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Posts by Mineyl

Mineyl's Profile → Posts

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That's pretty neat, Roy, and I'm glad to see actual hacks of SMAS coming to the front. Are you sure you want to go with such a kaizo-ish level design, though? :o

Final video from me for a while here. The first four stages of world 2 in my SMB3 hack:

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EDIT 2: Scratch that idea. I'll work on it later.

EDIT: Also, forgive my prying, but exactly what the hell is breaking this page? The posts are stretched out all HUGE as if word wrap suddenly didn't exist anymore. What gives?
Originally posted by Airbourne Bubblun
@Mineyl: In world 2, there were a lot of cutoff blocks before you hit the pitfalls. Round the edges so it doesn't look cutoff.

While you are correct in spotting the cutoff, I assure you that I would not use it without good reason; the reason here being that there actually are no objects that will round off the edges of the pitfalls in desert set stages in Mario 3. Honestly, I've looked for it, but cleaner tiles are just not there.

If you don't believe me, you can check out 2-3, 2-4, and 2-5 in the original game and see the same cutoff on the pits. You have a good eye, though, and I will attempt to correct this problem before making the full hack a public release.
I was going to use that sprite in my cave level, but it caused a lot of lag (even toward the beginning where there aren't that many other sprites), so I ditched it. I strangely don't remember it being so laggy in the original game, but maybe that's because my level is two stories tall... Hmm...
Originally posted by Hach
The list has changed like this because people have left or been removed due to being banned/inactive.


I'm still around. Progress has simply slowed for me due to school and working on some other projects. I want my level to be the best it can be, so I'm taking my time instead of rushing it. :3

...in case anyone was wondering, anyway.
I'd have to actually look at your edited ROM to tell you what your problem is (garbled graphics are sometimes the result of setting the level length to FF, though; set it to EF or less and see if that clears that up), but SMB3 is very finicky with its level format. If you add a bunch of objects and then go back and haphazardly delete some, replacing them with others, it can confuse the ROM and this could be causing your problems.

Each stage has a pre-set number of sprites it can use if you're using "limit size" mode. There are 15 available for 1-1 before you begin overwriting the sprite data for another stage. The "80" you've probably pulled from SMB3WS's documentation is just a kind of hard cap of the engine itself and has nothing to do with the amount of sprites allocatable per level (rather, it's just a number to let you know when the game will probably screw up royally because you've added WAY too many sprites to your stage).

Hope this helps in some way.
Originally posted by GN


*video of 7-F*



Overall, I think it is a very well-designed and difficult stage, but I have some design concerns...you may ignore them if you wish.

(in order of appearance)

1 - From a balance point of view, I don't think it's fair to have the player consciously dismount Yoshi to proceed through a stage.

2 - Pipe entrances should always lead to pipe exits, shouldn't they?

3 - I'm not sure about the whole "limited time underwater" thing. As far as I know, limited underwater duration is not a consistent gimmick throughout this hack (news to me if it is), so it may very well catch the player off guard and cause him to lose a life unexpectedly. It's not exactly difficult, but it is quite strange to suddenly change up the properties of something the player would by then be taking for granted.

4 - There seems to be a fair number of spots that are tailored to small Mario only, particularly the mandatory spin jump off of the Blargg at 2:06. In my opinion, a good level will cater to all forms of Mario, and I think such low ceiling jumps will cause a lot of "luck-based" deaths.

Hmm...that's really all. Other than these concerns, I think the stage is great.
Awesome. Thanks for lending me an ear. ;)

If it's possible with Super Mario, then it's all good.
ChaoticFox: I really like that level of yours and its graphics, but I have a concern. Couldn't the player get stuck and potentially die at 1:08 if he duck-slides into that opening for the multi-coin block as Super Mario?
Originally posted by ChaoticFox
You know the old saying: If you let greed go to your head, you'll die.

