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Tip: Fix any errors you see before releasing any demos; "I'll fix it later" isn't a good excuse.
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Posts by Hach
Hach's Profile - Posts by Hach
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Woah look at that Xperger go!...

Back on topic - I think that having higher quality music is a good thing.
Originally posted by smkdan
now I'm curious: how many people here would drop SMW hacking for a PC based alternative that had all of the limitations stripped? Assume that the physics and overall feel of the game was a perfect imitation of the original SMW.


I would move to a PC SMW. The reason I hack SNES SMW is mainly because mario games coded from scratch always manage to have some things wrong with the physics.

I guess my one gripe about MSU1 is that it will allow for even greater style clashes between graphics and music, but that's down to the hacker's choices and not a problem with MSU1 itself.
Originally posted by Riolu180

When I say specifics, I mean that literally. How long gaps could/should be in block length, when/where you would put ceilings above jumps to make them harder, when you'd put what traps in, stuff like that. Like, for example, take a jump across a pit with the only platforms being the gray falling ones, and to get across them, you have to jump up and over a small ledge that has a muncher on top. What would difficulty would YOU start putting something like that in?


I would put something like that in world 6-8 depending on how high the munchers were. If they're 1 or 2 blocks below max jump height they'd go in world 8. If the tops of the munchers are at the level of the platforms then I'd make them wider and put them in a level in world 5 or 6.

On powerups: I would always have at least two powerups in a level, one near the beginning and one at the midway point. Earlier levels would have more though. That's how NSMB Wii has it, and that game's difficulty was balanced pretty well.
(restricted)
Yogui are you going to make custom graphics for this hack? The original game's graphics don't really work for shoreline tiles. Personally, I'd draw a sandy tile with the water getting lighter as it gets closer to the sand.
I have layouts off anyway so it doesn't matter {B). As for the people who just put them in their posts, I have adblock and noscript so double {B)!.
Originally posted by Weeabuu
Especially a lot of thank-yous to all the leaders (SNN, FirePhoenix and Riolu come to mind, if I forgot anyone else, sorry) and apologies that I have hidden myself away instead of going on.


I was a leader for this in the early stages {B)

It's good to see this was finished despite me pulling an icegoom for three months. While I worked on some minor graphical edits and redid my level I played bits and pieces of other levels and enjoyed it a lot, so high hopes for the rest of the hack here.

Can't wait for smwcpro 2! = )
I agree with WYE here. I'd like to see TSRP3 before TSRP2R.


I lost some MitYH progress when my laptop crapped out, but luckily I had a backup that only set me back a level and a BG set. The background in that screen is the set I remade.
Level space in the rom is greatly optimised, but what about level loading times? I've cut down on the total number of objects in the level to less than half of what it was before, but when I test levels it seems there's no change in the loading times.

This isn't too much of an issue, it's really only an extra half second but I'm curious about it.
Originally posted by Forty2
it's a Mario game.

I've always hated this excuse when used to justify bad design. Yes it's a mario game that doesn't follow the laws of our world, but it still has its own internal rules/laws/programming of some sort.

One of those rules (not quite a hard law as it's imposed by the people designing levels and not by, say, game code) is that floating munchers are bad and don't make much sense. This is simply because they look bad. Not only are they cut off a little, they're inconsistent with all other examples of plants seen in mario games.

Quote
Also, what stops helicopter munchers (seen in Super Mario Redux and Teh Hack) from being considered floating munchers?

When something like this is done it's alright because there's justification for why a plant that hurts Mario is not rooted. Having floating munchers and not editing them like this is just lazy and bad design imo.
Originally posted by Forty2

If you don't mind, could you point out the cutoff in this picture for me?

Alright, true I take back what I said earlier. They're not cut off because of that pixel border on the bottom..

Originally posted by Forty2
it's a Mario game.

and therefore follows its own internal, consistent logic. I guess we pretty much agree with each other on this topic
Originally posted by S.N.N.
Where is Hach? We need some of Your'e Posting


ugh NO we don't need Your'e Posting!
Just call it SMWCPro to avoid the a/an issues {B)
(restricted)
Originally posted by S.N.N.

2. I would also like to hear any general feedback for the hack - good things, bad things, anything you feel will help future installments. Pick every department, really - graphics, sprites, music, etc. Let's find the stuff we did "right", find the stuff we did "wrong", and use those both to our advantage.


I'm playing through this hack and am up to world 2 castle. The thing that stuck out to me was the annoying lack of midway points. Weeaboo Mansion in particular caused me to lose many lives but I still like that level a lot = ). Also, the world 1 boss was way too much of a difficulty spike.

I think there is a multiple midway points patch/blocks out there and some levels could definitely use 2 midway points. Boss levels especially would be improved with a midway point shortly before the boss door.
I kind of grew up on this site and its IRC. Would do it again.
Pages: « 1 278 79 80 81 »
Hach's Profile - Posts by Hach

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