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| Azure Chaotic (Demo 2 released!) |
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Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Azure Chaotic (Demo 2 released!) |
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| Posted on 2008-08-02 10:19:10 AM |
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*Copy and pasted from reviews section by me*
MUCH better than the last demo, though a couple things still bother me.
- R-button star (even L would be better)
- Map using L+R instead of start
- Lucian's super run hard to figure out how to use (I spent ages trying to use Y)
- Warp has no level name
- What Cleru says at the start of Crystal Labarynth seems a contradiction with the ending of the level that leads there (won't say more because of spoilers)
- The shooters in the water level should be like bullet bill shooters, not shooting when you're near.
P.S. The "too dark to see" line doesn't really make sense.
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| Posted on 2008-08-03 07:22:16 AM |
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Another world record (hopefully)
[/shameless advertising]
EDIT: For the sake of content, I have to say this is a great hack! When you first told about it, I never expected it was going to turn out this awesome. There are (many) things I liked and (a few) things I didn't like, but they've all been said before, so it won't make much sense to repeat them :/
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| Last edited on 2008-08-03 07:25:12 AM by WhiteYoshiEgg. |
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| Posted on 2008-08-03 06:14:50 PM |
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Looks like my plan to include Break the Targets as a way to spread the hack around Youtube worked, as there's already a bit of competition. It'll be even better in later versions when I include more stages.
Now, for more negatives.
Originally posted by MrCheeze- R-button star (even L would be better)
- Map using L+R instead of start
- Lucian's super run hard to figure out how to use (I spent ages trying to use Y)
- Warp has no level name
- What Cleru says at the start of Crystal Labarynth seems a contradiction with the ending of the level that leads there (won't say more because of spoilers)
- The shooters in the water level should be like bullet bill shooters, not shooting when you're near
- R-button star: Why?
- Map on start: Tell me how and I'll do it.
- Lucian's run: That "-> X" sign didn't tell you anything?
- Warp having no name: They all use the same level number (so I can only have one name to apply to all warps), and just saying "Warp" isn't much better than having it blank.
- Contradiction: the cutscene before it changes depending on the choice you took. It's a contradiction to the other choice, yes, but you can't get both in one playthrough.
- Shooters: I've been trying to figure out how, and I agree. I just couldn't figure it out before the release and I didn't want to delay it for something so minor.
Originally posted by SNNThis one is most likely unfixable, but I just thought I'd point it out. 75% of the time, when I hit the bottom corner of that diamond space that throws you in all directions, I fly into a wall, glitch and die. I blame SMW for this one though, not you.
I never had that happen, and I don't know what you mean. If you could get a video or a sequence of screenshots, it would be appreciated.
Originally posted by SNN (and everybody else)I noticed it a lot at the sky part of Lake Elias. Navigating those one-block jumps was really, really annoying due to the slippery-ness of the controls.
I'll have to fix up that part, since it's very hard platforming compared to the rest of the game. In fact, I wouldn't be surprised if that whole level changed in the next version, since it's probably my least favorite in the game layout-wise (though it does have those awesome frogs).
Originally posted by SNNWhile a lot of the stages were very well done, a couple felt a bit boring. The two that come to mind are Endless Grotto and Unknown Island. (...) Unknown Island, for me, felt too much like earlier stages with very miniscule changes. As for Endless Grotto, I think a few more enemies would make that level more interesting.
I kind of agree for Unknown Island. A new tileset would go a long way for that instead of a recolored cave tileset that I've used twice already. Endless Grotto wasn't so much about the enemies as it was finding your way around, but a few more enemies definitely wouldn't hurt.
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| Posted on 2008-08-03 09:32:12 PM |
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- R-button star: Why?
Because both B and X are left-side buttons, but R is a right-side one. I have to stretch my finger to get there.
- Map on start: Tell me how and I'll do it.
Maybe hack the pause routine to do the map routine instead if you have it or something?
- Lucian's run: That "-> X" sign didn't tell you anything?
