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Posts by cousinoer5

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So, I have just replaced my old QFTL demo with my new C3 Level Pack which includes all the levels in the first demo, plus several more evil levels (all of which can be accessed from the start except for one). Don't mind the overworld, it's just a placeholder.

Link: QFTL

Or you could also check out my C3 thread for a few screenshots and stuff: Thread
Originally posted by Error 52
inb4haters

I suggested this to you, and thus was waiting. I love this hack! (Not...you know)


I'm sure the haters will be turned away by the allcaps kaizo warning right in the topic. Thanks for the support. :)
Originally posted by SoulJester726

WOW! That is one creative trap! cant wait to get home and play this! xD


That whole level has traps like that all over. It's a funny concept I made up a long time ago (I even tried to parody the lame Youtube chain comments, too bad I didn't have room for the whole "Post this to 300 videos in the next 3 seconds or else..." spiel)
I'm terrible when it comes to pit hacks, so I can't help too much when it comes to testing them. Good luck with it though. :)

As for my hack, I had some nice inspiration for a new level after looking back at my other levels. Seeing my level "Obscurica", I thought that it's a nice idea, but it seems squandered on such a short level. So now, Obsucrica is back for revenge!

Picture of the first screen

(Normally I'd resize it, but this level is all about seeing details, so I kept it as is)

The first thing you'll notice about this level is, you can only see about 10% of the actual content inside the cave (and yes, Mario goes behind the dirt as well, which is why I put plenty of other windows around the area).

Most levels that obscure lots of stuff rely on trial and error, this one will rely on the player inferring stuff based on what they see.

Despite having an easy way to hide it, I will use no cutoff behind the dirt. Using this information, one should be able to infer that just walking forward will not work (the green pipe's middle section is showing, therefore, there must be a bottom tile under it, blocking the path) even if you try to jump over it (the yellow pipe's left end is seen, so there must be at least one ending tile to the right, blocking any jump attempts there).

As for the vine, the tile shown near the bottom must be the bottom most tile of the vine (the normal muncher shown at the bottom indicates that there has to be an upside down muncher above it to eliminate vine cutoff).

There's also a small muncher floor, but there's one spot where there isn't a muncher, right underneath the small platform (the dirt is hollow, so you can go through it, and in the interest of not having cutoff, there wouldn't be a muncher under it), it might be a good idea to check under there for a secret item (items will be hidden as well, but by inferring the general layout of what can't be seen, one can determine possible areas I could've put them).

It seems like a nice gimmick to me (sure it'll probably be a one shot deal, once you know the path, you can just go right through. I'll try to make it difficult as well so even the second time around it's still a challenge), but I'm just worried the people will use a certain emulator tool to just nullify all of the thinking challenges. I'll try to find a way to deter that as much as possible because I'm sure creating this level will take quite a bit of thinking for me as well to give the player just enough information that they can infer everything there given time (too much info and it becomes too easy, too little and it becomes a guessing game).

...Wow, that sure is a lot of typing for 1 picture, heh. But yeah, I just wanted to show off one of my new ideas (I have another working idea right now, I probably won't show that, you'll be able to hate me for that level whenever I release a new demo#w{>=)} )
Originally posted by MarioFan22
That's a very cool idea. Don't think I've seen that in a Kaizo hack before.

I just hope you have made it impossible for players to disable the layers which would make it too easy to see.


Yeah, this is what I'm afraid of. I don't think there's any way to disable emulator tools using any amount of hex editing / code (though that would be sweet!). The only thing I can try to do is make it so layer 1 is still integral to the player somehow (or I could make the background flash irritatingly :P), but even then, they could just pause, disable it to see stuff, then put it back on and go on their merry way. :/

I don't know, all I can hope is at least a few people would leave everything on and play as intended (maybe I'll put in a guilt trip message block at the end that could only be found by luck, or disabling layers).

