| Tips of the Day |
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Forum Index - Important - Announcements - Tips of the Day |
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| Posted on 2012-09-04 12:58:53 PM |
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Read all of the tips by clicking here.
Originally posted by news postThe ropebox (that is, the area up top where the tips are listed) has finally had an overhaul. Several really bad tips have been removed, and a few of the other ones have had spelling/grammar issues fixed. On top of that, about 20-25 new ones have been added, including one about item babysitting, one about the purple triangles, and several linking to useful tools for SMW hacking that you may not have known about before.
If you notice any errors in the tip box, or want to suggest another one or two that we could throw up there, by all means post about it. Thanks!
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| Last edited on 2012-09-04 01:09:46 PM by S.N.N.. |
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| Posted on 2012-09-04 01:01:14 PM |
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I have a different suggestion: why not have a link to all the tips all the time, instead of one that appears occasionally up there? It'd make all the tips easier to get to.
- BlackMageMario
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| Posted on 2012-09-04 01:08:02 PM |
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Yeah, I think I found a bug.
There isn't a tip at all right now.
Anyway, great to see some new tips in there.
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| Posted on 2012-09-04 01:11:05 PM |
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Originally posted by GeorgeVsSonicYeah, I think I found a bug.
Fixed. That was due to me adding an empty line at the bottom of the tip file (which I didn't actually notice until you pointed it out).
I've also included all of the tips at the top of this thread, if anyone cares to read them.
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| Posted on 2012-09-04 01:19:25 PM |
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Found a couple of small things you might want to change:
QuoteTip: Palettes 0-3 do not work correctly on the overworld.
...unless you use LM's option to disable the event reveal animation, in which case you can use them just fine.
QuoteTip: Use palettes that don't burn the eyes. A blazing bright yellow and a night-black are not plesant.
*pleasant
EDIT:
QuoteTip: Don't overwrite the status bar colors (right half of palette 0).
And the second half of palette 1, as well.
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| Last edited on 2012-09-04 01:21:53 PM by yoshicookiezeus. |
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| Posted on 2012-09-04 04:24:03 PM |
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Finally, some of those tips have bugged me for a while now.
Personally I'd make these changes:
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Tip: A good time limit is the average time it takes you to complete your level + 100.
Change to:
Tip: When determining a time limit, remember that you want to give the player plenty of time. They won't be as familiar with the level as you so don't worry about excess time.
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Tip: Avoid putting more than a single 1-UP in a level.
Change to:
Tip: Do not put an excessive number of lives in a level, they should have a value to them.
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Tip: Make reasonable bonus rooms. Do NOT put 10 moons in a row.
I basically covered that in the rectified tip above so you may as well remove this one.
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Tip: If you give the player a cape, be sure they can't cheat and fly over the level with it!
Change to:
Tip: Try and plan around the player potentially using items to break your level.
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Tip: Don't put a Goal Tape in a vertical level. It won't work.
The thing is, it will work, it'll just function somewhat differently, so you may as well remove this too.
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I'd add the following:
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Tip: Make sure sprite buoyancy is enabled in levels where sprites will interact with lava/water.
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And that's about it for now.
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| Last edited on 2012-09-04 05:35:59 PM by MVS. |
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| Posted on 2012-09-04 05:31:30 PM |
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Originally posted by MVSTip: Do not put an excessive number lives in a level, they should have a value to them.
This needs an "of". Otherwise, I support your suggested changes.
QuoteTip: Take advantage of easy to install Patches in your hack. The Fade Fix patch should be considered if you use custom palettes for your BG.
I thought that patch was included with all versions of Lunar Magic from 1.7 onward? Perhaps change this to a different commonly used patch-- No Sprite Tile Limits is one I'd personally recommend for nearly any SMW hack.
QuoteTip: The "No More Sprite Tile Limits" patch does NOT increase the limit for the amount of sprites onscreen at once.