I've never heard this saying before in my life, but all righty.
Soul Bubble: as one of the most devout and diehard fans of Klonoa, I am expecting good things to come from your project...very good things, indeed. Do not disappoint. ;)
Well, I was just gonna' pass on by, but I tend to favor hacks in which Luigi gets a chance to play the leading role and I also noticed that there's no extensive critique in this thread yet, so here we go:

Level 1 looks pretty flat, honestly. As a SMB3 hacker, I understand it is the nature of that game's plains graphics to be level and flat, but that's all the more reason to try to find ways to go wild with them. Screen #8 in particular jumps out at me the most in regards to this observation: that one screw block just seems way too large to the point of being uninteresting and possibly even coming off as a cheap filler. There are also several places where the ground tiles seem too high; I know that telling you differently is contradictory to my initial point, but those particular blocks look extremely odd when they take up more than two tiles vertically.

Level 2 is great. The passageways are very busy in each screen, and the difficulty seems to be a noticeable bump up from the first level along with a dash of exploration. The Yoshi's Island cave background meshes very well with those SMB3 cave foreground graphics, as well, and I'm happy to see two very different graphical styles working great with each other. My only complaint is the HDMA gradient: while it does look neat and it does add to the feel of the level, it seems kinda' shabby to let it cover the status bar. If this can be addressed, I believe it would be for the best if it went under instead.

I don't really have much else to say about the other screenshots, since you've admitted that they were made earlier in production (which is usually indicative that they'll be tweaked or scrapped), but do try to keep the graphical style consistent in your hack. The impression established from the first two levels' screens is quickly shattered when seeing the lighter, washed-looking graphics and palettes of the grassy stage with a mountainous background. If you keep those graphic sets, might I suggest adding a black outline to increase stylistic consistency?
The p-switch puzzle kinda' bugs me because you're requiring the player to deliberately abuse a technical flaw in Super Mario World's engine (respawning the same sprite via screen reentry in order to get two p-switches) in order to solve it, but I guess it's okay...maybe.
*shrugs* The point is that if you pick something up and take it out of a room, you don't expect the same thing to be sitting there when you come back while you're still holding that object in your hands. Logic and all that. Whether the other hack was featured or not is irrelevant, but do what you must.
"What the hell am I doing anymore?" Something wrong?

Anyways, I think it looks great so far, and I'm especially digging the translucent effect you've achieved with the water in the foreground. Very spiffy. :3
My first stage has been done since September. I was having some technical problems with the second stage, however, so I've been kinda' up in the air about it. I'll probably get back on it soon. Might end up requesting some map16 space for it, though...who knows.

As for submissions, I'd prefer to submit both at once instead of separately in case I get any new ideas.
Originally posted by Eldrak
A lot of the people on that list for level sign-ups have gone inactive. Doubt this will ever be finished.

I for one wouldn't mind answering the call and making a few more levels for the hack, and I'm sure many of the still-active participants feel the same way.
Originally posted by Lexator
A new level of GameBoy Zone of my hack.
This is inspired from Kirby's Dreamland 1.

Thanks goes to Kaijyuu for his Kirby's sprite pack and worldpeace for the Green Green's music (remix) :)

Enjoy

*video*
Honestly, that level looks extremely flat...and there's nothing intense about it at all, making Worldpeace's specific remix of Green Greens a terrible musical choice when considering its original context was a boss battle.

I suggest either making the level less flat and more difficult or changing the song to something more suitable for such an easy stage.

I dig the throwback gray palette, though. Kirby's Adventure FTW.
I've got these overworld levels:

130
128

130 is done; encountered some problems with 128 and stopped working on it for a long time, but if this project is going to get back on track, then it's time I got back to it.
Just thought I'd show a few random screens of the first section of world 7-C:




The screenshots make it look easy, which it kinda' is...at first. There's only one power-up and one Yoshi so far, though, and this level will be quite lengthy if I have anything to say about it, so yeah...don't worry, 'cause I'm not gonna' just GIVE the player the Green Switch Palace. ;)

Also, I'm fully aware of the inverted shadows on the horizontal logs. They kinda' came that way in the map16, though... If no one will flip them for me (I'm sure they weren't intended to look this way), then I suppose I'll have to request some map16 space.

Video will probably come later in the week... Fingers crossed!

EDIT: Oops, I just spotted some cut-off in the fourth screen. Silly me. :x
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