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Posts by cstutor89
cstutor89's Profile - Posts by cstutor89
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Not sure of the title yet (sorry), that's one of the last things that I'll be thinking about. Anyways, I wanted to share some videos of certain things that I have done so far. One of them is an Automatic Mario level that I made (both the music and level itself). The Automatic Mario level's song is "Apologize" by One Republic ft. Timbaland. This is my first one that I've ever done on this so it probably won't be the best work I've ever done on it, but I think I did a good job on it.

Automatic Mario Level - Apologize Now!

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Excess Express (Day 1):

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Dark-Flash Hallway [Not sure of the name, probably will be Glimmering Hallway later]:

<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/W9kgx2wghFs?fs=1&hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/W9kgx2wghFs?fs=1&hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

I'll post up more later, but I hope you enjoy my stuff. My Youtube page has more levels too. Thanks for stopping by! :)
Originally posted by Ooroo
Isn't the Express supposed to be moving or is at a halt?

At a halt for now ... but the other 2 days are supposed to be moving.

Originally posted by Ooroo

Apologize Now!: Don't you think it would be a better idea to make the level from something else besides cement blocks and switch palace blocks? Furthermore, the port of Apologize didn't seem too accurate. All that aside, I noted some other issues, with severe problems in bold-faced text.

*Cutoff ropes, both severely cutoff (due to no tile terminating them), and slightly cutoff (due to cement blocks).
*Bad status bar palette due to the background using colors from the status bar.
*Cutoff midway points.
*Glitched ON/OFF switch block graphics.
*Bottom row of Lunar Magic used as ground.
*Ugly palettes on the ropes and some of the switch blocks.
*No fade fix applied.

Excess Express (Day 1):
Yikes, those bricks look cutoff. Also, using parts of the goal post as colums looks kind of odd, and there are also a couple of weird-looking palettes. Still, I gotta give you credit for using the barrier that only lets you pass when you get all five Dragon Coins. My only serious pet peeve with this level is that fake Dragon Coin at 1:28. It would be a good idea to simply get rid of it.

Dark-Flash/Glimmering Hallway: This one was fairly nice too, and I gotta give you credit for using the Kirby's Adventure enemies. I also liked that puzzle at the end - you even provided a reset door in case you accidentaly destroy the shell or kill the Beach Koopa. However, it seemed kind of bland otherwise. Perhaps you could spice it up by adding Dragon Coins, maybe?

All in all, decent concepts, but kinda bland level design, and some pretty bad flaws in that automatic level. Don't be afraid to experiment around until you get something more presentable.

I don't think you know what an Automatic Mario level is.

There's plenty of cutoff and other errors such as bad sprites in Nico Nico Douga, one of the most famous Automatic Mario levels, so you're all saying they're wrong too? Explain that.

The literal definition of an Automatic Mario level has nothing to do with cutoff or errors, it has to do with Mario moving without any needed button pushing or moving with the control pad. So stop complaining about aesthetics.
I'd like to take a stab at what might be the problem with these Void Doors. Bare in mind that I only have a black-box perspective on the game and I have no idea what the internal workings of the ASM coding is.

From LM I can see that there's a bunch of sprites placed on top of these doors. I don't know who coded the sprites in the void hub or how it was coded, but it seems to me that's what's causing the error. As a suggestion a better solution to these doors would be to turn them from bush tiles to doors via 1F/20 and use only the Sprite for the door to the Final Boss. Sure they do have a problem where Mario can't go through the double doors if he's smack dab in the center of them but at least it will always teleport Mario to the void levels. I personally can't replay any of the void levels again if I've gotten their egg already.

After fixing the doors, I've also checked to see if getting multiple eggs of the same kind breaks the Final Boss Route door and it doesn't as far as I know.
Is it possible for someone like me to get this level? Part of the reason why I haven't asked before is because I don't feel like I have contributed enough to this project or site. Most of the SMW Hack stuff I do is primarily on my own and post level videos on Youtube but hardly ever on here. I'm okay with a 'no' answer if that's the case. I can't do the fancy things like Layer 3/Terra Stripe stuff but I do know ASM/Blocks/ExAnim/LM fairly well.

I did have a plan for the Green Switch Palace, kind of an exploration through a ruins in search of the ON/OFF button. New shooter would include trap-door Arrow Shooters. Step on the trap-door and it releases quick flying arrows from the wall-units that hurt and throw sprites (Mario and enemies) back a bit.

Part 1 (Outside the Ruins): This is a very short area, about 5 screens long. Mainly straightforward and avoiding normal enemies (Monty Moles, a few Munchers, and Pencil Traps as Spears) and Trap-Door Arrow Shooters.

Part 2 (Inside the Ruins): Some platforming and a line-guided tour. Mario must also avoid spears, arrows, crumbling floors, spike traps, pokeys (if possible), bats, and bottomless floors. Afterwards, a short moderately difficult puzzle with a save point; which should be a max of 12 screens overall.

