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Tip: Test your levels as all forms of Mario (small, super, fire, cape). If it's possible to enter a level with Yoshi, make sure to test that as well.Not logged in.
Posts by Remnic
Remnic's Profile - Posts by Remnic
Pages: « 1 235 36 37 38 »
UPDATE: If you are looking to trade items in TF2, then follow these guidelines:
-Only post one trade offer per user(similar to SMWCentral's requests)
-You can make another offer until your previous offer has been settled or removed
-Begging for items will be ignored


Follow this format when making a trade offer
Example:
HAVE:
-Stout Shako(Soldier)
WANT:
-2 Refined (Crafting material)

Current/active trade offers:
-Remnic: Vintage Killing Floor set for Teddy Roosebelt and/or Big Country[2011/15/04]
-Chikane: Whoopee Cap for Officer's Ushanka (also looking for Texas Ten Gallon)[2011/14/04]



_____________________________________________________________________
Thought it would be a good idea to start a discussion on this game, so I'll get right to it.

Team Fortress 2 general thread.
The Team Fortress 2 Blog

So as you may know, the Engineer Update is under way. As of 2:42 AM EST, there are currently 33 acquired Golden Wrenches. There is a set limit of 100 in total. To get a Golden Wrench, you must craft a few items during the next couple of days. However, the chances of getting a Golden Wrench are 100/1. Best of luck to whichever of you can find one.

Also, THIS has been announced.



It's the shotgun that was first seen in the Mac Update Video. I believe I am bound to have plenty of fun with this new weapon. I can simply set up a sentry at one point where nobody would expect, tally a couple of kills with it and then destroy it afterwards. The Frontier Justice will then grant me a dozen of crit shots. This enables Engineers to pursue enemies in combat rather than camp next to their sentries.




What are your thoughts on TF2?

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The 34th wrench has been found, and the player only has 75 hours total playtime.

Also, he has zero hours as Engineer.

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New update: PL_uphill, achievements and THIS little beauty!



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One ideal concept that would be very useful in designing a level is giving the players a preview of the level's concept or gimmick on the OW.

In New Super Mario Bros. Wii, players got the concept idea of a level and its per-level gimmick from the level's location on the world and the surrounding detail objects on the OW which were present in that level. For example, if there is a Chain Chomp sprite placed next to the level on the OW, then the level is more than likely to have a lot of Chain Chomps.

Another example which was presented in SMW was that most underground levels were placed on layer 1 level points which resembled a large hole. This automatically addresses the players and get the sense that the level is set in a cave.

Finally, be sure to combine this concept with your own ideas such as vanilla OW design, custom OW sprites and/or OW ExGFX. If a level is meant to be difficult, players should be alerted with that level's OW concept. Ghost Houses are an exception to this because they're meant to be puzzling.

In conclusion, just because a water level is placed directly on water in the OW doesn't mean the players are expecting the level to be set on land. Add detail to the OW so that players may know what the level will have.

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Fallout 3 on PC with mods

Nothing is more satisfying than fighting increased spawns of 7 Super Mutants with a Super Sledge and my Eyebot companion.

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Originally posted by Riolu180
IMAGE
Just felt like showing this. ...nothing to say, really.

Feels like some sort of modified SMB1 Bowser boss battle. Looks pretty good!

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Originally posted by Riolu180
Originally posted by Remnic

Feels like some sort of modified SMB1 Bowser boss battle. Looks pretty good!

It's not. It's actually the start of...THE GAUNTLET. *eerie organ chords* *cough* That's my entry for the choco contest, a rush through a dungeon that I want to make difficult. No midway. No powerups. No way to heal your HP. All you get is what you take in. Muahahahaha. Anyways...

I actually noticed that fact after I placed the bridge. I was going to put some breakable bricks at the start of the bridge to make people think that they were going to fight the SMB1 Bowser, but I thought "nah, no point".

Also, I am sleepy.

So essentially you're aiming at making a "SMB: The Castle"-type level. Should be great.

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Originally posted by Jacob
Another teaser screen from Super Mario Underworld:


Nice use of graphics. Heh, this screenshot makes me think of Fahr Outpost for some reason.

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Your graphical combinations are spectacular, Andy. There are no complaints I would address, however, I would suggest making the right side of the end goal safehouse doorway enable layer priority. That way, Mario will walk into the safehouse after reaching the end of the level. This is just a simple suggestion to improve immersion in your hack.