I got kinda confused since X and Y are normally the same so I wasn't really sure which was which, or what exactly I was supposed to be doing.
- Warp having no name: They all use the same level number (so I can only have one name to apply to all warps), and just saying "Warp" isn't much better than having it blank.
But EVERYWHERE else has a name except them, so "Warp" is at very least slightly better.
- Contradiction: the cutscene before it changes depending on the choice you took. It's a contradiction to the other choice, yes, but you can't get both in one playthrough.
SPOILERS: No, picking the "you can have it anyway" got me having Cleru say in the next level that he had to stop Lucian.
- Shooters: I've been trying to figure out how, and I agree. I just couldn't figure it out before the release and I didn't want to delay it for something so minor.
Do the shooters in sprite tool have the same problem? If not then base on them!
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| Posted on 2008-08-04 01:19:44 AM |
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Originally posted by AzureLooks like my plan to include Break the Targets as a way to spread the hack around Youtube worked, as there's already a bit of competition. It'll be even better in later versions when I include more stages.
Oh, you clever little devil.
Originally posted by Azureawesome frogs
QFT. I like how they turn around if they reach the edge of land below them.
Also, when you said the hack would be long, do you mean level length or number of total levels? I personally don't like blundering around in another mystical cave for 30 minutes, but I want to know what happens next. 
The OW doesn't look as though it'll fit too many levels though, you've used half of the main space for this demo.
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| Posted on 2008-08-04 06:43:25 AM |
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Originally posted by MrCheeze- R-button star: Why?
Because both B and X are left-side buttons, but R is a right-side one. I have to stretch my finger to get there.
You could always just reconfigure your controls...
For me I have this setup, and it works well for basically every hack, including this one:
X = A
B = S
A = D
Y = F
L = Q
R = W
Control Pad = Arrow Keys
Start = Right Enter
Select = Right Shift
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| Posted on 2008-08-04 06:19:22 PM |
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Seems kinda weird, separating X and Y like that.
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| Posted on 2008-08-05 12:51:10 AM |
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If people are discussing Target Test here...
I have a new video and strategy for stage one. It's not the best run in the world, but the record comes out at 6.45. I plan to continue perfecting this strategy in the near future, and hope to hit the 6.2x expectancy, or maybe even edit it a bit (I already have unshown edits) for 5.9x. =)
http://www.youtube.com/watch?v=KlysBfFijZc
I hope you enjoy the strategy as much as I did playing/making it.
I also understand that stage 2 still needs some major work, and I haven't forgotten about it. I just want to finish tying up every loose end I can locate in stage one. ;)
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| Posted on 2008-08-05 07:59:36 PM |
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Originally posted by MrCheezeSeems kinda weird, separating X and Y like that.
Meh. I've never encountered a hack that used both X and Y, except in rare cases were Y was used for some 1 time function.
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| Posted on 2008-08-13 03:29:58 AM |
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I must say that I enjoyed playing Demo 2 very much. Everything was great except for two minor points:
It is particularly difficult to land on single-tile platforms because of the slipperiness of the controls. This has been said multiple times already, so there is no need to elaborate any further.
Also, I play with a PS2 controller, which is virtually the same setup as the SNES controller, but with more buttons. I find it particularly annoying that Lucian's hover ability uses the up button. This isn't a problem when using the keyboard, but when pressing the direction pad on a controller, I often inadvertently press up while changing directions. There was one particularly difficult spot for Lucian in which he had to jump up and left toward a wall, wall-jump up and to the right, then hover to the right to reach a higher platform. The entire procedure was ruined if the up button was even tapped at all. I suggest changing it to the R button, as it is similar to Cleru's hover star ability.
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| Last edited on 2008-08-13 03:33:27 AM by Vinifera7. |
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| Posted on 2008-08-29 08:26:13 PM |
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Double update, and both rather large. The first is new graphics for Cleru and Lucian. And the second, well... I'll let this speak for itself:

