try not to put them in the same level.
209. Turn blocks can and will kill you if you're standing in a gourp that stops turning. try to be careful on that while editing.
210. Note blocks are tempting but try and control yourself while using them.
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| Last edited on 2008-02-18 07:05:15 PM by Caracc. |
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| Posted on 2008-02-20 02:29:10 PM |
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211: Layer 3 fog isn't transparent with a dark BG level mode.
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| Posted on 2008-02-20 03:31:35 PM |
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212. What's obvious to you might not be to the player. Always have hints for puzzles.
And, in the same vein as the above:
213. Don't make random POW doors that make the player guess where to use the POW. Always leave at least a subtle hint, and don't make the doors absolutely necessary: if they lose the POW and there's no way out, they're stuck.
214. Check for glitched graphics in all frames of an object or sprite (ie, the ON/OFF block changing, etc...)
215. It's best to have some kind of balance between power-ups, instead of all Flowers/Capes/etc...
216. Having areas that chug because of the amount of sprites is never okay.
217. Make original Ghost House puzzles, instead of just the same area over and over in different doors.
218. Don't make Mario die after cutting the goal tape. (Even though that's hilarious to use on your friends.)
219. Do NOT</u></i> make the player jump on Bullet Bills that they can't readily see. ALWAYS have a way around.
220. Make your message boxes original: nobody likes reading things like "hit the tape and you get stars. Get 100 for a bonus game." or "when you touch this bar, you will start here if you die."
221. For the love of all things good and green, don't make the switch palace mandatory for clearing the game.
222. See the above.
223. For the love of crap, please, see the above.
224. Don't make your secrets exits ludicrously hard to find. Always have a hint somehow.
225. 3-Up Moons just aren't that cool.
226. Be careful how you place 1-Ups and certain power-ups: the player can always START+SELECT out of a level once they get one, and it'll still be in the level next time. (Unless you turned START+SELECT off.)
227. Vanilla SMW graphics can be used to greater effect if you make fitting, original palettes.
228. Chances are: you aren't as clever as you think: always have somebody else test your levels.
229. Always remember: Windows could crash at any moment. Save your work.
230. It's okay to have familiar things, like a half-pyramid of blocks over a jump, but don't over-do it: make your own reoccurring pattern or object.
(Okay, I'm done now.) Unexpected end tag (</u>) at 895, expected </b> Unexpected end tag (</i>) at 899, expected </b> Tag (u) was not closed. Tag (i) was not closed.
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| Last edited on 2008-02-20 03:42:44 PM by Farm Fresh DX. |
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| Posted on 2008-03-22 10:46:45 PM |
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231 - If you can, try to also make the common uncommon...if part of your level uses something "cliché" (e.g. "run past several falling Thwomps", "Automatic Scrolling"), try to put a fresh twist on it.
232 - There is a line between very challenging and impossible
EDIT: 233 - Colored Yoshis should be decidedly rare, away from the entrance, and ideally off the beaten path of a level...preferably one that's a "secret"
234 - Related to 233...and "future-proofing"...if/when an "all-color yoshi" is developed, and you decide to use it, well.....Please, for the love of Peach, don't make it too easy to get. A secret area, accessed from a secret area, in a secret level would be the best place.
(edited...added two more tips)
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| Last edited on 2008-03-23 05:40:35 PM by Raakone. |
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| Posted on 2008-03-28 10:49:38 AM |
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235- Secret exits in Bowser's Castle can be fun, but they're preety commonly used. In the four complete hacks I've finished, there was totally five secret exits in Bowser's Castle.
236- Some stuff requires preety simple ASM hacks, or maybe simply custom blocks. Multiple exits on the same screen, or three different keyhole exits in one level, is easily doable with custom blocks. (I'm thinking about 7E:19B8 and 7E:1DEA)
237- Blocktool is slow. Use e.g. Blktool Omega, or insert the custom blocks manually.
Edit:
238- ALWAYS disable 2-player games if you use different FG GFX for the OW submaps, it don't reload when switching player. If you need more FG GFX, use ExGFX for FG3.
Edit again:
239- If you use an exit tile leading to the submap you're at, you'll see Mario at the new place while the screen... does "fades away" fit here?
Another edit:
23A- The overworld layer 1 paths are very picky. Except, for some reason, with the level tiles...
More edits:
23B- Don't put blocks in the way for climbing ropes! If Mario's pushed off, he'll continue climbing!
But why isn't this thread in one of the SMW hacking sections? I think this fits better there.
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| Last edited on 2008-04-25 12:18:19 PM by Alcaro. |
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| Posted on 2008-04-28 07:31:03 PM |
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23C: It isn't that hard to make the green switch palace green...
23D: Layer 2 scrolling doesn't work well with "Vertical Scroll at will"
23E: for the demo level (C7) the file select text is part of the background palette.
23F: You don't need a boss level to have a boss fight. Try using normal enemies in interesting layouts.
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| Posted on 2008-07-17 02:06:06 PM |
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I sent this to Ran something,
240 TIP: Never put a Hammer Brothers Sprite near lava, after being killed, it will still throw hammers until it sinks or goes off-screen.
I saw this in the Hunter and SCORPION games that I played.
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| Posted on 2008-07-17 10:18:53 PM |
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A couple... if these are already here, sorry. There's too many to remember.
241: Don't try to do more than you feel you are able. Just because some people think that a hack with no ExGFX or ExANYTHING is outdated doesn't mean it is. Do the best with what you have.
242: This is a pet peeve of mine... NEVER give the player a Yoshi in a level if you are required to lose Yoshi in the middle of said level. The only exception is if your hack does not allow Yoshi to travel from level to level. For the rest, it's really annoying to have to ditch a powerup.
243: For that matter... NEVER force the player to lose a power-up to progress through the game. Sure, to get a secret exit, it's interesting, but if you can't get to the next world without it, it's really, really annoying. It's not cool.
244: This has probably been said, but just in case... If you have a podoboo or dry bones in the level anywhere, don't allow Yoshi in. Even if the podoboo or dry bones appears late in the level, don't... you'd have to force the player to ditch Yoshi to avoid a graphical glitch, but no one likes having to lose Yoshi for no apparent reason.
Corollary: In addition to not allowing Yoshi in, don't put a Yoshi egg or a baby Yoshi or a Yoshi block in said level. That's asking for the graphical glitch, rather than a really good player accidentally finding it.
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Forum Index - SMW Hacking - General SMW Hacking Help - The Official Tip of the Day Thread |