@Sadistic:

I'm sure some people might not see what I was going for and just try to brute force it, like the emulator tool delimma, there's not much I can do aside from make it difficult to do. This level idea seems to rely on the honor system a lot, as well as the player knowing what's going on (which can be easily solved by an explanation message block right at the beginning).

With these 2 problems, it's hard to tell exactly how many people would actually play the level legit. Combine that with all the work that would go into making the level the way I envisioned, and I don't know what to do with this now.

I might use this idea for some sort of gimmick contest later on rather than have it in my hack. A level gimmick like this is so easy to break, it's like giving the player a key right at the beginning of a level.

At least my other idea doesn't have anything that can be destroyed by emulator tools, and it's a very evil idea.

I'll give one little hint about my new idea:

Remember Abyss of Pain from MMM? It's back with an evil twist!

@OGS93:

Thanks for the compliment. :)

But with the advent of these big problems with the fundemental gimmick, this level might be going nowhere. But my other idea still stands, and I'm kind of shocked my little twist actually worked!
I've been running low on level ideas lately, so I'm trying to pick up some new skills that I have yet to learn to try and spark something, right now, I'm trying to become competent at ExAnimation. Thinking of how deviously I could design an On/Off block switch level, I decided that would be an obvious choice for a test, and ExAnimation Examination if you will.

So it seemed like everything went smoothly (I took a look at ASMT's base rom to see how they did it and used that as my model), I inserted an ExGFX'd version of GFX14 (for switch palace blocks, their empty / full tiles should get the job done [recolored of course]) to extend the animated tile area (named ExGFX80.bin). Now for some pictures to illustrate the setup:

My "Destination" tiles:



(to save counting, the top left corner of the filled tile is 1AC, the top left corner of the empty tile is 1AE)

My "Frame" tiles:



(top left corner of the filled one is 6A6, top left corner of the empty one is 6AD)

My ExAnimation window:



(Yes, I hit insert all slots... Multiple times)

I also used a second slot where I put all the frames in reverse and the destination was changed to 1AE for the blank block.

As for MAP16, the empty block is 408 and the solid block is 409, both are using the 8x8 tiles of the "destination" tiles.

I thought after all that, it would work, but it doesn't. I hit the On/Off switch and the graphics don't change at all. The blocks still do their job, being solid on their respective settings, but it'd be kind of mean (even by my standards) to just make the player remember which block is actually solid and which one is not.

I'm really at a loss of what else I can do to make it work. Any help is very much appreciated.






Originally posted by Quick Quack
I've never used LM 1.7 (so much), but what would happen if you change the 4 in "Frames" to 8? Just trying to help, I'm not sure.


That didn't work unfortunatly.

Thanks for trying though. #w{=)}
Thanks for all the help, everyone. #w{=)}

I found my problem by searching every last option in LM. Apparently, the game was defaulting to not even recognizing ExAnimations made in LM. I went into edit animation settings and slapped my forehead as I saw both LM ExAnimation boxes were unchecked.

Now all I have to do is get rid of a bit of random garbage that appeared, but I'm sure that should easily be remedied.


Originally posted by PangaeaPanga
Originally posted by Error 52
Also, if we are going to do the team project idea for kaizo 3:

Difficulty is messed up
There's a remix of the second last stage
The intro has a thwomp
Invisible coin blocks must exist
No ExGFX or other stuff


Trust me, I still remember what I did for the Kaizo 3 intro. I had the difficulty all set. I put plenty of invisible coin blocks. It may have been hard for me to resist, but I mannaged to put stacked/floating munchers all over the place.

I will say this though: I'll start off a thread of Kaizo Mario World 3: A SMWCKC (Super Mario World Central Kaizo Community) Project Thread soon (probably next week when I get back from vacation and I get more time). We all will be a part of this as we will all vote on how many levels, create our own levels, etc. I will get into more detail when we arrive at this.

The one level I'm truly pissed about losing is the line-guided level. FML D=


A Kaizo VIP, eh? Sounds fun, and luckily enough I still have a few unreleased levels from MMM that could totally fit the "Classic Kaizo mood".