Part 3 (Escaping the Ruins): Mario finds the ON/OFF switch, hits it and gets a message from a spirit saying "how dare he hit my switch". The earth shakes and a Spiked Wall comes down on Mario. Mario has to run out in time before 60 seconds are up while avoiding all of the enemies from Part 2 and falling rocks. Might need a generator, not sure yet. Blast out to Part 1 and now Mario can go down the first pipe blocked before by the ON/OFF switch to the Green Switch or Goal Roulette. Should be a max of 8 screens.

Plus 1 SMW Coin in each part.
Originally posted by S.N.N.
You can give it a shot if you'd like, cstutor. At this point, I don't really see anyone else who wants/is qualified enough to take it, so I'd be interested in seeing what you could do.

Just make sure you read through the stickies in the main forum, and sign up for all of your resources in the Signups forum. Good luck, and don't forget that there's a pretty great graphical set in level 1EE that could probably help you get started.

Oh okay, thanks. I'll get started right away. I've read through most of the stickies but I'll go over it one more time just to make sure I read everything. I do have to go into Lvl 1EE and take a look at that after I read everything.

Originally posted by Lightvayne
The offer is open to anyone who wants it. I like your idea for this so far cstutor89 and it kinda shows you've been at least somewhat following the project.
You not being very active is the part that worries me a bit. You've been around since January and have only posted 9 times. If we give you the level, you need to be active and at least post weekly updates.

I understand. I will be more active now that I have a level and at least post weekly updates. I'm trying to stay as updated with the project as possible (what kinds of levels there are, graphics, and other small things) while trying to stay as excited as possible by trying not to see too much (what is in the levels). That's pretty much the reason why I haven't been active with this project, but I will try to be as active as possible.
Originally posted by Lightvayne
Everyone has been using the Clock Magician so far that has needed any sort of time limit.

cst, you might need to request a custom sprite timer if you are going this route. Although, you get clever with the Clock Magician sprite or reverse air meter.

That's pretty much what I was thinking.
I've been working quite a bit on this level (specifically all through the night) and I was able to get most of the sprites done (the two shooters), the arrows, and the trapdoor mechanism. There's still something really strange going on with the arrows randomly changing direction. Most of the time they point in the correct direction but every once in a while they point in the opposite direction. Really weird ... I'll look more into that.

As for the level itself, I was able to get some graphics done. I'll post some screenshots below. Let me know if I need to add more/less detail. I'm still thinking it might need more mainly on the bricks and desert. I'm trying to keep the BG simplistic on the outside and more complex in part 2. The stars do have Palette ExAnim, but on a screenshot it's kind of hard to see.

I'm pretty much sticking to what I had for the description. That's pretty much it for the update at this moment, I'll be working more on this tomorrow (or today really lol).
Thanks for the feedback. Most of it was really helpful. :)

Originally posted by AxemJinx
Not sure how I feel about the two question blocks set into the facade (makes it hard to get what's inside them), and for me, the switch palace tileset really stands out (I kind of wonder if the white should be toned down outdoors, as if the coloration has been weathered down by the elements).

Yeah, I think I will get rid of the coin blocks that are too hard to reach even for the cape and just have a few of them 2-3 at most. Now that I think about that, the white does stand out a bit. I'll look to see if there's another slightly darker white to match the night level.

Originally posted by ZMann
- I don't see the point of having so many ? Blocks in the walls when it doesn't seem possible to hit them. This is minor, though, and if it's more like receiving more prizes for having a cape, that's fine.

- I'm not too fond of the arrows making a sound effect when they hit a wall. You said you made the arrow sprite, so I think you should make it so they don't make a sound when they hit walls.

I'll keep the ? Blocks in the walls to a minimal but make it simple for a cape to get. I think I'm going to make the sound only occur when it hits Mario or another sprite only.

Originally posted by MrDeePay
- Disable the level palette animation (Palette 6 Shenanigans) by pressing the coin icon in the tool bar and unticking the necessary box.
- I suggest using track 30 (Desert/Ruins Level 1) for the desert segments, since it seems to fit the best out of all of the current songs.

Okay, I'll take a look at those things and fix those up.

Originally posted by S.N.N.
My only main gripe which hasn't been noted by others yet is that the arrow blocks are difficult to see given their palette. That is, they blend in with the normal tileset a little too well.

It does look very close to something that is hard to see. I might make the shooter part a darker red color or something to distinguish this block as an arrow shooter.
Overall, this is pretty good so far. I do like a lot of the ideas in this level - the scrolling parts, (Lakitu), Parachuting Goombas/Bob-ombs, Rotating Koopas, and positions of the coins. I think maybe by World 6, the 2nd coin was a little bit too easy to figure out, but it was fine. I do like the 3rd coin's placement and I think the 1st half was better than the 2nd half.

I do have a couple of issues in this level.

