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Posts by Selicre

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Hi! What used to be a small attempt to take a look at whether a VCLDX level had any secrets came out to be a small SMW hack. It's designed to teach the player some kaizo tricks, and while challenging, it tries to introduce the player to the concepts without being an ass to them.

It is heavily incomplete, and janky as hell; I'd very much appreciate advice as to how to improve it.

Screenshots ( 2x Zoom)


Download BPS file
Originally posted by Minuy600
there is a kaizo section for hacks like this

I've thought of posting it in there, but as of right now, the normal exits are barely the difficulty of kaizo hacks; however, I'm not sure what is the threshold of "kaizo"; if the community deems it too hard, I'm going to move the thread to that section.
On my most recent post, I've used CSS that allowed the user to zoom in on images by hovering over them. However, when zooming, the image naturally goes outside of the post box, since I do not want to move/reflow the rest of the elements. Is this allowed, or do I have to keep everything strictly inside the post box?

Also, can I set up my server to interact with the post in any shape or form? There's a lot of things that you can do with SVG.
Originally posted by leod
IE9 and up

There's no way for me to test on MS browsers, as I use Linux, but I never use vendor-specific prefixes that act on layout, so I guess it should look similar?

Originally posted by leod
strictly inside the box

Does that still apply if it only on hover in the root post, or opt-in via <input> elements? I want people to be able to zoom in on the images, since a 256x224 image is very tiny on a reasonable display size.
Thanks for moving the topic.

Castle of Tears is meant to be a very hard level, as the name suggests, and it will be moved much further down the line.

The hack's difficulty depends on whether you use savestates or not, and use of them is encouraged for newer players.

As for the Spiny Hideout midpoint: is there a way to give the player a mushroom without relying on an extra transition, ASM or new entities? I might be able to do something like change the level ID on the map at runtime, but right now I'm not too good at ASM editing.
EDIT: I've moved the mushroom location, holding X+right should now give you the mushroom regardless of the above.

Also, thanks for the heads up on the Pirahna Plains cheese, the rope bridge wasn't there originally and I completely forgot to check it.
Originally posted by leod
Also nay, keep it inside the box. It's not TERRIBLE if it goes over by a few pixels in edge cases, but if you design it to pop out completely, then just link it so it can be opened in a different tab.


I could just set up imagemagick to upscale screenshots 2x, I'm not sure why I'm bothering with this; the only real reason I've done it is to just show off. For now, I think I'm just going to refrain from using position: absolute.

Originally posted by Alcaro
so anyone who has that problem is probably using the browser's zoom feature already

The problem with that is that without Stylish, every image is upscaled using bicubic, and not nearest-neighbor, which looks rather muddy.
So I've taken a few to improve the hack. Recently I've become a lot more competent at ASM, and so I've decided to make more levels, including a completely new custom boss.

Here's the video of the main path (contains spoilers, obviously):



Download

Edit: apparently the SA-1 pack I was using is not compatible with latest Snes9x, so please use either an earlier version, or bsnes for the time being. It works fine in bizhawk.
Edit 2: the latest version hopefully works fine. It still blows up snes9x-gtk, but I'm pretty sure that's the git version being wonky.
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