Now, what exactly does it change? Everything you'd expect it to, really. (for all remaining screenshots: normal mode on top, hard mode on bottom)


Enemies that weren't there before. Also, notice how you get one less hit on the health bar.


Faster enemies, and some even get new attacks!


You can't tell much from the screenshot, but Kelbeross shoots fireballs in a more erratic pattern and moves faster, and even causes an earthquake when he lands!
Of course, this is just a sample of what awaits you in the new difficulty. I'm sure people who found Demo 2 to be too easy will be pleased with this option, as I've put a lot of effort into making it more than just simple, global changes. And if you still think it's too easy, there's something else I'm working on that you might like...
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| Posted on 2008-08-29 09:45:35 PM |
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I certainly like the fact Cleru and Lucian are brighter.
Hard mode will also add some replay value.
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| Posted on 2008-08-30 02:27:57 PM |
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When i starting to play this hack i forget it that it was SMW!
This game was Awesome!
It could be a game for snes.
Edited 
Edit2:I dont know,why I edit this text here again,maybe boredom...
Again,great work Azure! :3
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| Last edited on 2009-03-08 12:18:47 PM by X-King. |
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| Posted on 2008-08-30 04:12:49 PM |
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Originally posted by X-KingA little question.
I put tomorrow my first hack Mario World:Bowsers Plan ( the first name was Mario WOrld:A Plaaan)Would you want to play this then?Thx if you play it!
I don't mean to sound like a moderator but that was very-off topic. Anyway, if you get rid of the traction problem (I mean that you slide 8 pixels even though you only moved 1.) than the hard mode will be very enjoyable! The graphics look nicer, too. Would it be possible to require one more crystal in order to finish or add/subtract blocks on hard mode? (I would assume so, considering that you would probably need to use other levels or be able to make a solid sprite that does nothing.)
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| Posted on 2008-08-30 08:57:49 PM |
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Originally posted by Anti-matter DroneWould it be possible to require one more crystal in order to finish or add/subtract blocks on hard mode? (I would assume so, considering that you would probably need to use other levels or be able to make a solid sprite that does nothing.)
Requiring more crystals would be possible, but it would require a lot of tweaking, so I probably won't do it. As for adding blocks, that would be easy - I already have a sprite that produces a block if a RAM address is set and dies otherwise (the light coins), so it would simply be changing a few values. I don't see a point to adding a few blocks, but it is possible.
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| Posted on 2008-09-03 12:29:26 AM |
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Hard Mode looks really great. Would it be possible to add Hard Mode exclusive levels?
Also, I played some Stage 1 Target Test today. (It's actually been a short while.)

I'll let you guys try and find out how I did this one. ^_^
(Yes. It's a new strategy)
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| Posted on 2008-09-06 10:39:30 PM |
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How about if you put in some power-up that can make you huge?
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| Posted on 2008-09-07 01:56:16 PM |
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That doesn't really seem to fit.
Anyone notice the Megaman x like qualitys of Cleru and lucian? Cleru (X) is fairly weak compared to Lucian (Zero) but can get power-ups to get stronger while Lucian can't.
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| Last edited on 2008-09-07 01:57:02 PM by Moxravager. |
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| Posted on 2008-10-15 09:41:32 PM |
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Powerup Idea:
Not sure how possible this ability is, but a shield,
Hold a button on the ground, and a globe-like shield surrounds cleru, ala super smash bros. Hold it too long and it breaks and it can't be used for awhile, but while it's on enemies bounce off you. Blasts from enemies could bounce off the shield and could break blocks even.
Sorry if this is stupid or impossible, but I thought it might be cool, and it seems like it would fit in nicely.
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| Posted on 2008-10-16 07:14:29 PM |
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It's possible, but not simple. You would make some ASM hacks to make a sprite that makes the character to disapear, them make something to control an Layer 2 with a bigger appearance of the character. When time is out, the Layer 2 disappears and the character re-appears.
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Thread Closed |
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Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Azure Chaotic (Demo 2 released!) |
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