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Posts by DarkBones

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Originally posted by ZeNewDragon
Are you talking about the platform wheels? They're under "pinwheel" in the sprite list.


Yep, I think that's what I was referring to. Any idea which sprite sets use it?
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by ZeNewDragon

From what I gather it seems to be a universal sprite, like the Flatbed Ferries and Ravens.


Huh, I would not have assumed that, (then again, I have no clue why the Ravens would be universal, weren't they only used in that one castle?) but thanks, that helps. I'll try making the next part of my level later today sometime, as I've decided to just go ahead and make a bottomless pit (which hopefully doesn't look too weird with the sewer tileset...) instead of the spikes. I'll see how people respond when I finish I guess...
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Well, it's not much, but at least it's something. I had a pretty lazy day today, so I didn't get much done. Here's a quick screenshot of the room I'm working on before I hit the sack.


Wish I could have taken it when the Sluggies were still on the ceiling, but oh well. The main thing I wanted to ask is if the transition from the sewers to the BGless room is alright. It looks okay to me, but I don't remember if the original YI ever did this (I remember all these kinds of rooms having the rocky BG, so...) Just wanted to make sure that it looked alright. Also, my fog palette is still really ugly, any suggestions on what palette I should set it to?
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by GeminiRage
I think using a BG and a bottomless pit might look a little better than a black background with spikes. Unless the spikes are actually needed for something on the ground...

As a note, you can create a bottomless pit pretty much anywhere if there are no objects in the screen directly below it.


Thats what I originally was going to do, but I was worried that it would look like there was a floor underneath, thus causing people to jump down to their deaths. I'll try doing that when I get back to my computer and see what you guys think.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by Wario358
Well i didn't. this person made the mod.
https://www.youtube.com/watch?v=oJIhE92OxFY
also i made a new bg for the first 3 levels.

Should i remove/add some things to it?


I know I don't have room to talk, as every attempt I've made to make a custom NSMBWii character wound up crashing, but could you try and see if you could increase Sonic's size a bit. The main reason I think he's too small (and probably others as well) is due to the fact that Sonic was in both Super Smash Bros. Brawl AND in the Mario vs. Sonic games. That's two series that Sonic has officially been alongside Mario, and in both, he was taller. If you already tried and weren't able to, please say so. Granted, it's a very small problem, but it's still something that several people have said that you might want to take into consideration. That said, it's your mod, and you have the final say, and most of the screenshots you've posted are at least pleasing to the eye, unlike a lot of NSMBWii Levels I've seen.

Now, about the BG, the hills with the palm trees on them look bad and out of place due to the white outline around them. The grass/trees/whatever the green is that is/are furthest back from the camera look a bit pixely. Maybe try blurring them a bit and see if this removes the pixelation, if not, maybe try redrawing it. Other than that, the BG is a big improvement over the original one, and looks very nice. The mountains on the furthest back layer remind me of that Sonic 2 HD style, is that what you were going for?
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
(restricted)
Well, here's some screenshots of level progress I made before Christmas break and the like. Progress has been slow, but at least it's been made.


Here's the updated room from before, I changed the type of unshavens on the ceiling, and switched out the spikes for these blue spike blocks, as they're more useful to be honest. Also, the fog palette looks a lot nicer now.


Oooh, I wonder what's behind this other waterfall? If only there were another way in...


They'll be more obstacles in this room later, it's still early in development, but for now this is the final part before the return to the main room.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
I would like to take this time to apologize that I've waited so long to update this thread. School has gotten me out of the swing of things, and between that and a free weekend of Civ Beyond Earth, I didn't get much done. I've decided to scrap the whole breakable maze on the rotating platform idea, as it turned out to be not very fun (to say the least) so that's why I don't have much to show, I still have no clue what to replace it with. As for the room with the midpoint, I do have a few ideas, so if no one has any suggestions for the replacement area ( or what I could do for some of the other rooms, I'll do the midpoint room instead, as I've mostly only got the linear segments of the level played out in my head.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Yay! Update screenshot...sort of. I'm really tired right now, so it's taken from Golden Egg as opposed to ingame, so take this with a grain of salt (if it turns out bland or something, then I'll change it tomorrow), but in the short amount of free time I had today, I redid the intro section of the stage to lengthen it from one screen to three and added a bunch of decoration, I'm still not sure of it though. Pretty much, I decided to make the intro here look to be part of the previous level (forget his name, he had a nice level though), as I thought it would be a nice touch, so I used the same spriteset and tileset. I think it still needs more work, but here it is:



I'll try and add some more stuff and get an ingame screenshot tomorrow, but how does it look so far?
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by S.N.N.
The palette and layout looks good, but it's hard to really say whether or not it's good from a design standpoint (especially since I can't see the sprites in action). I'll definitely be interested in trying a gameplay demo once you get one up to see how it holds up.


Sorry for the late reply, I was sick with food poisoning for the last couple of days and did pretty much nothing but sleep. Well, I'm not quite at the point where I'd want to release a demo just yet, but hopefully that'll be soon. In the meantime, hopefully this will suffice for seeing the sprites in action.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Alright, I wasn't really going so much for a maze, so much as a "you might want to explore all the rooms before you go forward" level (but I can totally see what you mean), hence, the arrow pointing away from the first sewer. Maybe using a message block instead might help, but just in case, any suggestions on what I might do instead? I really don't mind redoing portions of the level to make it more unique.

