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Posts by RednGreen

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Salve a tutti gli italiani di SMWCentral.

Originally posted by Chrono Trigger
Visto che qui c'è anche qualcuno che parla la mia lingua, vorrei chiedere un po' di aiuto sull'utilizzo di Lunar Magic. Purtroppo ora non ho tempo per elencare tutto quello che voglio sapere, magari stasera o domani faccio l'elenco. Nel frattempo una scaletta generale delle cose da sapere farebbe veramente comodo, comunque.
Grazie.

Le basi di Lunar Magic sono davvero semplici, devo dire che si imparano soprattutto praticando.
Nella creazione di un livello ci sono due tipi di elementi che possono essere modificati:
- Layer 1, costituito dal Foreground (tutto ciò che comprende il terreno, le decorazioni come cespugli); per editarlo assicurati di aver cliccato prima sull'icona ;
- Layer 2, ovvero il Background (sfondo del livello), modificabile cliccando sull'icona ;
- Sprites, tutto ciò che comprende i nemici, i power up, il Goal Tape e Mario stesso, modificabili cliccando sull'icona .

Per togliere un elemento basta selezionarlo e cliccare su Canc, per duplicarlo cliccare con il tasto destro del mouse.

Se si vuole aggiungere un nuovo elemento, clicca su se si tratta di un oggetto del Foreground (quindi assicurati di aver cliccato anche su ), se invece si tratta di uno sprite clicca su (quindi assicurati di aver cliccato anche su ).

Queste sono le basi per modificare un livello; tuttavia ci sono molte altre funzioni come le palette (i colori assegnati alla grafica del livello) che possono essere cambiate da o la musica del livello, che può essere cambiata da .

Spero di esserti stato d'aiuto #w{=)}
I've a problem with a custom music I'm making.
In the music there is an intro, I'd want to keep it and make an infinite loop through the main melody.
I tried to do:

[notes of the song] number of loops

but that didn't work and crashed the ROM whenever I entered the level, because there were already those kinds of loop in the main melody area.

Is there a way to make it?
Originally posted by RedToonLink
The "intro" command is a slash. After the song loops, it plays what is after the / instead of going to the very beginning of the channel.


Thanks, it worked #w{=)}
I really enjoyed playing this: nice use of Map16, good level design, good choice of music from games I love, various gimmicks and some really nice puzzles make this one of my favourite hacks.
I made three compositions for this C3.
Subconscious - A sad, dreamy music.
Download
Mighty Presence - A short, energetic music that could fit as a Star theme.
Download
Fatal Chase - Another energetic theme that could fit in a long, autoscrolled chase level I guess.
Download
Here are the arranged versions.
Mighty Presence
Subconscious
Fatal Chase
As I said on the C3 thread, I really enjoyed playing it thanks to a good level design, in addition to the others hack's characteristics. Great work.
5) Vision of the Future:
46869, 46988
11) Best Finished Hack:
47006
12) Best Demo Hack:
46883
16) Best Level Design:
47006
17) Best Graphics:
46829, 46822 46911
18) Most Creative:
46911
21) Best ASM Hack:
47032, 41112
22) Best Music 46995
Nice background.
Originally posted by Storm Kyleis
@ cheat-master30: That's great, but doesn't Santa repeat with the rest of the background?

I guess the horizontal scroll is disabled, so the BG won't move.

Originally posted by Storm Kyleis

Another update of my castle ExGFX, now the bottom border of the floor is smoother:

Awesome work here.
Originally posted by Sonikku


Awesome, I love that multiscrolling stellar BG.
Originally posted by Underway
I got some new screens of a level for CP.




Nice work! Those palettes make me think of some sort of beach ambience.

Originally posted by 1UPdudes


World 3's Castle. Clouds... FTW!


I really like the palettes here. The mushroom ledge's graphic is quite simple, but I like it.
One of my favourite Super Mario 64 levels is definitely Hazy Maze Cave. Don't know why, but I loved going into the lake and take Dorrie to get to the Metal Cap area.
I also like Wet Dry World, and the interesting gimmick that allowed the player to visit the Downtown area.
The music is awesome, I love how it becomes "mysterious" as you get into the lake or Downtown #w{<3}

Not much to say about water levels. I pretty much like them, also thanks to the amazing music.

