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Posts by Knight of Time

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Originally posted by Dispace
Look like SM64 Peach's Castle


Yep, it sure is. When I started to make the tutorial areas, I knew I wanted to make them all take place just outside the castle. I had originally thought of using a different BG of Princess Peach's castle, but this BG was just too good to pass up, so I decided to go for it.

The BG/FG combination did leave me quite limited in colors I can use for objects in it, though, considering that the BG alone uses a lot of individual colors. Of course, when it comes to making actual levels, I will be using other BGs and FGs.
I'm rather surprised you didn't show off any screenshots of the updated ceiling triangles patch, but that's totally fine.

Anyway, I have a sprite request that I hope isn't too tough to do. How about a 48x48 or 64x64 version of the grey moving castle block (if the 64x64 version is too complicated for you, I hope the smaller version isn't)? It would be interesting to see a larger version of that sprite, so that it would be a little closer in size to some of the crushers I've seen in various 2D Sonic the Hedgehog games (like the crushers that look kinda like a safe in Lava Reef Zone Act 2).

Edit: Just so I don't forget, I did make this request originally in the Requests forum. Here's a link (though in the topic, I didn't mention the smaller 48x48 alternative).
Originally posted by Erik
I think it would have been cute to include a bps even if you just have the tutorial areas for now, just to get a glimpse of the playability.
Still, it's neat that you have been working on this, and the screenshots do look cute. I will look forward to how it develops from here! Good luck with it.


Thank you Erik; I was tempted to release a bps here, but since the tutorial areas aren't all 100% complete, I'm afraid I won't have one ready before C3 is over.

Also, I just realized that the fourth screenshot from the Superball Flower section is outdated as the screenshot after it is what that particular area became. My apologies if anyone is confused over the discrepancies there (that's something I wasn't intending to do since I made some minor changes in some tutorial areas).
Originally posted by Erik

Originally posted by Knight of Time
Anyway, I have a sprite request that I hope isn't too tough to do. How about a 48x48 or 64x64 version of the grey moving castle block (if the 64x64 version is too complicated for you, I hope the smaller version isn't)? It would be interesting to see a larger version of that sprite, so that it would be a little closer in size to some of the crushers I've seen in various 2D Sonic the Hedgehog games (like the crushers that look kinda like a safe in Lava Reef Zone Act 2).

The clipping is annoying in both either way. Pick the size you prefer and provide me with graphics (I know I can get it from the vanilla game, but doing that is time I lose), and I will do it.


Okay, I was thinking about both as to which size would perform better for the idea I had in mind for this sprite's usage if it existed (being used in conjunction with the line guided any sprite; I just sent you a DM with a pic from LM showing what my idea would be like), and TBH, I think the 64x64 size would fare better here (it's a little harder to picture my idea working with a 48x48 variant), so that's what I'm leaning toward more.

This is what I'm thinking for the graphics, though I might do a different design for them someday that's more chocolate.


Originally posted by Erik

Originally posted by Knight of Time
This is what I'm thinking for the graphics, though I might do a different design for them someday that's more chocolate.

I mean, send me a bin of them and I'll do it.


Oh...oopsie.

In that case, I have an ExGFX file right here. My apologies for the inconvenience.

I included the two different sizes, just in case you want to see them both.
How about one with Linkle and Link from The Legend of Zelda with Anna, set up so that Link is confused as to which one is Linkle and which one is Anna (that is, if Anna and Linkle were dressed alike); that would be pretty funny.
This looks really interesting! As someone who has played a few custom quests in Zelda Classic, this is one I look forward to seeing a complete version of (I like that you took some assets from A Link to the Past, being as it's one of my favorite Zelda games).

Awesome work so far!
I'm glad you implemented the ability for Boom-Boom to generate map16 tiles like in Super Mario Advance 4; that's just amazing.

Just out of curiosity, but do fireballs defeat this Boom-Boom in five hits, much like in SMB3? Also, what about its vulnerability to hammers? Since lx5's version of the hammer powerup makes enemies vulnerable to hammers die in a single hit, I'm not sure if having a set number of them (I think it's two or three) would be able to trigger the defeated code where it would then trigger the goal sphere here.
Can you draw this picture of Spongebob SquarePants, please? It always cracks me up.



Note: You may need to go to the URL directly to see it, and for this image, I'm just looking for Spongebob; you don't have to do the rest of this "license" or his boat (also, can you possibly make this no bigger than 32x32 please? It would be interesting to use this in one of the Pushmo games, considering the puzzles in those games can be up to 32x32 in size).
Originally posted by 1UPdudes
I think it's quite a nice idea to give each of the power-ups it's own tutorial area.
For those who have only played vanilla hacks might be thrown off if they are expected to just understand how these SMW versions of classic power-ups are supposed to work.


Thanks. I was unsure at first if I wanted to make tutorial areas for the vanilla powerups (excluding the Starman), but when I decided to implement RussianMan's ground pound UberASM code, I decided that showing off the ground pound would be best done first in the Super Mushroom area (that's how Mario broke the brick block underneath him); similarly, in the Mini Mushroom area, it's necessary to use as Mini Mario/Luigi as there is a Koopa there that must be ground pounded for Mini Mario/Luigi to steal his shell and clear a path forward through some more brick blocks (the ground pound enables Mini Mario/Luigi to damage stompable foes in my hack).