On an unrelated note, I was thinking about using that one moving platform ghost from that one castle (I think it was Sluggy the Unshaven's Fort, but I'm not sure) for one of the sublevels, but before I do, does anyone know if its pattern is hardcoded or if there are objects to signal it? I'm assuming hardcoded.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by S.N.N.
It's hardcoded, but if you decide to use it, I think that would be really cool and a clever idea (especially since nobody else has yet).


Well, I just wanted to know, as it's sort of a weird tradeoff, since it's hardcoded, I won't be able to keep many plans in the back of my head for later, as they'd have to be done with lots of experimentation, but on the flipside, it's a whole lot easier to set up. I'm actually surprised that no one has used it yet, that was actually one of the more interesting castle gimmicks just from the top of my head (the other being Raphael the Raven's, but there's NO WAY that those ravens aren't being used with them being so overrated and all...), and honestly kinda the spotlight of Sluggy's castle. Maybe being hardcoded scared them off? Well anyways, I'll be thinking about how to make the sewer less immediately mazelike and either get started on the aforementioned midpoint room or the aforementioned ghost platform room. Though probably the midpoint, as I was planning to make the ghost platform segment closer to the end, we'll see.

EDIT: Considering the fact that the platform boo hasn't been used, and after another test of my level, I realized that all the enemies I've been using have been "spooky" themed by complete accident (excluding the one flame guy in the first section), I think I'm just going to roll with it, pretend it was intentional, and just make all of the rooms spooky themed. If anyone has a better level name than "Spooky Sewers/Sewage" lemme know, thanks.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Well, sorry for the lack of updates again, school and such is still taking up most of my life right now. I got some spare time in-between classes today, and started to work on the next sublevel, but I wound up hitting a roadblock. How specifically do you use Nep-enuts? Are they related to the object tileset, the sprite tileset, or both. The reason I ask is that when I used one, it distorted the layer 3 graphics when appearing.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by ZeNewDragon
You need to have Layer 3 set to Layer 3 Objects 1 in order to use Nep-Enuts, if I recall correctly.


Alright thanks, apparantly the spriteset I'm using isn't compatible with Nep-Enuts, so I'm either going to have to use that level asm-esque YI thing that everyone's been talking about that I have no clue what is, or just not use Nep-Enuts in that part of the level, probably the latter.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Sorry again for being so late, I guess I'm just bad at commitment. Here's a couple more screenshots.





I actually only have one more room to do before I feel like I can release the first demo, let's hope I can get it out before the month is over. The room shown is where the first mid-point ring will be, but I forgot to place it.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Anyone know which sprite tilesets contain the moving ghost from Salvo the Slime's level (or what it's called for that matter)? I was planning on making a part of my SMWCI level use it.

EDIT: Moving platform ghost towards the end just to clarify. The one that has a platform on it's head and stretches and squished occasionally.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Apologies for the lack of updates, I haven't had much spare time due to my school year coming to a close. Thankfully for me, the last final of the year was earlier today, and this lack of time apparantly coincided with a VLDC, which I honestly never participate in anyway (I like my ice cream vanilla, or more accurately, vanilla with cookie dough in it, and my hacks chocolate thank you very much...). The next update should hopefully be soon, likely along with an .ips, unless I get another case of level-designer's block.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Hey, what's the sprite ID for the Shy Guys/Lantern Ghosts that hop out of pipes? I can't seem to find it (or do I just have really bad memory and am thinking of Yoshi's Island DS instead, though I could have sworn the original and the GBA port had those enemies...). I'd honestly like to use something more interesting than an egg block for the part of my SMWCI level I'm currently working on.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by MercuryPenny
Put a shyguy/lantern ghost over the end of a pipe.


Thanks!

Also, I noticed that the lantern ghosts appear in front of the pipe, and Yoshi goes behind the background when going into it, I assume that this is a level mode issue. Is there a lost of what level mode does what, as I'd like to keep the layer 3 transparency?
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Sorry for the post with nothing to show, but I wanted to let you guys know just why there's no update yet. Basically, real life happened, up until a couple of weeks ago. I then revisited the site, and had a PM asking me about the progress. Frankly, I had completely forgotten about it, and pledged to make progress after Ludum Dare was over. The reason I do not currently have progress was due to a lack of inspiration, and...well...my laptop died. Yeah, my files are still there, but my Windows will not boot at all, and Ubuntu isn't letting me shrink the partition, so I can't save backing up the files for later. I should be able to recover the files, but in case I can't, well that's why, and I'm going to have to start all over. If I can, and Golden Egg doesn't want to cooperate with Wine (it's a Mac/Linux program that lets you run Windows programs, for those who don't know), then I'm going to make a patch, and let someone else continue for me. I hope this isn't the case, as I know that there are a couple of SMW hacking tools I couldn't get to work when my old laptop's Windows crapped out on me (yes, this has happened before. I think Windows 7 just hates me). If both don't work out...well...I suppose this level will be open. Wish me luck, as I'm actually eager to try and finish this level, given that Yoshi's Island is one of my favorite games of all time, and being a part of the first collab hack is awesome. If not, well, I suppose in the long run I had a good bit of fun working on Sewer Scamper/Spooky Scary Sewers.

EDIT: My laptop has been recovered, and the files seem to be in tact for my level. Work on the stage should resume shortly after I finish my homework.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.