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Posts by ShadowDragon121
ShadowDragon121's Profile - Posts by ShadowDragon121
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Version 1.3 is available, fixing a major (now minor) problem.

Download it here

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Ok, hopefully this isn't a stupid question that has an answer staring into my face, but does anyone know where I can find a tutorial for patch coding?

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For a save-state abusing trick I'd have to definitely include corner clipping. It's too precise, and I've had trouble with it ever since I learned about it. (Yes I know there are several of them in CT, but I don't really mind flying ones, and Jay and I put in several different things that we hated into that hack).

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EDIT: http://youtu.be/EZhZhDQaE9k

Most (Well pretty much all) of the hack is cliche ideas. The best pit hacks are the ones were the creators fear to play it, with original ideas. I'm not trying to sound mean here, but could you put in an original idea?

Also, the ghost house room, you can bring a yoshi all the way up until the chuck I think, before loosing him and entering the door small. Not so deadly of a break that it'll affect the intended solutions in other rooms, but you might want to put in a custom block that kills you if you have yoshi.

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While doing some testing, I tried every possible subpixel on a block two tiles away while standing on the ground, and I never duplicated it. It is possible 3 tiles away, but is it not possible with two?

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EDIT: This is from my first question, and I just reused the thread because it's useless otherwise.
Figured it out and I'm off to room 2 ^^. The shell needs a subpixel of 20 before being thrown. I got it to 20, threw it, and duplicated first try :D.

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Yoshi's tongue must collide with the shell on the same frame that you pound on it. Swallowing a shell that's moving and bouncing off of it makes yoshi's hitbox disappear, meaning that you'll bounce without being hit.
The same goes for the springboard swallow glitch, which is exactly the same, just a different item.
Also, if you're TASing ColonThree, you'll need to know pretty much every pit glitch in the book. The only one that we didn't include was the one at the beginning of LOTE, which actually turned out pretty easy.

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Also, 0208Z, if you are to jump across a giant pit, you can jump at 49 speed, and then on certain frames when you spit it out, the shell might appear closer to yoshi, in which you maintain your 49 speed the whole time, you can still bounce off of the shell and re-swallow it as well.

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http://www.youtube.com/watch?v=dA5w_qSiriI

I TASed it as well. Nice hack :D.

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I'm looking for a nicely and well designed pit hack that will take me a good amount of time to TAS and is fun to watch and enjoy.

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I do like the idea of a Pit Hack contest, seeing how creative people can get with some things, or how enjoyable they can make it for a TASer such as myself to TAS, but the only problem I could see is the time frame. First of all, we'd need judges man enough to play them, and second of all, how long would it be to make the hack or even play them? Those are my questions.

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New: Our TAS is done, and thus the hack is officially released. We fixed a few other things besides the unresponsive sprite slot in the transition room to the forest.

IMPORTANT: IF YOU HAVE STARTED A TAS OF THIS HACK (I know a few of you who have) THEN YOUR SMV HAS A 90% CHANCE OF DESYNC. WE APOLOGIZE FOR ANY INCONVENIENCE THAT WE MAY HAVE CAUSED.
The reason for your smv's desync is because we had an overworld palette problem which I fixed, as well as me forgetting to uninstall the title recording ASM. Now, everything is officially possible, because we have done a playthrough ourselves, and wihout further ado, here you go:

v2.0.1

If you really want an old version, talk to Jay.

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ShadowDragon121's Profile

Currently Testing: Nothing
Type of Tester: Kaizo Play and Bug Tester
Max. Amount of Levels/Worlds: Not relevant

Description: If you have a pit hack that you need tested, I'm your man. I will test kaizo hacks as well. If you have asm, I might be able to fix any screw-ups (I don't have the hang of sprites yet) in your file. I have a knolwedgebase of just about every currently known SMW glitch, so if you fear that your hack will be broken then I will make sure to explain how to anti-break it.

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Due to the lack of progress, things turning out how I don't like them, and the unexpected result of working on LessThanSlashThree (LTST), I have officially cancelled this hack.

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Originally posted by MegaWiggyTime
You're going to need to abuse emulator features, but it's totally in the spirit of the hack.


What might these emulator features be? If it's frame advance and slowdowns you're talking about, then count me in on playing the hack.

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The strand of bad hacks has gone on too long, and it's time to settle it here. I will be addressing problems that too many hacks have, and things to improve on. Hopefully this will enlighten some hackers so that they have that "oh hey" moment.