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Originally posted by Ghostly New Kid
Originally posted by 0²
@SNN: if it really is fake, please, for the love of god SNN, ban GNK.
First stealing Lynne's work and claiming it isn't stolen, then stealing Supertail's graphics and claiming them as his own, then reregging, and now this. Again, if this really is fake(not saying it is, maybe the water is on layer 3 somehow and there is no status bar), please, PLEASE ban him.

@GNK: why not post some more screenshots or a video to prove it's real?

@Uhrix: sex. Realy nice background, too.

Right, whatever you have against me, I don't care. I've had it with you all now. And SNN,they are all on LAYER 1(water)They are done in the new LM with exaniamtions. The enemies are real, and edited. It is NOT FAKE! So please stop this argument now. Proof will be given when I return from my weekend trip,if I choose to return here.

If you CHOSE to return here? Weekend trip?

I smell bullshit.

And to keep on-topic...
@Fungi Guy: That Sparkball is pretty cute. Looking good.

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Currently working on finalizing my Nether routes from the spawnpoint to my main base and my mines in the eastern mountains. I'm also sealing off my minecart booster route from my base to my other mines up north and using as little light as possible(animals are always spawning directly on the tracks).

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Before Lunar Magic was updated to 1.8 (or whichever version that converted 3BPP .bin files to 4BPP), I was more comfortable editing layer 3 GFX files in YY-CHR when they were in 3BPP format. However, the newest versions of Lunar Magic automatically convert the 3BPP format files to 4BPP. And so because of that, whenever I would open GFX files 28-2B in YY-CHR, their layout had been changed and has become more confusing.

Basically, I'm looking for a method and/or tool for redrawing Layer 3 GFX in their old 3BPP layout. I'm trying to avoid using older versions of Lunar Magic because I worry about breaking the ROM. Can this be done?

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Originally posted by Ramp202
Remnic. Layer 3 is 2BPP, it will always stay like that no matter what. and the only thing LM 1.8+ fixes is that it makes the Overworld Layer 1/2 4BPP since they acted as if they were 3BPP.

Yeah. Just figured out that it was 2BPP. Sorry.

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Sounds like fun. I might sign up if I'm not too busy in the near future.

Will this tournament run in competitive mode? If so, you might want to post the standard rules to TF2 Comp mode.

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Hello, y'all.

Some of you might remember me, some of you might not. That's not the point. What really matters is I am releasing something new for SMWCentral's C3.

Here are some ExGFX I created for grass levels and cave levels. Both are drawn by me and palettes are also created by me.

You want screenshots? Here are you flipping screenshots!

Grassland ExGFX
Cave ExGFX

I am simply releasing these as a promotion for my upcoming and unnamed SMW hack. These custom graphics are not final. The final versions will be released once I release the first demo as promotional content.

Finally, if you will be using these, please give credit when needed.

Download

Enjoy!

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As quoted from my C3 thread...
Quote
Hello, y'all.

Some of you might remember me, some of you might not. That's not the point. What really matters is I am releasing something new for SMWCentral's C3.

Here are some ExGFX I created for grass levels and cave levels. Both are drawn by me and palettes are also created by me.

You want screenshots? Here are you flipping screenshots!

Grassland ExGFX
Cave ExGFX

I've removed the link for now and I have uploaded the original file to the ExGFX sections and is currently under review.

Any questions/comments are appreciated.

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Originally posted by metalgearhunter
Mmmm... Chocolate. Pretty good make with SMW's 16-bit palletes.

Well I did reconfigure palette 3 for the two ExGFX files. The benefit of this is they both use the same ExGFX page. I might consider editing the SMB3 style platforms to a seperate ExGFX file in a future release for my hack to create new landscape objects for both ExGFX files.

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(restricted)
I'm surprised to see this thread would still be (somewhat) active after 6 months. Maybe I could turn this thread into a trading thread as well for hat connoisseurs and alike.

I guess I could make an offer.

HAVE:
-Exquisite Rack (Soldier;hat)
WANT:
-Party Phantom (Spy;misc)

I'll be updating the first post with other trade offers posted in this thread if anyone is interested.

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Originally posted by Chikane
"HAVE:
-Stout Shako(Soldier)
WANT:
-2 Refined (Crafting material)"

I laughed XD


Also, I got a Trophy belt for the Sniper if anyone's interested?

I'll put that up on the first page (since you didn't specify a item that you wanted for the trophy belt, I'll leave it as it is).

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Remnic's Profile - Posts by Remnic

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