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Posts by Krak

Krak's Profile → Posts

oh boy, una persona cuerda

ejem, ejem... en cuanto a tu pregunta, despues de la ajetreada semana anterior llena de pruebas, trabajos y hasta una recreacion para niños de la escuela en la cual participe, en esta semana todo va... incomodamente calmado, sobretodo despues de haberme sacado de encima el trabajo final (y grupal, ugh) de historia ayer.
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Just... don't make them extremly overwhelming I guess. Dealing with a custom boss you've never fighted before is like dealing with a regular custom enemy the first time. While you'll have to react to attacks and patterns in such ways you haven't seen before, it's also entirely possible to adapt to all you're seeing on screen by understanding the enemy's behaviors and therefore predicting them even when you are in front of a completly new foe. So, the first time ever you see, say, a vertical flying Koopa, you'll probably a) jump over it, or b) wait until it is low/high enough for you. It's the first time you deal with this enemy and you've already understood things like its behavior (going an up-down cycle in a rather low speed), Mario's and the Koopa's position in the 'arena' (a.k.a the FG) and the most factible width and height of Mario's jump.

A boss is like a greater and more powerful regular sprite, in that it is fair enough to easily let you fight it back by acknowledging how it acts and acting properly based on that acknowledge. This clearly requires some actual 'blind' reaction first because you still don't know exactly what's the enemy's behavior supposed to be (like, say, fighting SMB1 Bowser the first time and reacting to his fire projectiles or his little jumps). That moment of realization when you already are adapted to all you're seeing is when victory's in your hands, and it's awesome.

What makes a boss fight (and for that matter also a custom SMW boss fight) either really enjoyable or too overwhelming for me is the way it comunicates the player (again, by its behavior, the arena you're fighting in, etc.) what type of skill he'll have to use (or even master if the fight is hard enough) in order to defeat the boss. Patterns too complicated tend to be frustrating. Keeping things simple but deep enough is the best way to go when desinging a boss fight in my opinion.

SMB 3 and SMW fights are alright to me, but it is probably megaman's robot masters where I would take some inspiration if I had to desing a SMW boss fight. (if only coding it was that easy)
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Es cierto lo que dices y entiendo la situacion a la que te refieres. Ni las vacaciones, ni esos dias ni esas pequeñas tardes de ocio sin nada estresante o acapara-tiempo sucediendo deberian esfumarse de la nada. Despues de pasar 3 meses (junio-septiembre de este año) sin nada relacionado a la escuela interfiriendo en mi rutina, vi que realmente las vacas no deberian ser una pausa al crecimiento tuyo (crecimiento intelectual, etico, disciplinario, o en lo que mas te enfoques) que te da la escuela y que tambien tu mismo te puedes dar, sino como un espacio de tiempo donde tienes mas libertad para crecer cuando quizas no pudiste hacerlo con las obligaciones escolares o de trabajo metiendose en frente. No saber aprovechar el merecido tiempo libre es desagradable y me hace sentir como si me estuviese fallando a mi mismo, ¿de todos modos no sere yo en el futuro quien mas me va a criticar por lo que hice? si ya lo estoy haciendo ahorita con el yo del pasado, no dudo que lo que haga ahora sea criticado en el futuro por... bueno, mi mismo. Es una cuestion algo extraña esto de la auto-critica, porque me veo a mi mismo como alguien a quien no quiero defraudar, pues hacerlo no me conviene (ya que, duh, soy yo). No se si llegue a los 70 y no voy a esperar a ser un calvo de mediana edad para decir "a lo mejor si ahora me doy un rumbo minimo ambicioso seria cool no?" si ya puedo iniciar hoy mismo, aunque sea las meras meras raices. Y tampoco estoy diciendo que vaya a viajar a otro sistema solar y que con el poder de la amistad y la fuerza de voluntad todo es posible y eso, no me malentiendan. Nunca antes habia pensado en que las vacas podian ser tan retroalimentativas y productivas si sabes bien lo que haces con tu dia, y fue GENIAL, siento que estoy empezando a hacerme grandes favores a mi mismo.

ah, esta tiene que ser la cosa mas sincera que he escrito en interné, gracias por las palabras y por sacar el tema, viraltyphlosion. Y mira, una semana sin internet es aburrida, pero imaginate lo que a mi me paso: 2 meses sin wifi (hablando de eso, sucedio en las vacaciones de junio-septiembre) por el simple hecho de que los servicios han de ser tan malos que otros municipios tambien se quedaron sin este y no alcanzaban los tecnicos para mandar aqui y ver que onda, asi que esperamos 2 meses! Fue un momento del año interesantes eso si, leyendo muchas cosas (tanto en fisico como en PDFs que tenia guardado) y jugando final fantasy III (el de nes) como una bestia xD le saque muucho jugo a ese, me hizo meterme bastante en mi partida.
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Ese proyecto de Yoshi's Island cada vez me causa mas interes, toca admitirlo xD espero que no lo dejes inconcluso, Manu