Originally posted by 1UPdudes
I also like how it takes place around Peach's Castle. Perhaps the background could change slightly, maybe showing the back courtyard for example?
Either way this is looking really nice so far so good luck with your new project!


I'm not sure if I want to do anything with the background, since it's a little bit on the complicated side to begin with (but for the foreground, I made some additional tiles to go along with it, including tiles for the Mini Mushroom area for the tiny passages only Mini Mario/Luigi can pass through). And thanks for the blessing of luck here; that is very much appreciated after what happened with my old hack.

Originally posted by Anas
I had already seen some of these in Discord, but it looks pretty fun with the various powerups! As Erik said, it would've been very nice to include a playable demo of at least the tutorial areas, due to the untapped potential within that.


Thanks! However, with the cold I've been dealing with for a little over a week now (hence I caught it before this C3 even started), it has been a bit...draining on me. I am so thankful it didn't stop me from posting this topic in the first place, though if anyone is wondering why I've been posting less than usual at this C3, it's because of the cold's draining effect. I'm hoping to be over it by the end of this week (or sometime next week if it lingers longer, considering colds aren't really easy for me to get over anyway), but at the rate things are going, I'm not gonna have a demo ready until possibly the next C3 event, so for those of you who asked me about one or are thinking of it, I apologize (I truly don't like letting people down, however, my priority right now is getting over this cold). If all goes well, I'll have another topic about my hack with new screenshots and a demo for the next C3 (I hope).
Aye, what an interesting bunch of Chucks you got there RussianMan! The carriable one is quite amusing; that's something I didn't see coming (I assume this one can only be carried when stunned, or in the case of the Pitchin' Chuck, can only be carried when approached from behind?).

I have a question I'm curious to ask though; have you thought of making a Pitchin' Chuck that does something different with its baseballs, like throwing multiple baseballs in one throw? I already know d4 made a custom Pitchin' Chuck that throws baseballs aimed straight at the player, and I thought I'd mention it here, just in case you're not familiar with this custom Pitchin' Chuck.
The tileset specific and BTSD blocks look pretty interesting; just curious to ask if you've thought of giving any of the extended objects the same treatment, like line guides for example?
Originally posted by Steven Atauchi C.
cool, i've been watching the progress of this in the shadows on discord, looks really fun, i hope you can finish it soon to play it, as well as some comments, i would have liked a bps to play it too haha, but i'll wait, good luck.#smw{:peace:}


Thank you. I'm hoping I can finish it someday too, but being as progress on my new hack has been slower than my old hack, it's hard to tell when (or even if) this new hack will be completely finished someday.

And thanks for your patience as well. So yeah, as much as I'd like to add some more screenshots of the tutorial areas to this topic, I'm not gonna do that, but I'll post new ones in #showoff on Discord when I am ready.

Thanks again for all the comments guys; it made me happy to make my first C3 topic despite being under the weather.
Chances are you don't have them set up correctly. You need a minimum of two slots (one for a standard poundable stake, one for an upside down poundable stake); did you check this setting (this is from the regular poundable stake)?

Code
!HeadTile		= $0500		;>The topmost tile the player pound this block.
!BodyTile		= $0510		;>The body tile(s) under the head tile
!Flatten		= $0501		;>Tile turns into after pounded to the bottommost.


These are what I'm using, considering the regular poundable stake is tile 500 in my case. So yeah, if you have different values for these 3 defines, the block should work fine for you.
Whoa, I gotta admit, this is a surprise I didn't see coming.

I totally understand when the time comes to put an end to something; it can definitely be an emotional time when things change and you just don't have the time to keep doing what you were doing (I went through a somewhat similar experience; I was a worker and a player of a Pokemon themed Hangman game, and a few factors made me retire from the game completely as both a worker and player).

I'm so thankful you made the C3 topic a couple of years ago where you took requests for custom userbars. From the bottom of my heart, thanks again for making the Zelda one you made for me. That is something I'll never forget about you here Tahixham.

There's one more thing I want to tell you, but I think I'll save it for a Discord DM as it relates to something you mentioned here in the spoilers.

Nonetheless, good luck with your future endeavors!
If you're asking if SA-1 is required for a rom hack, generally, the answer is no.

But, if you're looking to use a resource in your hack that does require SA-1, such as Donut's Trigonometric Seesaw Platform sprite, then yes, you will have to use SA-1 if you want to use that resource. It's basically your choice whether or not you want to use SA-1 (IIRC, there is at least one resource which is currently incompatible with SA-1; I'm sure someone else here can provide that information if they wish).
Congratulations on your promotion  BD_PhDX! It's always nice to see a new admin here, especially when another ends up resigning (I guess it's safe to call that passing the torch, right?).
/\ Uh, no. I don't think I've seen any ghosts, unless it was on Halloween when I was a kid.
< found a way to play the English translation of Phantasy Star Generation 2 on my PS2
\/ has used a CD/DVD/Blu-Ray burner before?