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Posts by Lavir
Lavir's Profile - Posts by Lavir
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I've been seeing Everest around General SMW Hacking a lot and he has helped out in a lot of threads I've happened to post in. Congratulations, you deserve it.

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9.08777194
Toasters gonna toast.

I'm also a big fan of Wario since I grew up playing Wario Land I-IV and Wario World, and his comic relief is quite funny in Nintendo's more recent games. Welcome to the site! As you can see, I'm a little new here too but that doesn't mean much. Have fun hacking and getting to know us all!

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9.08777194
Not sure if this is possible, but is there any way to connect these water paths?



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9.08777194
Right off the bat, on the title screen, the letters on the title screen have some major cutoff. I suggest editing these graphics to get rid of that, and also, get rid of the black highlighted text. You can select non-highlighted text on the title screen 8x8 editor; it looks better. Maybe consider installing the No Title Screen Movement http://www.smwcentral.net/?p=section&a=details&id=4456 patch so that there isn't a bunch of random hopping noises from Mario. The palette for the hills in the background is very mismatched, and you need to make sure to replace the light blue so that the clouds on the bottom don't have cutoff.

Moving on, the message screen has two rows of the top of mushroom platforms, so remove the bottom one and add the other part. And why is the player's name Mario? This needs to be changed..

The musical choices are just fine, but in the Yoshi house, there are lots of palette problems and some glitchy bird sprites. Can I suggest to use overworld events so that not all of the paths are light? Having dark paths shows us that we cannot proceed. The overworld is also full of cutoff and bad palettes. Read the tutorial for making a good overworld so you can avoid these mistakes in the future.

I'm gonna make my review a little less detailed now, so here we go. Fix the graphics for the question mark blocks because they're glitching up. When setting secondary exits, set the camera position better so that it doesn't start at the top of the screen and scroll down quickly. The sword carrying enemies are misleading because they don't hurt when you jump on them. Fix the cutoff hills by adding the edge tiles. The goal palette was pink which needs to be adjusted, and you seem to be having some issues with sprite slowdown.

On the cave level, if I'm not big, I'm stuck because I can't break all of the bricks required to proceed. You really need to remove this, as it's unfair and requires the player to start over to proceed. If I die, it says "TIME UP", which means you need to add a time to this level. I'm not a big fan of overused gimmicks, so you should try coming up with some different ideas for obstacles instead of a bunch of sprites above turn blocks.

Floating cutoff berries are not okay, and neither are POW block puzzles that can kill the player if they don't finish on time. The piranha plant message block seems like an enemy, try fixing the gfx for it.

The screen scrolling level is pretty fun, actually, but the chuck area has a lot of slowdown. So far, I'm really impressed with your musical selections. Your problems seem to be with the basics of hacking as your sprites and music and [some] gfx are pretty good.

The castle level is unfair, honestly. Both p-switch puzzles leave you to die if you don't finish them and I'd put the hammer bro sprites away from the thwomps because some issues occur. Don't make the player have to jump on a hammer bro to get the p switch, that's just wrong. Fix the midway point cutoff and on the next screen, I'd suggest putting something else to keep the player busy while they wait for the pswitch to expire. The boss, while creative and quite challenging, had lots of sprite related gfx problems. Try combining tilesets to fix this problem.

A few final words because I don't want to write about every level I played, your main issues tend to be cutoff, palettes, unfair traps and puzzles (which in some cases lead to the player's death), sprites, and gfx (for multiple different things). While these issues are a very big problem which may lead to your hack not being moderated, you have some great ideas and interesting level design. With the proper fixes and clean-up, I can see this being a pretty decent hack, so keep up the good work.

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On the title screen, please don't put baby yoshi next to the real one because this causes Yoshi's graphics to glitch. Also, change the player's name from Mario to Yoshi as this causes confusion. The overworld is the exact same thing as the original Super Mario World, which is something I'd seriously recommend fixing; you should make your own. The yoshi house level has a bad palette and glitched smoke and bird sprites due to you adding a second screen. The fire from the chimney follows me as well… I can't figure out why you'd give the player so much free stuff at the beginning of the game, which, speaking of, you need to make adjustments to Yoshi's flower palette because it looks glitchy. I'd suggest using different music for this room too because the invincibility theme is repetitive. Yoshi's Island 1 is completely unchanged from the original SMW, and when I beat the level to go to the switch palace, I get spammed by Lakitus which isn't really the best effect for an overworld. The more levels I play in this game, the more I find out that it's simply a gfx hack with a changed yoshi house level. Choose some better palettes for the overworld, and please make your own levels in the future.

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9.08777194
The title screen is pretty nice, as it shows much of the new graphics (that I'm assuming are custom) that you've created. The story is also intriguing, and different. At Skye's house, the ledges that the hill tiles lead into need to act like tile 100 and not 130 because Skye sort of… trips over them if you know what I mean. On the first submap, Skye needs to climb down the slope because it looks a little weird when he just walks across a slope.