First off, floating munchers: GONE. NO ONE LIKES FLOATING MUNCHERS. They look extremely unprofessional, cutoffy, and inform the player that you are just too lazy to do something with them. Don't give me the excuse that you are creating vanilla hacks; you can modify/create new tiles within the map16 tile editor. Here's a good example:



This image makes me vomit (almost). This level has a few aspects of bad design, and it's not even a screen long. I will address them one by one. We'll start off by saying, create something to eliminate the stacked munchers. Unless you want to have your level broken, I would advise you not to replace them with ground. Instead, the most common way of fixing this is using a cannon's branching tiles and making them act as munchers (tile 12F). This example looks a bit better, and it only took a second:



Exanimation wouldn't hurt either for sideways munchers. Next, I'll address the palette. The palette is unchanged, and plainly dull. How about we change that to a nice light yellow?



See? Looks significantly better. The palette could still be improved, but it's a lot easier to get sucked into a hack with good palettes.
Next is music. It isn't necessary, but it's a nice touch. Throw in a bit of kirby's athletic music for this palette to match, and you're set. There are still a couple of problems.

Another major problem is people spamming cement blocks. The nice forest found with spammage of cement blocks? Not in a good hack. Good hackers take time to go the extra mile, and eliminate all dull/plain looking tiles. Our result is this:



Nice. It's already looking better than just flunchers and cement blocks. There's one more thing we can do to spice this up a bit. Mix in some scenery into your "hack soup." Create multiple tiles with the 8x8 tile editor. Keep in mind that this is a completely vanilla hack:



Beautiful. This is the type of hack I would play. Not only does it look nice without the dull aspects, but it also goes beyond a normal hacker's design standpoint. The black tower that connects to the piranha plant still stands out a bit, so you might want to use custom GFX to change that, or, like I said before, Exanmation for sideways munchers.

Now, at this point, you're probably thinking, "this isn't for kaizo hacks, though, it's just for regular hacking design." That is true, but, in my opinion, scenery for kaizo/pit hacks is significantly important, because most people get a 'bad level design' feeling when they hear about kaizo hacks, because they think about hacks such as, well, the original kaizo. Also, many people need to think about breaks in their hacks, even if they intend for the average player to play it. Work shows, my friend.

Now, getting to the kaizo parts of level design. Include a variety of things. This doesn't have to be just glitches. Of course, glitches are always good to include in kaizo types of hacks, but, make sure you keep in mind the people who are going to play your hack. If you want the average kaizo player to play your hack, don't throw in a corner clip because you think it would be challenging. Use a good amount of precision jumps, but keep it to the ratio to the size of the hack. If you have a giant hack, it's good to have a good amount of precision jumps, but a small hack that just ourtright abuses them is bad. Do not include shelljumps just to have shelljumps. If the player keeps doing the same shelljumps over and over again, they get bored. If you are to include a level based around this, do a variety of them.

Do I really need to mention walljump/corner clip breaks?

Think of several clever puzzles. If people play something, and then see it over and over again, you are significantly lesser likely to have a played hack. I don't mean one small precision jump or shelljump; what I do mean is a section of a hack. Puzzles and ideas that are new spark interest in viewers, that might soon become players. Also, put in some ASM and include puzzles with that. The fact of puzzles using something that not everyone has seen before are more interesting (most of the time) than those of regularly used and seen sprites/items. Create your own things, which you actually know to the full extent. However, if you are like Sokobansolver and like to get clever with vanilla blocks/sprites/glitches, then those are enjoyable as well. If you are to, try to use things that were underused in other hacks/the original SMW.

DO NOT SAY THAT YOUR HACK IS THE BEST THAT HAS EVER BEEN MADE. NO ONE LIKES A BRAGGART.

Questions and Answers:

Q: Is my hack pit or kaizo?

A: It could be both, actually. Most of the time the two can be defined by whether or not slowdowns are needed.

Q: Is one fluncher ok?

A: If you can avoid it, whatever it be, please do so to attract most to all kaizo players. If, for some reason, it cannot be avoided (Most likely not) I guess you should hide it as much as possible.

Q: How do I find a good palette?

A: It's really about shading. Paletting believe it or not can take a while. Remember that control + rightclick and leftclick can copy/paste palettes.

Q: How do I insert items outside of lunar magic?

