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Posts by anonymousbl00dlust

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On an unrelated note, I appreciate the comparison to Yump, idol. I actually had that in my head when I was working on my level. I definitely wouldn't make a level this janky in something like hackers dreams, but the vanilla contest being what it is, it seemed like a fun place to try out something new.


Hi all! As many of you know, I have been part of the kaizo community for many years and have always loved difficult video games. But recently I've been thinking: "why restrict ourselves only to romhacks"? That's why today I decided to make this new forum layout! Now we all can enjoy the kaizo experience even while browsing smwc forums!

As of now, I have only implemented layer 2 smash, but I plan to continue adding features until the text is as difficult to read as possible. I would be thrilled to design more kaizo layouts for you all as well, so feel free to make requests.

Happy hacking!























Thanks for the post ft! Loving the fast smasher! I think your level design is a little bit bland though. The player doesn't seem to have very much of an objective as there isn't anything to read. Try playing some other kaizo hacks to get inspired.

Anyway, I have decided to add a layer 3 background to my level. Its just the standard windows, but I think its a nice touch.

Edit: I think i set "force layer 3 above all other layers" on accident.






Originally posted by FPzero
Originally posted by TheEvilKingBowser
A moving goomba

This one's not ok because it stretches tables and isn't confined to the post box. It actually causes the browser scrollbar to change size. Please remove it or find a way to keep it contained inside your post box/layout.

That goes for anyone else who wants to have a little fun in here. Just keep it contained, don't affect the web page itself.



"This hack has been rejected from smwc"














Hey all,

I've been busy with Hackers Dreams so I haven't had much time to make content for this convention. However, I thought it would be fun to do a short level design stream this time around. I'll be working on a tribute level to one of my favorite hacks. Feel free to come by if you want to hang out!
(restricted)
acmlm
some forum wipes happened
nightfall
kpheonix wants a compliment blowjob and someone to play diablo with him
BIGDADDYJOHNSON
Valley fortress
Arbewhat shits all over the place

put those in some order i guess
Hey everyone. I've been putting off making this post for a while, deciding weather I want to divulge this information, but I think I owe it to people to say something. What follows is a bit of drama, so feel free to stop reading this if that bothers you.

As I said earier, it was my intention to have hackers dreams completed by the end of the year. That said, over the past two years I became afflicted with very serious physical and mental health conditions which have made it hard to stream or work for long periods of time. Combining that with moving to another country, I am going to have to extend the release date for Hackers Dreams to next year.

I dont want to get into specifics about my health, so I will just say this. It isn't self diagnosed. I have seen many, many doctors. I am safe, but it is something I am going to have to learn to overcome. There are a few people I have talked to in this community who know most of the situation, but my goal here isn't to garner some sort of sympathy. I wont make excuses, I simply want to keep people informed.

I also want to make it clear: Hackers Dreams is in active development. I will continue to work on it regularly, and I plan to start streaming my progress more often so that those who are interested can see the progress I am making. The hack means a lot to me, and is a huge driving factor in my life. I will complete this hack, I can promise you all that. Currently I am working on the last 3 levels of the game, and am making very good progress. It will definitely be completed by next year, so if you do want to play it shouldnt take too much longer. Thank you for reading
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Just throwing my two cents in here:

I think that fundamentally there are two ways you can run these contests.

1. Set up constraints on how people make things, but allow any design goal (e.g. 24h and vanilla... at least the way they should be run)

2. Set up constraints on what types of levels and design goals are acceptable, then be as flexible as possible with how the author gets there (this contest)

I guess I just generally think that (2) is flawed. Even though people are told not to make things "for the judges", you have set up the entire premise of the contest on subjective footing. I admit that in any contest, judges are going to have their own biases, but if you group contests along (2) they are more likely to try to fit things to some model of an "ideal level" in their head.

Supposing that the purpose of these contests is to get people to make cool stuff, I would be strongly against any rule or restriction that limits what an author is allowed to aim for. E.g. for this contest, level length, time limit, puzzles, etc. The more you standardize things the more you are going to get "follow the leader", which is the exact opposite of the spirit of kaizo.

I guess that isn't helpful without providing alternative things to judge on, so here are a few:




Clear creative vision : did the level have a clear conceptual theme that was communicated to the player. Did it stick to that theme the whole time.
--good example : (you know what this looks like)
--bad example : a level which is long by virtue of changing gimmicks halfway through. a "generic" level which doesn't present any new ideas.