Anyway, I guess the least favourite is Shifty Sand Land, probably because of all that quicksand (the pyramid zone is pretty cool, though).
Originally posted by Blind Devil
@AxemJinx: First song I've managed to download from this thread. Sounds good. And I understood what you're trying to do. I could imaginate the "scene" fitting with the song. Very well, sounds good. Really liked the piano.

Now, after a long time...

Final Destination (16-bit, default version)

Shorter than my previous songs, but fast and melodic like them. Some parts may not sound perfect because I was lazy to fix the tempo of some instruments and their volume. Aside, I hope you enjoy.


Good work, I really like the drums and the guitar solo.

Here's a composition of mine, "Abyss".
Download
Originally posted by S.N.N.
I loved Fatal Chase, and I'm loving this one even more. The percussion really sets an aquatic-like mood, and the panning of it creates a great atmosphere overall. This one is a keeper for sure.

What do you use to compose? I've been sticking with FL, but these samples almost sound like they're from something else.

Thanks! I use FL Studio too, though the samples are part of a "realistic" soundfont.
Originally posted by Ice Man
Kirby Super Star - Staff Roll fully sampled using AddmusicM. Comments?

The samples are perfect, but the notes seem to be out of tune...
Originally posted by RedToonLink
Originally posted by cheat-master30
The here you go boss remix one link doesn't work, it says the file isn't found. Pity, I loved that music, if it's the one I think it is.

Oh, well then, color me stupid.

I like Rules Menu, it's quite catchy. The loop is a bit imperfect, as the music restarts slightly too early...apart from that I really like the instruments choice. Good work with Dormie Hole and Wild Encounter.
I also like the Here We Go remix, though I'm not really fond of that low-pitched orchestra hit.

Here is an original composition of mine. I wanted to make some kind of grassland level theme and I think it turned out quite well.

Click

I've just listened to your last level themes, they're awesome. I also wanted to do something: at first I thought I could make just some fast-paced music but then I realized we're talking about a factory...so I tried to put various pan fades and fast notes that could make the music sound more "mechanical".

Click



Here's the original mp3 version that is quite different from the port.

Click

Originally posted by S.N.N.
Originally posted by RednGreen


This is awesome. I'm so happy you decided to try to cook something up for this, because I think you nailed the mechanical mood perfectly. In fact, I think we've found our final level theme for sure (assuming there are no objections, of course). If you have the TXT handy, I'll take it for the base ROM.

Thanks! I'll PM you the txt file.

Originally posted by S.N.N.
(oh, and if you'd like, I can sample in a few things from that MP3 - specifically, the crash cymbal and the piano.)


Of course, I'd like it very much.
I have a problem.
After patching INIT.asm to a clean SMW ROM (obviously expanded to 1 MB), if I try to open it in ZSNES the game crashes. It shows the "Nintendo presents" logo for three times consecutively, then the game freezes and ZSNES shows the following message:
"SPC700 STALL DETECTED"

I didn't modify the free default RAM address as the ROM is clean. Also, I'm using the english version.
I just noticed AddmusicM causes that "Mario swimming" glitch if I modify a level (so that LM expands the ROM to 1 MB) and then I re-expand.

It doesn't mess up if I expand directly a clean ROM to 2-3-4 MB, though.
Thanks for the tutorial, it really helped.
Originally posted by marioVSshadow
I just got a little bored today and started mucking about in FL Studio. I came up with something... Interesting. I'll probably port it either way but I wondered if it'd serve a purpose anywhere in SMWCP2.

Tough Ol' Challenge


I don't really like listening to MIDIs (I usually prefer listening to the actual port) but I think that's pretty interesting!
As it's quite short, I guess it could fit in some kind of fast-paced portion in an intense level.
Wow, this is awesome. Good work.

Maybe it's a bit early, but I tried to make something for the final boss.

Click

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