Speaking of that patch, this tip is a bit misleading (and made no sense to me for quite a while, since it doesn't say what the patch actually does or how useful it is). While you still can't use more than 12 sprites at once, it does allow you to use the full 12 sprite slots with sprites that would otherwise require a more restrictive sprite memory setting to avoid graphical glitches.
QuoteTip: If you're using the wall-running purple triangles in your hack, remember to put tile 1EB underneath it or it will glitch.
I suggest a reminder to use the extended object, since that includes tile 1EB already. Perhaps something like this (it might be possible to phrase it more concisely though):
Tip: If you're using the wall-running purple triangles in your hack, remember to add tile 1EB (or a tile that acts like tile 1EB) underneath it. If you insert the purple triangle as an extended object, this tile will be included for you.
Also, some suggestions for new tips:
Tip: Remember, if you place a moon, midpoint, or Dragon Coin using direct Map16, it will always respawn when you re-enter that sublevel. Use the extended object instead.
Tip: The multiple midpoints patch can also be used to move a level's normal midpoint.
Tip: If you set the upper tile of the door to act like the lower tile, two-tile-high doors can be entered even while riding Yoshi.
Tip: Try not to use the same music or graphical tileset for more than two consecutive levels. Look at how the official Mario games from SMB3 onward do it-- there's a cave, ghost house, fortress, or something else every few levels to add variety.
Tip: The music in SMW's default castle/ghost house intros and boss battles can be changed by hex-editing. See 286DB-286E2 in the ROM map.
Tip: Switch palace switches normally disappear if you replay the level, but if you insert them as direct Map16 and use the hex-edit at 070B2 in the ROM map, you can replay the level without a problem.
I'll probably have more ideas later.
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| Last edited on 2012-09-04 05:48:43 PM by Zeldara109. |
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| Posted on 2012-09-04 05:35:28 PM |
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Originally posted by Zeldara109Originally posted by MVSTip: Do not put an excessive number lives in a level, they should have a value to them.
This needs an "of". Otherwise, I support your suggested changes.
Wow a lot of crap is really slipping under my radar tonight. Will edit.
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| Posted on 2012-09-04 05:47:23 PM |
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Oh, I also missed this (not trying to nitpick at you personally, but the tips should be as accurate as possible):
Originally posted by MVSTip: Don't put a Goal Tape in a vertical level. It won't work.
The thing is, it will work, it'll just function somewhat differently, so you may as well remove this too.
I think it only works on screen 0 or 1 (and using a certain tool, possibly SpriteTool, reduces this to only screen 0 for some reason). It also won't allow you to access the bonus game.
This could be specified more clearly though, since it still functions well enough at the top of a vertical level (especially if the hack disables the bonus game).
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| Posted on 2012-09-04 08:29:56 PM |
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Tip: Don't put a coin over a question block. It will create an invisible solid block above the ? block if the block is hit first.
Maybe include something about the hex edit fix? Because it took me a LOT (a fairly new hacker) just to find it.
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| Posted on 2012-09-04 09:30:27 PM |
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Originally posted by Giant Shy GuyMaybe include something about the hex edit fix? Because it took me a LOT (a fairly new hacker) just to find it.
haha I didn't even know there was a fix. so that would be really helpful!
also, since we seem to be talking about the tips in general, did you guys remove the one tip about how custom drawn graphics are better than rips? because I swore I saw that one time before, and I always thought it was kind of a terrible tip.
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| Posted on 2012-09-04 09:54:59 PM |
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Codeorg $029347 ;Fixes a glitch that causes an invisible block to spawn if a block is
db $20,$E2,$FF ;hit from below that has a coin above it.
Forgot where I got it from.
EDIT: While we're at it, this is a really helpful fix:
Codeorg $02878C
db $04 ;bounce sprite side turn block
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| Last edited on 2012-09-04 09:57:08 PM by Punk Sarcophagus. |
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| Posted on 2012-09-04 10:45:39 PM |
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Originally posted by carbonMessiahdid you guys remove the one tip about how custom drawn graphics are better than rips? because I swore I saw that one time before, and I always thought it was kind of a terrible tip.