Coherence : did the level's design consistently match the vision communicated above.
--good example : (you know what this looks like)
--bad example : a fast paced platforming level with an out of place puzzle stuck in the middle. basically anything that feels unintentional

Depth : did the design of the level thoroughly explore the idea it is based on. did it linger on the same idea without adding new variations
--good example : a short punchy level. a long level which iterates on an idea with a lot of depth, without repeating itself
--bad example : a level which repeats itself

Pacing : does the rate at which new ideas are expressed remain relatively consistent
--good example : (you know what this looks like)
--bad example : a giant difficulty spike causing progress to grind to a halt. a level which allocates lots of time to one thought, then barrages the player with a bunch of other things near the end.
--bad example : level which goes from being extremely fast paced to slow based or vice versa, where it is clear that this wasn't done deliberately.

annoying / out of place / tedious parts : subtract x * the number of these from the final score.




I think something like this would be way better suited for basically every contest. But thats just like my opinion man.
looks very interesting. not to big on precision hacks but you definitely have your own style and pacing. gg
I'm offended
are there any goombas in this hack?
Is there any documentation for what goes on in the $819xxx range?
I'm having some kind of error related to $819164 and $819382. they both seem to have something to do with layer 2 scrolling. I cant find any information on when this code is run and why.
Originally posted by Atari2.0
Originally posted by jesus
Is there any documentation for what goes on in the $819xxx range?
I'm having some kind of error related to $819164 and $819382. they both seem to have something to do with layer 2 scrolling. I cant find any information on when this code is run and why.

$819614 is most likely $019614 and the rom map says it's unused data.
$819382 doesn't make sense given that it's in the middle of an instruction.


8193A2, excuse me for the typo!
Originally posted by Atari2.0
Originally posted by jesus
Originally posted by Atari2.0
Originally posted by jesus
Is there any documentation for what goes on in the $819xxx range?
I'm having some kind of error related to $819164 and $819382. they both seem to have something to do with layer 2 scrolling. I cant find any information on when this code is run and why.

$819614 is most likely $019614 and the rom map says it's unused data.
$819382 doesn't make sense given that it's in the middle of an instruction.


8193A2, excuse me for the typo!

It's really hard to help you without any other information, It'd really help if you gave like what's giving you those addresses, also it would help if you could send all the hex values that you can get from $0195FC (or $8195FC) to $01961C ($81961C)


sure thing. i was just typing out a tracelog

e: i solved it, thanks for the help! the 80000+ thing was the piece of info i needed.

one day i will be able to explain how ridiculous the thing is.
Hi,

I am looking for playtesters for Hackers Dreams. The hack will be added to smwc very soon, but before I do that I need people to playtest 4 of the levels for polishing and several people to play through (with or without savestates) just to verify everything works smoothly. For most of the playtesters playing without savestates you will probably only want to playtest one level as they are very large. You should also expect parts of it to be too hard since I am the only person who has played these levels so far.

The requirements are that you have lots of time to playtest in the next few weeks, that you can play on my custom build of ZSNES, bsnes, or mesen, and that you are willing to keep this extremely secret. This is obviously a very secretive project so it goes without saying that I don't want anyone streaming, recording, or sharing any of the material until I upload to smwc.

I would give strong preference to people who I have interacted with before and also to people who have a track record with kaizo because of the skill level of the hack. If this is something you are interested in please DM me on smwc.
the hack is now compatible with console and snes9x for those who are interested in testing
Update on Playtests: I need playtesters interested in casually playing a kaizo:hard (not pit) using savestates.

The context is that have a special level which needs separate testing on each emulator (will explain in PM). The reason for the savestates is not because of difficulty but because I am just testing emulator speeds.

if you are able to rapidly iterate on a level that is easy-ish with savestates and you can read a ram address while playing, please contact me on smwc.
I've been working on this hack for what feels like my entire life. I've been drawing smw levels on pen and paper since before I could walk. I found lm in middle school and started making kaizo levels before I even knew what kaizo was. After 10+ years, and its finally ready. Please enjoy hackers dreams!



https://drive.google.com/file/d/1xOXiwklBnPZRj73Tg7uhbLsV1cIbNVzL/view?usp=sharing

Some basic info for those who want to give it a shot:

There are 11 levels. I will increase this number to 14 at some point. It will probably be a while because I need to relax and take a vacation.

The hack will be released in 2 versions. The first is what is available now, and uses a custom emulator that allows you to write other programs which can read SRAM. I use this to do stereo audio playback, but it is general purpose, and one of my intents with this first version is to encourage other people to use this premise. There is no reason we cannot use opengl to draw 1080p graphics ontop of the emulator window and greenscreen it into the background. Or do any number of other things.

The second version is the one for console and other emulators. This version will be uploaded when I get enough testers to do so. It will use MSU-1, meaning mono audio, so really you should just be brave and use the first version.

Finally, I will be doing a devstream today or tomorrow where I talk about the hack and play some of it. If you are interested, please take a moment to fill out the strawpoll for when you would like me to stream

https://strawpoll.com/polls/BJnX4OEkxnv

my twitch channel is https://www.twitch.tv/hi______________________

This hack is dedicated to my friend Andrew, without whom it never would have been finished.

Please enjoy!
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