In QFTL news, I've got 4 new working ideas and 1 completed level (that I still need play through fully). If I keep working at this rate, there may be a new demo sometime in a month or two!
Originally posted by Sadistic Designer

Imagine IWBTG without save points.


Impossible mode. #w{O.O}

Anyway, I sort of understand where people are coming from who don't like Kaizo. It really is a niche genre, some people don't like the idea of levels actively trying to kill you at every turn. Of course, there are a few that just generalize Kaizo hacks based on the original (or worse yet, random Youtube hacks made only to anger hack LPers), thinking it's all flunchers and cut off and crazy glitches. In reality, Kaizo hacks are just like regular hacks, there's a quality difference. You got the crap hacks made by noobs, but there's also some neat hacks, you just have to look hard (harder than for normal hacks, since there's no rating system for Kaizo hacks here, you just have to ask around if you want to find the good hacks)

I may be a bit biased though, my whole "hacking career" (heh) has been all about the Kaizo.
I'd love to test this hack (I've actually been waiting for this thread).

I don't really have much beta-testing experience (but I have read a bunch of hack removal logs, and will probably emulate that style of pointing out stuff), but I do know all of the things to look out for, and I usually have quite a bit of free time that I can devote to testing (though that's a little hampered by college starting up now). I've had absolutly no involvement in this hack, so I'd be going in blind. Although I specialize in Kaizo type hacks, I've played (and seen) my fair share of normal hacks, so I can try and point out any potential jerk spots, and I'll try to do different things in each level to see if there are any level breaking opportunities.

If I get the chance to test this great hack, you can bet I'll give 110% to make sure the hack lives up to the expectations! Thanks for reading this, and hopefully I get a spot. :)
Well, since we have a shiny new Kaizo forum, I may as well make a topic about my hack.

Right now, the most recent demo is the same demo I released back in May, but if all goes well, a new demo should be out by the end of the year.

For those who never played the hack before, you can get the demo here:

NOTE: If you downloaded this before 11/25, you really oughta click this link. It's an important update fixing a pretty terrible oversight on my part.

http://www.mediafire.com/?2z991y1wrg80ob6



But that's not the only reason I made this thread, I also wanted to show off a screen of each of my new levels I'm planning for this demo.

First off, one of my personal favorite new levels called Identity Crisis.



For some reason, I was in the mood to make switch palace levels (in my case, switch caves, yeah that's the theme), so this is the green one. It's also going to be the final switch you'll come across, and as such, it's going to be LONG. I've got 2 sub-levels, and I'm planning for 2 more (one of which will be my attempt at making a devious puzzle).


Next, another switch palace, I don't have a concrete name for it yet, but it's filled with water.



This is the second of 3 sub-levels, it's kind of easy compared to the other two, but the gimmick makes up for it in my eyes.


Now for something not switch related, this one's called Wings of Despair:



This is an idea a user on this site gave to me, his name was Jugabro. I originally planned this for MMM, but that was around the time I decided it's time for a new endeavor. So now, I've transferred the sheer evilness of it here.


The next level is interesting, I learned ExAnimation specially for this level (and now I can use it in future levels #w{>=)}), it's called Panic Switch:



This part is the first room in a series of 1 screen death traps. They get pretty mean toward the end (of course it's kind of mean even in this screen!), plus you have to go through a sub-level just to get to this part.


Remember Abyss of Despair from MMM? Well it's back in full force!



Meet Abyss of Anguish. This level is just mean, the screenshot doesn't really show off how evil it is, but let's just say that gray platform was not just sitting over that chasm for Mario to jump over! #w{>=)}


Finally, yet another switch level, don't have a name for it yet, but look at all that lava!



(Sorry for the screenshot failure here, I'm in a hurry right now, I'll update it later)

There's only going to be 2 sublevels for this one, because it's going to be the second switch level (seeing a pattern?). This one is going to have some reflecting fireball shenanigans that I still have to work out.