A: You can find tutorials in the documents section. Insert items, whether it be music, blocks, sprites, patches, or graphics, with programs made and put in the tools section.

Q: How do I know if my hack is good?

A: First of all, if you're asking yourself about whether or not your hack looks nice, you probably need to improve it, but if you feel unsure, give it to a tester/hack experimenter (such as me) and they will give you some things to improve on and what they thought after playing it.

Well, that's all for now. Tell me if you want anything added to this, if you want me to change anything, or if you have any questions.

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Originally posted by Sadistic Designer
yes but this doesn't apply to me as my hack is the best Kaizo hack ever made

Sadistic approves of this message. Recently I read somewhere that the diagonal dirt gets rather tiring, and upon seeing it again I agree. So in that last screenshot I would prefer it if that dirt diagonal was removed. Also there unfortunately is some cutoff in the last picture, at the left (where the pipe touches the ground). Perhaps you can change that last picture a lil', as it's a shame that an example post contains errors.


Yes I agree. Changing...

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Originally posted by Thomas

Don't do this. Seriously.


That is true. Something can be overdecorated as well, which might distract the player.

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Woah. Your hack actually looks pretty nice, especially the overworld (I hate creating overworlds and I'm bad at it). All of your screenshots look excellent, and I'm assuming that the death blocks are exanimated based on the yellow switch factory screenshot.

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Hey. Today I will be telling you guys the basics of corner clipping without max speed.

REQUIREMENTS:
- Yoshi
- Any status of Mario
- A two tiled space(but I will be showing it with three slightly)
- A four tile high block stack, found pretty easily in the game (you can also do it with five and three, but I won't get into that)

First off, you'll want a practice spot. I'd recommend either the first bit after the two koopas without shells in YI2, or YI1 after the slanted pipe, which is where I will be demonstrating it at.

So, how do you start? Take a look at my screenshot below:



I am 25 pixels to the right of the block, it works from the left as well. One thing is especially important, though, it's that when you turn around and hold left, your speed scrolls like: -2,-3,-5,-6,-8 Once it gets to -5, hit right and B to jump for one frame, storing 77 Y speed, and getting just the right position if you hold left and see if you go into the block a bit.



You'll see that you go into the block a bit, and then when your Y speed goes over 2, you will immediately appear at the top of the block.
Basing an assumption off of this, we can conclude that if your y speed is less than 2 then yoshi's hitbox will not be responsive to the top offset of the block. So, your Y speed must be a very small stored negative so that you can get inside of the block, small enough so that you won't appear at the top of the block. Your subpixel is actually not something you want to look at with this clip, which is what makes it easier than it would have been.

The frame after you hit B to store your speed, you'll need to hold left and Y for two frames, and then continue to hold B again.



If you try this, very rarely will you achieve this clip without releasing B again, this time for only a frame. In most cases, though, you will release B, on a speed > 21.



I released B on the frame my speed hit 25, making it actually show up at speed 27. You'll want to search for the first frame you can release B without running into the side of the block, since it will get you the lowest Y position while still getting into the block.
Lastly, you'll notice that you are a bit further into the block, and that's when you'll want to release B yet again, this time to avoid touching the top of the block, at a speed close to -31.



Position 1165 is hit with -7 Y speed, which is the side of the block. Next, -1 is hit when I'm in the block by 2 pixels.



As you can see, this is a successful no sprint clip, and there's just one more thing to handle: not getting stuck in the block. The block boost that you get depends on your speed and subpixel, but there's a big chance you will automatically get boosted when holding left. Unfortunately, I get stuck in this clip, but I can change that result by releasing left on different frames, holding nothing but B for the rest of the result.



Then, I'm able to hold left again to regain my speed, still proceeding with a boost from the block. Done!



If you have any questions, check my smv.
Also, I recently made my own lua script, and you can find that here. It includes the smwdrawspriteinfo from smwutils and masterjun's cliplua, plus a bunch of stuff that I personally composed.

In the past 10 minutes, I have figured out how to clip a block five tiles from the ground without max speed! Also, three tiles is a bit harder than four tiles, but five tiles is pretty tough as well.

Y-Speeds that need to be set from the ground for no-sprint clips:

four tiles: 77 speed

three tiles: 79 speed

five tiles: 82 speed

Of course, you can clip with 79 speed for a four tiled high clip, or 77 for a three tiled high clip, but these are the values I prefer, because they are more accurate.

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ShadowDragon121's Profile - Posts by ShadowDragon121