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Posts by RussianMan

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More action with Princess Peach and time lifts.

Gif 1
Gif 2
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Unless you meant this hack to be kaizo, some of the parts in the vertical room seem to be too tight

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Yeah, the jump right before the Mega Mole on the second gif seems abnormally hard.


It's not really that difficult. I don't have problem clearing entire level, and someone tested my level said it's not very difficult... though I need more playtester's opinions.

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i think you need to find a way to make it clearer you have to land on the green platform first.


um, I thought blue coins and arrow of blue coins are clear enough to tell player that thay should land on that platform first.

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death blocks should probably stand out more as a hazard


yeah, maybe i should make them stand out. maybe color them orange?

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Great job either way, I really like how you used the red/blue timed lifts (the vertical section in particular looks really fun).


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Anyway, good luck with that!


thanks a lot #tb{^V^}

Originally posted by Hobz
speaking of unintentionally kaizo, i'm making a line guide level [1mb gif]


looks pretty good so far!
File Name: Turning SFX patch 1.0
Added:
Authors: Koyuki
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch will add a sound effect when Mario is turning around.

Note to the user: Adjust the sound effect to generate yourself. (LDA #$xx STA $1DFC.)
Screenshots:
Obsoletted by Meirdent's version.

Backup.
Happy day when you're older by exactly 1 year, idol
Happy Birthday FP0!
Looks very sweet, Rykon. I imagine some BG clouds moving with parallax scrolling would look very neat.

Here's little background rip from japan-exclusive RPG called "Magical Vacation":



Some of it isn't normally visible due to other layers obscuring view.
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Yes, i'm aware of Lunar Magic version, and I do have completely different idea. In fact, I already have a half little bit of progress.

Here's how it plays.

I'll replace turn blocks with custom blocks that can only be destroyed by chucks, because otherwise I imagine it being awkward with feather.
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My only concern is that Chucks can be killed with a cape smash and the player could end up getting softlocked. That is... unless we add a powerup filter and I honestly am not fond of this idea very much...


Maybe disable flight for that level with simple STZ $149F?

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It's still alright, even though I expect something with water at some point.


I can add water in second half and implement some ideas you suggested.
Well, i'm back working on SRW again. I still have a lot of stuff to test and insert. But in meantime I still make some new things. Like indicators that show info on filters, save, secret exit and retry, like in JUMP.



Also going back to old levels some of them receive tweaks, and sometimes new level design! For example World 2-Ghost house now has midway section that actually utilizes vertical wrap.



Those disco-shells don't give high enough boost to proceed. player must lure bouncing chuck over here, and quick, before clock explodes!



A bit of puzzle situation here.


Hello, and welcome Yukira! Hope you enjoy your stay!
...it's party time at Bowser's castle, because...
Anime. I don't love it exactly, but I like it more now and I don't hate it as much as I did before - it always looked cheap to me and I saw some weird ones as a kid (except of Pokemon, although I didn't watch it often. it ran very early in the morning).
I didn't participate in this one, because I didn't have good ideas for my level. But I must congratulate all participants, especially winners, for their amazing entries #smw{:TUP:}
File Name: Spaceship Gimmick
Submitted: by Meirdent
Obsoletes: Spaceship Gimmick V2
Authors: wiiqwertyuiop
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This one will allow you to move in all directions, and you will die if you touch the ground or a wall. Give Credit!

4-23-2019: Updated for Asar, and SA-1 compatibility.
Screenshots:
Tested with:
-Lunar Magic 3.03
-SNES9X 1.59.2
-SA-1 1.31
-Asar 1.71

Cape spin cancels spaceship effect:



Also I noticed Mario on OW border also takes spaceship inputs into account, pressing right or left makes him move as normal, pressing up will make him always look up. And combined makes for glitchy animation. You probably want to check for gamemode value.

Lastly, touching sides of solid sprites don't actually kill mario, unlike normal wall tiles.

Also, not necessary, but I have a suggestion for proper diagonal movement, pressing both Up and Right for example'll make mario move Up-right instead of ether up or right depending on which check is first.
Between consoles that I own, 3DS and Switch (not counting NES mini, because it's just ok), my favorite is 3DS. It has better portability and it's easier to pick games for. For switch I have only 3 games at the moment, while for 3ds i have whopping 10, and they all are pretty good games. Also i'm a bit nostalgic for it, playing DKCR when i bought it along with 3DS. good times.
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I dunno how I could implement it in a way that isn't so sudden or random like using a simple "no cape" sign... but implement in a way that connects with a backstory or something (for example, the boss of the level casts a spell in the player or something).


sounds fine by me.

I want second half follow some of your ideas, like layer 2 water, but what "temporized" mean, as in it's either high or low, depending on switch state and without timer? If you wanted floating crates, do I have to wait for them to be coded, or I can continue designing without 'em?
I think it was late 2014 (november), and when I first opened Lunar Magic... I didn't knew what I was supposed to do. Once I opened rom, first level I tried to edit was... 102 (Yoshi's Island 4). I placed some objects but I didn't knew how to make camera scroll vertically in that level, since i placed them very high.

My first ever hack (which was "finished" in late august 2015. "finished" because it really wasn't, it had some glitches and I forgot to actually save some levels) was a crappy edit of SMW, with all levels being modifications of originals (with only a few exceptions). At that time I learned how to insert custom music and inserted new tracks for each level. Sometime later I learned how to insert ExGFX and I built Special World with all levels containing custom graphics, I remember my satisfaction once I learned that.

Once I learned how to insert custom sprites i started working on new hack that uses unique sprites for each level, but it wasn't complete, and I tried to revive it multiple times with different ideas (even nowdays, i plan to give it another go for the 4th time?).

Those are my earliest expiriences with SMW hacking. After that I'll create more hacks (that are most likely dead), I'll start learning ASM (not counting attempts somewhere in 2016) for real in early 2017 when I got my own laptop, and become who I am today.
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