When I start the level, it says "MARIO START", which you should consider fixing. I'm impressed with your graphics, and the enemies work in their own ways (although I don't like the koopa replacements because their "shell" doesn't make much sense). In the first level, to get the first dragon coin, you have to perform a blind jump which I don't recommend. There's a few parts in this level that are lacking enemies or that have extremely easy obstacles, so make sure that you adjust these. The moon was a bit easy to get, I think you should make it a 1-up instead. I the sublevel, I like the portal idea that you came up with (the blue and orange doors), that was pretty neat.
Make sure the overworld sends Skye to the next level after it's created so that I don't have to do that myself.

I really like the look of the second level, the palettes work out well and the foreground looks great. The spaceship causes some sprite slowdown in the area with the cape, so be wary of that. I don't understand the tip about "molecular" stuff relating to the p-switches and exits, but I'm sure there's a good reason.

The echo in the music on the auto-scroll level is a bit off-putting, but nothing major. Minor complaint, the spikey enemies look… not so spikey. Just gonna say that the background image and palette on the secret area with the key on this level is just admirable, great work. To fix the issue you're having with pow switches, make sure you insert any patches into actual free space or you'll come across issues like these. I found a key in this level but… this level is yellow, so what's up with that?

I'm going to be honest, some of your auto scroll levels are kind of boring. The screen moves to slowly and I'm able to clear the obstacles too quickly which makes me have to sit around… a lot.

The castle level was quite fun and the boss was… really easy?

Haven Isle has a beautiful background and the foreground complements it well. Unfortunately, the portal-esque testing room kills Skye immediately due to improper screen placement. You need to fix this. In the next level, I happened to notice that you used tiles on the bottom row of Lunar Magic. This isn't something I'd suggest doing. On this level, the muncher's gradient effect is really neat, but the trap at the end was a bit unfair.

Just went to the bonus room, there seems to be an error if you move all the way to the right. You can see the next screen.

I love puzzle hacks, and your trick house level was quite enjoyable. The level worked out perfectly and I had a lot of fun playing it.

Unfortunately I couldn't go further due to an error on your part that instantly kills Skye… But what I saw so far was really good. I've noticed improvement from level to level, not only in level design, but in aesthetics as well. I'd suggest fixing some of your older levels because they need some work. This is a good hack and with a few fixes, it could be so much better. Also, please make the tops of your slopes act like tile 100 instead of 130, I trip over them so many times and it makes the levels less enjoyable.

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Originally posted by Ladida
image

I rather like your fix, I tried it out and it looks pretty nice. Don't think I'm gonna credit you for it though :P

Originally posted by imamelia
Try the hex edits listed in the ROM map at SNES $049F11, $049FB3, $04A020, and $04A04D.


What do these do?

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9.08777194
Of course I'd be his friend. I'd probably tell him that I'd need to hide my interactions with him by perhaps having a bluetooth head piece (so it looks like I'm talking on the phone), but it'd work. It wouldn't be unusual since I already talk to myself regularly (not in a bad/creepy way, just in a normal but excessive way), so I'd know how to cover talking amongst ourselves pretty well. Friends are friends, that guy would be a good one since we care about each other. Would it be sad knowing that no one else could see him? Sure. But he'd always be there for me which is the important part.

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Originally posted by FuSoYa's Niche
so no version [of Lunar Magic] for Mac or whatever non-windows OS you use


As a Mac hacker, I use Windows on Parallels. I believe you can use it on Wine or Crossover too. So to answer your question, no, there is no Mac version, but if you click on Everest's link, you should have no problem setting it up on your (hopefully) Intel based Mac.

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9.08777194
#lm{2door} This icon is for secondary exits. Press the drop down list and search through it for 1EC, or if you don't want to do that, you could always press #lm{vex} and look for the level number as JackTheSpades said.

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9.08777194
Let me post a picture of my overworld to help you out. Your land masses are very blocky, which makes them boring to look at. Add variety to make them look more like this:

Not saying that your overworld has to look just like that, but do you see how the land masses have lots of different shapes on them? Try doing stuff like this and your overworld will look spectacular.

Also, your cutoff problems have to do with your ladder areas.
Originally posted by Doopy Buckride
So isn't this just basically what you would do if you had a tulpa?


Woah now, nobody said he was your hallucination. He just said he was a hallucination.

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Originally posted by Luigi-San
In short, patch this to your rom:

Code
org $049F11
db $10,$04

org $049FB3
db $01,$00

org $04A020
db $0C

org $04A04D
db $87


Thanks a bunch, I'll try this out.

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9.08777194
Mr. Luggs from Luigi's Mansion to this day still gives me the heebie jeebies.

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9.08777194
Seems like a problem with free space. Make sure you're actually applying the patch to unused space in the rom or it'll crash a bunch of stuff. Use this to check for those values.

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9.08777194
The title screen palettes were a bit off, and I couldn't really see what I was doing. You should fix this. Moving on, the overworld colors are fine but it's a bit flat and boring, add some variety.