Most of the work on these levels were done before I got sucked into the void of Starcraft II and Minecraft. But now, I'm finally back into hacking, so hopefully I don't find a new awesome game to obsess over so I can actually get something out!

Edit: I also meant to put a little progress list, so let's do it on a phone keyboard!

Identity Crisis: 50%
Water switch cave: 100% (just need a better name)
Wings of Despair: 55%
Panic Switch: 100%
Abyss of Anguish: 100% (though I'm contemplating adding another section, it's pretty short as is)
Lava switch cave: 35%
Originally posted by DJSecret
Ah, yes, this hack. I remember when you first asked me to beta-test this because I found a break in MMM. Wrote a full review and everything (should I post that here?).

As a result, this ended up being one of my favorite Kaizo hacks of all time. The difficulty curve is great, and the only part I actually disliked was the pipe-maze.


Sure, you can post the review here. Seeing as how Kaizo hacks can't get into the database yet, there's no actual place for reviews, so this thread could serve as a place for people to write reviews of my hack (feedback helps me make better levels after all!).
So, progress has been slow lately, but I just had a neat idea for a level, so whenever I actually get a presentable new demo, you'll get one more level!

So what is this level? It's a water level... Wait! Don't run away! This isn't terrible like my previous attempt Sea of Troubles, or that Fortress that I blatantly just edited the original with 5000 spikes. As of right now, there's no munchers at all in this level. So what's the Kaizo challenge? Take a look:



You've got 3 main enemies:

Eeries, Time, and running into walls.

Time gets replenished when you go through a pipe (it's a poor man's air meter basically), but you'll need to hold on to various objects to get the speed you need to succeed. Also Eeries, Eeries everywhere. The level is aptly named "Lake Eerie".
Originally posted by Fethy75
Hey. I got a question. I was TASing "The Abyssal Gate" =>

<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/QhM5rAdHH1A?fs=1&hl=fr_FR"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/QhM5rAdHH1A?fs=1&hl=fr_FR" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

And even with all thoses shorcuts I'm still left with only 14 seconds at one point.

So if you do the trials the way they're supposed to be done there's no way you'd have enough time or am I missing something ?


Well that sure is a pretty bad oversight... I could've swore I put 0 as the time for the level...

I just made a quick fix for it. Download it here: Update

Also, holy crap wall jump.
Unexpected end tag (</param>) at 278, expected </div>
Unexpected end tag (</param>) at 329, expected </div>
Unexpected end tag (</param>) at 384, expected </div>
Unexpected end tag (</embed>) at 572, expected </div>
Unexpected end tag (</object>) at 581, expected </div>
Originally posted by Will_Da_Beast
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/Lwh2uH9zQYY?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/Lwh2uH9zQYY?fs=1&hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

Err...

Hakkai96 requested me to do this so I guess I'm stuck. But by the looks of "The Abyssal Gate" I'm in for a hell of a ride.

Although, I'm already a few levels in, and I downloaded the version I used for that months ago... Now I have to start over. Dx

Cousinoer, you from Michigan too? *Fist bumps*


Those sure are some crazy breaks there!

Glad to see videos of this hack, lord knows there are too many MMM videos, and not enough QFTL ones.

Anyway, progress update... There is none. I've been addicted to Super Meat Boy, and the semester is finishing up, so it's hammer time. Hopefully during the break I'll have more time to make some stuff (I want to get something out before Super Meat Boy's level editor releases and I obsess over that for a while).
Unexpected end tag (</param>) at 223, expected </div>
Unexpected end tag (</param>) at 274, expected </div>
Unexpected end tag (</param>) at 329, expected </div>
Unexpected end tag (</embed>) at 517, expected </div>
Unexpected end tag (</object>) at 526, expected </div>
Well, it sure has been a while since I've hacked, but I'll give this a shot.

Level 009 please.

Also, I might need some MAP16, so I'll claim the top left quarter of page 5.
I need secondary entrances 1A - 22, and sub levels 2E and 2F.

Also my music track is inserted in 4D, so I guess I'll claim that too.