They are though. They help make your hack unique without having to rely on the works of others to make your hack look nicer. If they're actually drawn nicely then it's an added bonus.
Though if they look terrible then I agree: stick with rips.
</offtopic>
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| Last edited on 2012-09-04 10:46:43 PM by Ladida. |
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| Posted on 2012-09-04 11:08:16 PM |
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Originally posted by LadidaThey help make your hack unique without having to rely on the works of others to make your hack look nicer.
The "not using the works of others" thing only applies if you make all your graphics. (inb4 "hurr hacking a game you didn't make")
Graphics drawn by people from this site are not inherently better than rips from other sources. It's all about quality.
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| Posted on 2012-09-04 11:10:35 PM |
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Graphics are amazing depending how you use them. You can create wonders with all graphics custom or not, but at the same time you can shit out crap.
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| Posted on 2012-09-05 12:14:45 AM |
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One thing I've noticed about those tips of the page-load is that a lot of them are just direct instructions telling you to (not) do things without giving any explanation why. For example: "Don't use secret exits in a vertical level." It's not entirely obvious to someone new to the scene why you shouldn't be able to; even if it's fairly logical to make the assumption that they just don't work, I think it's fairly apparent that most people can't make logical assumptions. Also, some people just won't take your advice unless you have solid reasoning behind it.
Some of them at the moment give explanations (e.g. "Never put a Hammer Brothers Sprite near lava. After being killed, it will still throw hammers until it sinks or goes off-screen."), but it'd be a lot better if we could fix up some that didn't (e.g. "Don't remake levels from other Mario games, especially popular ones. (SMB1/3 1-1, for example)"). Some of the existing tips can also be somewhat subjective, such as "Make secret exits hard to find." or "Avoid putting more than a single 1-UP in a level."; some people could prefer secret exits to be more like alternate paths, and some people could prefer having multiple reward 1-UPs per level or something.
Minor complaints I suppose. It's nice to see things being overhauled and fixed up, regardless.
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| Posted on 2012-09-05 01:54:49 AM |
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Originally posted by Forty2For example: "Don't use secret exits in a vertical level."
Oh, I agree completely with the "vagueness" of certain tips. There's a few I've personally tweaked up in hopes of making them more elaborate, but there are still a couple that might benefit from some more explanation behind them.
Also, I had the idea earlier of making the tip box cycle once per day as opposed to once every page load. I think it would make the tips more "meaningful", and people might actually read them. Thoughts?
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| Posted on 2012-09-05 03:32:01 AM |
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Originally posted by S.N.N.Also, I had the idea earlier of making the tip box cycle once per day as opposed to once every page load. I think it would make the tips more "meaningful", and people might actually read them. Thoughts?
If you do this, make sure to put up a link to all the tips available somewhere nearby, as to not frustrating new people with the feeling of missing a tip because they weren't there the day it was shown. (might be worded awkwardly, but I hope I made myself clear still.)
Also, cycling through them instead of randomly picking them might be a good idea.
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| Posted on 2012-09-05 10:34:07 AM |
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Originally posted by Forty2For example: "Don't use secret exits in a vertical level."
Wait, how did I miss that one? It should really be removed-- it's not even true (see: the original Star World 1).
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| Last edited on 2012-09-05 10:34:46 AM by Zeldara109. |
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| Posted on 2012-09-05 12:37:22 PM |
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QuoteTip: If you disable the Spin Jump, do not put Yoshi into your hack. The only way to dismount Yoshi, aside from getting hit, is to spin jump.
This one has bugged me since forever. This is either incorrect or I'm missing something.
Originally posted by ROM Map0583E $00:D63E 1 byte ASM Change from 10 to 80 to disable Spin Jump.
I've done this to disable spin jump but I can still dismount yoshi just fine by pressing the A button. Unless there is some other way to disable spin jump that'll make it impossible to get off of yoshi that I don't know about.
Mod edit: Killed smily.
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| Last edited on 2012-09-05 12:39:52 PM by Alcaro. |
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