1. In the 1st half, the BG is nice but there was something really strange about it. I get the fact that the level is about climbing up to the clouds but the BG didn't seem to portray that for me. It came off more like the floor was falling rather than me floating higher and I think it has to do with the static BG. The earth is great for the 1st screen but for the 2nd and on screens it should be either getting smaller because Mario is going up higher or showing clouds. Maybe make the BG be Layer 2 w/ no interaction and have the earth on the first screen and show more and more clouds as you climb higher to give the effect that you're climbing.

2. The red pipe's black color might need to be a really dark red.

3. I don't know if I like the fact that clouds in the 2nd half could stop Mario from going through them from below or from the side.

4. The clouds need a little bit more texture in the 2nd half.

Other than that, it seems to be a very good start so far.
Originally posted by 2dareduck
I think i got the effect your talking about by setting the layer 2 bg scroll rate to: h scroll variable; v scroll slow. Now to get it to be perfect is to have the h scroll to none. Anyone know how???

yeah i'll add a power to the second half. Alos the reason it feels long is becuase of the slow scrolling.

I think you can do that with a scroll set to constant for both vertical and horizontal on Layer 2. You'll have to draw out clouds on every screen, but it will give the effect needed.
It looks okay so far with the 5 screens in the IPS. The SMW Coin is a bit too easy to spot and too easy to get at this stage in the game being it is the last world.

I do like the pipes altoiddealer drew up a little bit better than the full black/white. As far as the first screen goes, as a suggestion (not necessarily something to fix), maybe extend the frosted, colored ground through the entire platform and show color on the left side of the platform and monochrome color on the right side.

Are you replacing the graphics of the chainsaws and bullet bills with something else?
Just letting you guys know that I have fixed most of the things that were mentioned in the feedback. I probably will add the music in at the very end once it's all completed.

I have been working on Part 2, right now, and I'm almost done with that. It does need some tweaking as there are some memory/slowdown issue problems but overall, it's going alright now. I should have an IPS soon to try out for up to Part 2.


I finally have an IPS for the level (I hope it works): Green Switch Palace

If you would like to watch a video of the level instead of playing with the IPS, you can see the video here: Video

It's not finished yet, there's still some weird quirks with the arrows changing direction (???) and on top of that some questionable areas that are tough. Music is not inserted and now it's time for me to catch some zzz's.
This is the first time I've seen this level and I only looked at the description given at the very beginning and the level right now. For the most part I like it but I don't love it.

The first part is pretty good, nothing really wrong there. The second part is where I think I ran into some things that I didn't like.

1. Two rings of Flames = Sprite Disaster for everything else. Not sure how to fix this one because those ghost rings are so expensive sprite wise. This is a problem mainly when other sprites are on the screen at the same time as these flames.

2. Lots of slowdown at the loading of the words, ghosts, and flames next to "Luigi".

3. The section to the 2nd coin was just full of cheap hits and power-ups. I didn't like that, that much. The randomness of the appearing flames just always kept the average person off-guard being too close to them. Constantly taking hits and hoping to have spare energy is not that fun for me.

As for the climbing part (3rd part), I liked that the most. Just a few things here that I felt could be improved on.

1. There's a couple of places where Big Mario can squeeze into a small area, slide over and die.

2. The flames were very confusing to me. In the first 2 parts the blue flames hurt Mario but here they are part of the decoration. Maybe color them in a different way may make it part of the BG.

As for the talking and boss parts (Part 4), they were fine. The "Luigi" boss was incredibly easy - if hit correctly can only attack one time. The Nose boss was a one-hit kill.

As far as the SMW coins go, I think they were okay. The 1st and 3rd ones were a little bit too easy to find in general. As far as difficulty goes, this is probably appropriate for World 9. Overall, I like it. I like the level name too.
Originally posted by Rameau's Nephew
I just played through this section doing my darnedest to murder myself in every suspicious-looking nook and cranny, but alas, my efforts went unrewarded. Do you by ay chance recall precisely which of these niches were willing accomplices in your auto-homicidal hijinks?

Section 4/Bottom-Center, there's one hole next to the chain. It's the one hole below that.

I think that was the only one. I think my eyes were tired from working on Lvl 23 too much. They do look slightly different than the first half of the level and I get the boss being easy because the level is long and takes a lot of time to go through.

It's a good level though. :)
The Beach Ball level has a similar thing too with a tidal wave chasing you. But as KK5 said, Crumbling Catacombs is also similiar in nature with everything falling down. Here's an idea too.

Part 1: Digging to the bottom. Avoid some enemies, dig up the sand and make it to the bottom.

Part 2: A short cave area with quicksand, Pokeys, Bats, Cacti, and other sand based enemies. A huge decorated door with a hole indicating a jewel is missing and two paths. A save point after Part 2.

Part 3A (For The Normal Exit): A cave area like Part 2 except a little bit more challenging. Goes in an up-right position to the top where Mario finds the exit of the cave and the goal.

Part 3B (For The Secret Exit): Mario needs to look for a jewel that opens up a hidden door to the secret exit. He needs to go down all the way to the bottom of the cave and retrieve it. Upon retrieval the room shakes and sand begins to fill up the area and Mario must escape before he gets crushed.
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