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Posts by Green Jerry

Green Jerry's Profile → Posts

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Originally posted by NewPointless
The aesthetics make this really pleasant to play. How many exits is it?

The readme says it, the hack has 9 exits.



Originally posted by NewPointless
Ludwig's Two Way Zone, normal exit seems to have a misplaced midway entrance, which softlocks the save file.

Oh I just realized about that, the starting room and each path is on different sublevels.
I'm gonna have to release an update.



Originally posted by Roberto zampari
KOOPALINGS IN ONE ASM FILE:
Oh yeah, this was requested by Pink Gold Peach in Discord.
Larry, Iggy, Wendy and Lemmy are here:

(images)

Oh hey, more bosses! If I ever continue work on Super Boss Collection, this will be used in it.



Will Demo 3 be a closed beta like Demo 2?
Also, it's too bad it'll be canceled after Demo 3 releases.



Even though this isn't your first hack that has 100 or more exits, congratulations on finishing a hack that's this large!



I hope the demo gets released soon, since World 1 is almost finished, even though it won't be able to be released during the event.

Also, I have a better translation of the hack's title: Super Mario and the Chaotic Halloween.



Even though I'm male, and it's unusual to see a male MLP fan, I hope this hack will be finished, as all of your previous MLP-themed hacks were abandoned/canceled.



I'm surprised you decided to release the Salmo boss to the public, considering it was originally a request for Soul's hack (Yoshi's World). Too bad it's SA-1 only, so if I wanted to use it in Super Boss Collection, I'd need to convert the other bosses and other resources used in the hack that don't have SA-1 support to be compatible with it.



Originally posted by lordkronos100
Hey Its me Again I dit an Playtrough and Would like to Inform you that Your Secret Exit Level if you take the Left way and take the Midway Point and do The Start Select Trick and Start Again you geting an Instant Death

Are you playing on version 1.0? I fixed this problem along with a few minor bugs in update 1.0.1.



Same for me, it won't work and I just get an infinite black screen. I'm playing on Snes9x 1.61.



Nice work on these graphics, but I can see cutoff with the leaves here:




Originally posted by FireSeraphim
the only minor annoyance being that Ludwig could stand to have either one less hit point or be less immune to fireballs.

What? I didn't even change how Ludwig works, his battle is unchanged from the vanilla game, meaning he still has 3 HP, and 2 fireballs and a single stomp on him should be enough to defeat him quickly.



Had to release another update. The 1.0.2 update fixes the issues mentioned below that were reported by TheKazooBloccGosh. It can be found in the first post.
Originally posted by TheKazooBloccGosh
-Cutoffs:

Originally posted by TheKazooBloccGosh
-Cutoffs:

Originally posted by TheKazooBloccGosh
-Cutoffs, that map16 tile isn't correctly set on the upper right corner (183 instead of 180)

Usually I never notice the wrong corner tiles until people warn me about them.
Originally posted by TheKazooBloccGosh
-Sometimes the fireballs doesn't hit the monty moles:

Seems to be a bug with the sprite, and must be because of sprite slots. It's the same thing as sometimes being able to kill Thwomps with shells.
Originally posted by TheKazooBloccGosh
-The fireballs may not fully shown their graphics:

Sprite tile limits, had to remove the one at the top of the tree platform, along with that platform. In its place, there's now a vertical log to the left of the ? block trio.
Originally posted by TheKazooBloccGosh
-Those trees are all semi-solid!

Similar to the wrong corner tiles issue, where I don't notice I was using the wrong tile for them.
Originally posted by TheKazooBloccGosh
-Mario can collect the coin above the dragon coin, then going in and out of the bonus underground sublevel, this cause the dragon coin disappear since both that coin and the dragon coin are on the same x position on the same sub-screen.

Had to move that coin trio two tiles to the right, hopefully fixing this bug. Seems like this can happen even though the main level and the sublevel don't share the same item memory index.
Originally posted by TheKazooBloccGosh
-It looks like that pipe wasn't supposed to be not enterable as it could lead to the missing 5th dragon coin.

Happens sometimes, after I add a screen exit but forget to change a pipe to be enterable in the screen the screen exit is present.
Originally posted by TheKazooBloccGosh
-That pogo toad can go through the celling!

Changed it to have a normal bounce height.
Originally posted by TheKazooBloccGosh
MAJOR! The 1-up checkpoint's door leads to lvl 0!

And Lunar Magic doesn't warn me about undefined exits if there's door/pipe hidden behind something.



Oh hey, Winter Season got a sequel. I remember playing a bit of the original around the time when it came out.

I'll play it when I can.



Santa Mario Player Graphics

My other C3 threads:
Day 1: EVERY LEVEL LUDWIG!
Day 2: Santa Mario Player Graphics (You are here)
Day 3: SNES Looney Tunes Intro & Outro Background Rips
Day 4: Five Nights at Bootleg Plush's 2 (Extended Demo) - Five Nights at Freddy's Fan Game

About:
Yes, I know we are in February, but I wanted to releasee these graphics to the public during the event.

Anyways, this is Mario, except he's wearing a Santa Claus outfit. Perfect for Christmas-themed hacks! Does not require the 32x32 tilemap patch.

These graphics were originally made for Mario Rescues Santa Claus, my Christmas-themed hack that was finished last year. Please note that this is directly taken from the hack, so some frames (cape, Yoshi, fence climbing and cutscenes) are currently unchanged, or use frames from my Leprechaun Mario graphics. Said frames will be made later before I submit it to the Graphics section.

Screenshots:


Download




Played through Yoshi's Island and seems like things are 100% accurate to the vanilla game, including the music.



For SMW hacking projects, I need to resume work on Super Enan World and Technicolor Mario World, release the final version of Monty Mole Island 5: Saving Subcon, and make the 6th Monty Mole Island hack. Haven't worked on these hacks for quite a while (except Monty Mole Island 6, which hasn't even been started yet).

For non-SMW hacking projects, I've started working on an Ultimate Custom Night fan game in May 2021, but in recent times, I haven't been working on it very much due to other things, some of these things are SMW hacking projects and simpler fan game projects.

I also have a mostly vanilla SMB1 (NES) hack that I haven't been working on very much in recent times, again, because of other things.



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