En Vanilla Dome 1 no pusiste la escena en donde tomas una estrella y corres encima de un layer 2 que se hunde en lava. A lo mejor tienes tus razones, pero si puedo ayudar dire que para recreala puedes poner una habitacion con las piedras que caen al montarte sobre ellas (aparecen en algunos niveles atleticos) y la estrella de baby mario.
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I think they can come in handy if the hack's hard enough to make an extra live worth the problem of finding them all, though collecting every YC in every level was kind of fun in the original SMW because they actually were so hard to miss, even if extra lives weren't so hard to get as in, say, SMB 3.
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Feliz año nuevo y ya saben blabla, cumplan sus metas cabritos que vida hay solo una

deberian volverte admin solo por el hecho de querer mantener esta mierda ontopic @manuel xd hace falta voluntad pa eso
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Fuck, esas palabras son buenas dude, fijate que de momentos me ponia a pensar en que me habia propasado con el post y que solo me habia puesto a hablar cosas personales que no eran necesarias postear (hablar paja, para decirlo de forma mas ruda) y menos aun extenderme. Igual si no quisiera postear esas cosas no lo haria, ademas de que queria seguir el hilo que Viral habia traido en aquel momento, pero eeeh xD me da timidez sincerarme creo

Hubiera sido bueno estar en los mejores dias de este forito, se ve que hablaban bastante. A mi me da sueño la relativamente baja actividad de Reznor, lo que lo ha salvado estos dias es el juego que hizo Aj de los munchers y koopas. No se me ha ocurrido que postear, y sabes que cuando algo me llega a la cabeza, aprovecho y posteo. Lamentablemente la gente que va a saludar y a presentarse en FR no son ni de cerca la misma cantidad de gente que se queda (y si asi fuese, igual y ojala fueran mas).
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Gotta admire the effort you're putting into hacking and expanding further than anyone ever has a 30 years old game that's basically outclassed by its succesors in the hacking scene. This sure will be an interesting ride, so, uh, it'd be nice to help in the level desing development, cause right now I don't know if I'd be of help in any other regard.

Oh and thank you my man @Shiny Ninetales for telling me of this as I'm not really into C3 stuff.
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Honestly, I can't put myself to listen to podcasts and such while rom hacking without getting distracted and slowing down the process like others seem to do, so I stick to Ninty games OSTs and Famitracker covers. In fact, I have a fond memory making a christmas-like level around december last year and getting like, a super inspiration boost by this for some reason. Good chiptune can really pump the hell out of my brain.
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Originally posted by Eevee
Classic Starmie - idk why I just always liked it, moreso than the other similar cries too


Gotta admit that thing kind of intimidated younger me back when I fighted Misty in RB, which is silly because Starmie isn't really the kind of pokemon that's supposed to be scary? I can't exactly put it into words, but something about Starmie emerging from its ball and louding out that cry left a "now-this-feels-like-a-boss-encounter" impression on me.
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I can see some Kirby's Adventure vibes mixed in too (like the sky and leaf backgrounds in the beach and forest tilesets, respectively). Overall the selections you've made work well with each other :) The underwater tileset with the light passing through is so lovely.
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I can already see someone putting that ruins tileset to good use in a jungle or forest world. I like its versatility; one could get it to work around the idea of a temple's outdoors-like section, or maybe a forest-themed castle.

That sky set strikes me as "what if SMB 3 had Kirby's Adventure-esque artstyle", haha. Nice stuff.
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I rember thinking how cool it could be giving Yoshi different habilities per color among with the ones inherited from the original game. Red Yoshi affording to stand in lava, blue one swimming faster, yellow one killing harder-to-defeat enemies (chuck, wiggler, spinny and such) by just stomping on them, you name it. It's amusing to see something as near to what I evisioned as this actually available out there. It's a dream, man.
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Mother 3's final boss is a glorified cinematic. Mother 1's and 2's are more involving and exciting.

Some secrets in the original Zelda (like that one dungeon that requires you to burn an specific tree to get in, etc.) are too esoteric without proper guidelines at hand.

Super Mario World is a little bit too generous when it comes to give you extra lifes. Top secret area, more like top kek. Glad they go back to 5 after reseting.

Super Mario Bros 3's physics are iffy. It's not Adventure Island 1 levels of iffyness, nor it is a gameplay-breaking gripe, but it's still weird how rigid your movement can get when attemping quick turn backs on-air because Mario is so willing to get pushed towards the opposite side.

Even then, these still rock.
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After having seen, and designed levels around SMW's original graphics dozen of times, what crosses your head when you think about the artistic direction they went on? Its charming 16-bit landscapes, the wacky character desing, the more expressiveness and depth of its overworld in opposite of SMB 3's rather minimalist one, let's just talk vanilla.
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There's Monster Crown, this Pokemon-like indie i've been looking foward to, mostly because it features Koolboyman as devepolment member, who had previously made Pokemon Brown, a fun Red hack (and a first in its kind as well, I mean, a fully-fleshed Pokemon Red hack from way back to 2004?!) and Pokemon Prism, an awesome Crystal hack.

Check out the trailer. Seems like quite a thrill. https://m.youtube.com/watch?v=dWPFAD_oChU
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