You seem to be having a lot of problems with palettes and cruel and nonintuitive traps, which I really think you should get rid of because they screw the player over. The moons that hurt you are not only unfair, but the free 3-up moons are excessive rewards for your poor choice for punishing the player. Another tip, the water gimmick doesn't really work out, so if you're gonna have ON/OFF water tiles, actually do something with them because I was left wondering what was supposed to happen.

Anyway, your level design needs some work and you need to learn how to make effective palettes and overworlds. Keep up the work and try to make your next (hopefully not a joke) hack better. Best of luck to you.

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9.08777194
I like the title screen, it's effective in its simplicity. The story idea is intriguing and it involves the player since it's quite different. The overworld submap Luigi starts on is really flat and boring, so you should change it to add some variety. Personal note, I really wish you would've added dark paths instead of lights ones and changed the Yoshi House message, but that's just my advice to you. I like the personal notes to Luigi that remind him of Mario's misdoings, they're kind of funny. Also, dude, you don't need to spam the level with pink arrows, I know which way to go after the first one. And a quick complaint, no need to make every power up block on the end of a vine. Hate to say it, but when Luigi dies, his player palette is a bit fucked up. Make sure to fix this.

So, less specific and more general advice, your level design needs work. Yes, the levels work and I don't really have any major complaints about that, but the levels seem really... empty sometimes. Like there's nothing going on and I can just waltz past whatever is ahead. And I know this is the first world, but some of the obstacles you made were just a little too easy, if you know what I mean. I think you should go back and fix this hack before you submit it again.

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9.08777194
I really like what you did with the title screen, I think it looks nice. The overworld actually isn't theat bad, but there's some cutoff with the path in the upper right hand corner.

I'm going to go ahead and say that the main problem with this hack is inconsistency. In one level, you have custom sprites, and in the next, you have the original sprites. In one level, you have turn blocks, and in the next level you have SMB3 bricks (which messed up by the way, one of them turned into a SMW question mark block when I hit it). Some of your levels work great and are fun to play, but some, like the layer two rise and fall level and the castle level have generally frustrating/glitchy gimmicks. Lots of weirdness happens in the layer 2 level, and the castle level is just strange.. If I get hit with a wall, why don't I get pushed down with it? Why can I survive that? These are things you should consider fixing. Some gimmicks I didn't really get, like the purple and blue coins and what not. Just make some new coin graphics or change the palette on the animation, it isn't hard. You can insert custom sprites and graphics, so you can do that too.

Minus some weirdness and cutoff, this wasn't a bad hack at all. Just change up some of that stuff and improve some of your earlier levels and I think this hack will be good to go.

Hadron-edit: +1

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9.08777194
Starting off with the title screen, please just move the s after "'s" down so that it matches better. And also, fix the palette because the file selection looks a little strange (as well as the background hills. On the intro message, turn off auto space because it looks really strange and the message is kind of hard to read. The overworld actually looks pretty nice, but the land is a little flat. Make some adjustments to the islands to make them look less blocky. The Abandoned House level palette doesn't match the overworld at all, so I'd suggest fixing that.

There was a blind jump in the first level, please get rid of that. In general, your level design is pretty solid, and there's a lot of good stuff. Some tips though: 1) some of your palettes are bad (on the overworld and on the levels). Make sure all of them look good. 2) you abuse the multiple coin blocks too much. Try adding enemies around them or making something interesting because most of the time they're freebies. 3) You have some problems with sprites and sprite memory, make sure that you test all of these out so that you can avoid those problems in the future. 4) Some parts of your levels are flat and a little boring. Always make sure there's something going on that's at least some sort of challenge. 5) A lot of these levels are short, so consider extending them or adding more stuff.

I'd say to change some of these things... I don't know if it's ready to be accepted yet. I think with those minor changes it would be a great hack if you did.

+1

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9.08777194
The title screen does its job, no real complaints here. I like the music choice, it's kind of funny. The overworld looks good too, kudos to you on that. I like the different shades of green, they're a nice touch.

While your level design isn't bad and most of the time is thoroughly entertaining, sometimes things get a little awkward. I rarely got a flower or cape, and there were some traps that were plain unfair at times. General issues with this hack include quite a bit of cutoff with the platforms that have black on the edges, moving holes on the platforms (they're black but the rest of the level isn't... in the original SMW level, the level was black), and lava in the bonus room which is priority enabled while the rest isn't (you can see where I'm going with this).

On the first level, please remove the ability to retry the bonus room. This gives the player endless opportunities for power-ups and 1-ups.

Also, install the fade fix patch.

Before this hack is accepted, decrease the difficulty a bit. The normal difficulty is actually really hard, and this isn't really what makes me want to test my skills on hard mode. Remove some of that cutoff, and there are some issues relating to the 'spike' blocks as they aren't very easy to understand at first. I'm leaning towards accepting it, though.

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Lavir's Profile - Posts by Lavir