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Posts by I8Strudel
I8Strudel's Profile - Posts by I8Strudel
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Yeah, I'm sure nobody would mind getting paid to do this, but this isn't the type of thing that would work if it were a corporation.

However, if I were to go into the video game industry, I'd opt for a plot development position. Designing a cool plot is just as fun (if not more fun) than designing a cool level to me.

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I actually have a few:

1. Don't constantly make linear levels. Most if not all of your levels should have at least one of the following:
-Bonus rooms
-Split paths
-Rises & Drops
-Optional challenging areas with rewards

2. Try to introduce a new enemy, block, concept, etc. every one or two levels.

3. Make puzzles with P-switches, keys, & shells. Even if they are simple, they can entertain!

4. Try to make different types of levels (caves, hills, factories, etc.)

5. Add ExGFX and/or custom palettes. While they don't affect gameplay, a lot of people get tired of seeing the same graphics and colors over and over again.

Those should help some!

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(restricted)
Controling Goal Bar Movement:

Well, you put the Goal Bar at the bottom of the goal post to get it to work properly. Is that what you ment?

Making Fish Do Anything (including appearing)

Which fish are you talking about? I assume you mean the Cheep-Cheeps though. You should have Sprite Buoyancy turned on (click on the Lakitu head to go into that menu). Really, that should be the only thing preventing them from appearing except for incorrect GFX.

Making End Goals NOT allow Mario move on (for an idea I'm having)

This will require Hex editing. Use this tool to edit the ROM's Hex addresses. Excuse me while I look for the address you need...

Actually, I sent you a PM with a question about your question, which shouuld make it easier to anwser.

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Originally posted by Roy
Just resubmit it with the correct description / user ID, and make a note that the other one should be removed. The moderator does the rest for you.


Just saying, it would take much longer for that, especially in hacks. Either that or I've been unlucky in my hacks submittions (but that's besides the point).

Then again, there could be an option for re-submittions, that way they don't get mixed in with the regular submittions.

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Well, if you don't mind giving the player a ton of points, you could always ROM address 11CAD from 00 to 09. This will make the player earn 1,000 points for each coin block they hit, which will prevent the bit of koopa GFX from appearing.

Of course, this is really only for if the patch doesn't work, because 1,000 points is quite a bit (though they don't really matter too much in my opinion).

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This looks great so far! I like the ExGFX and the split paths. However, I am curious about those other levels...

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Well, one thing you should do right now is remove the dirt tiles that don't have any ledges on them, and use corner pieces to end the ledges. You should also put ledging around the note blocks. This looks like a good first few screenshots right now, though (considering the level is in it's early steps).

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Either you are usuing way too many sprites, the header is wrong (as narutojon1 said) or Mario's graphics are screwed up (which is probably due to a patch glitch like 2technogeeks is suggesting). This case is somewhat similar to the 1-up glitch, though.

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You've improved quite a bit in this level very quickly! However, the Banzai Bill should at least be moved further down so that it's not as unfair (remember, this is your hack's 1st level). The note blocks in the dirt will cause cutoff, so you many want to remove the dirt tiles in their area. You could make the first two bridge blocks a solid ledge to prevent the player from getting into the water.

Still, very good! Keep up the good work!

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That's what ninjaboy just told you how to do. You'll need an ExGFX file no matter what.

Also, use this tool for the ExGFX.

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Originally posted by BurnleyFan
Originally posted by 2technogeeks
Remember that you'll eventually have to change Mario to Alf.

1) How do you get that Dragon Coin?
2) In the first screenshot, I see that you can probably go right. The land is supposed to be behind the other land mass, but you'll fall through and die.
3) Building off what DarkMark said, make sure that you have a cannon as well.
4) Are those Munchers I see? I'm not saying they are, but they better not be floating or stacked.

I must say, though, that I like your land formation in the last screenshot.



1. Hidden blocks
2. That's intentional and relates to a hidden exit.
3. I might change the bullet bills in to something which wouldn't come from a cannon.
4. Yes they're lining the ground.


1. That's usually not something you want to do in an area with a bunch of baddies in it. Maybe you could lower the coin so that you can get it by bouncing off of enemies?
2. If you added a go-through edging to that ledge, it would look better, but that's a good spot for a secret!
3. Just an idea, but you could put a Winged Yellow Koopa there instead, which walk at a brisk pace, takes a few jumps, and can follow Mario.
4. No comment, really.
5. I like this level quite a bit so far, but maybe you shouldn't reveal everything for when we play it after it's complete. Have you made an OverWorld?
@RedToonLink: He's going to use ExGFX, so custom palettes are most likely going to be utilized. :)

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Originally posted by reghrhre
I'm just kinda curious, is the Bonny Beetle and the spike top palette good. (If your wondering they are both Exanimated objects)



They are very good (though the Spike Top could be a bit lighter). However, the mushroom platfroms should be somewhat darker; they just seems too bright in comparison to everything else.

Meh, I might as well show one of my recent palettes:

PhotobucketPhotobucket

Just a simple autumnish grassland palette that I made for my grassland ExGFX.

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Originally posted by Daboys121
Oh please, we all know Boswer's Ruins contains the most doom out of all the ROM hacks.


YES. (I'm actually glad I can't LP right now).

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I don't truly mind anything besides Kaizo (and directional coins) while playing hacks, but when making them, I hate how easily I run out of level ideas. That, and cutscenes (which take me a few hours).

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Well, either you're going to have to change the palette or do without, especially since you can't import or export OverWorld palettes.

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I theorize that you could have the entire level scroll while layer 2 moves and layer 3 moves, but it would be an unweildy level to work with.

What exactly are you trying to do? Depending on what it is, it may be possible.

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Well, that would work if there was a sprite that cased Layer 2 go continually to the left. However, I do not believe such a sprite exsists. Let me check...

Nope, there aren't any. It seems like your idea isn't possible at the momment (though it sounded great).

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Well, this generator by Jimmy52905 goes continually up.

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Originally posted by BurnleyFan
One problem I'm having which I'm seeing if I can fix myself is that when you die in my first level and return to the map you're locked on that level and can't move to others and when you enter that level it takes you to a bonus game.


That's something I'll look into when playing the demo. Are there any other levels in the demo?

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I8Strudel's Profile - Posts by I8Strudel

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