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Posts by RPG Hacker
RPG Hacker's Profile - Posts by RPG Hacker
Pages: « 1 2264 265 266 267 268 »
Nice idea for a drinking game, but I'm only 28, so alcohol is out of question for me. Can I use Coke instead? It tastes better and is just about as poisonous!

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by OrangeBronzeDaisy
.Custom Ability with feather and follow feature


Sounds cool. I think it's been an eternity since another hack attempted that. Curious to see what that actually looks like. Looking forward to seeing some video footage at some point!

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Oh gosh, he looks awesome! I mean, naturally, the graphics don't fit very well into a vanilla SMW hack, but if someone would do a YI-styled hacked, he would probably fit quite well. Even more than that, I'd love to see this sprite used in an actual Yoshi's Island hack (though not sure how that could be accomplished). You definitely nailed the art style!

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Oh, nice! Another really ambitious one. There's only three screenshots here, so there isn't a lot to comment on, but if nothing else, it looks interesting for being something unique and different. I might actually give this one a try!

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
This is pretty cool and all, but could you also make a hack that uses asphalt instead? Cement is quite expensive, you know, and covering an entire hack with it seems rather excessive. How would you even explain that to Mushroom Kingdom tax-payers? "Dear peasents, I need about a billion coins to cover the entire kingdom in massive cement blocks". Yeah, no, good luck with that! We need an eco-friendly solution!

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Both of these are really simple, but I like them. I think they could be really useful for puzzle levels. Or, heck, I think the limited Yoshi flight could even be useful for regular levels that just want to make the flight more predictable.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I've completely ignored this thread so far since it's about SMB3, but I'm glad I finally decided to check it out. I really like the little text system you've added to the game. Having coded one for SMW, I'm always interested in seeing alternatives, but so far they were all for SMW. Seeing one for a different game (and one that runs on a less powerful console) is interesting. I think you did a good job on it, too. It seems smooth and perfectly fits the style of the game.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Oh gosh, another thread I'm seeing way too late! This is the first time I'm seeing htis hack, and it looks absolutely amazing! The aesthetics here are just hilarious. I don't know what the hack's story is and don't even care, you've sold me on just the idea and the aesthetics alone. With a hack about cement blocks and a hack about P-Switchs, this C3 really seems to have it all.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Another interesting thread I kind of missed. I'm always interested in seeing fellow SMW hackers share their game deve projects, and this is no exception. While a lot of it still looks ver placeholdery, I do enjoy the overall aesthetic of it apparently being cyberspace-themed or something along those lines. Always an aesthetic I enjoy.

On that note, regarding the hack, I also really enjoy the aesthetic of that "binary" level. Not sure what eles to call that, but as I said, I really enjoy this kind of level theme, so I like what I am seeing here.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Oh hell yeah, this is awesome! A hack for programmers! I love the smooth animations. Hope to see more of this! Will definitely give it a try.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
This is some good shit. I need more, though! MORE! I need to refill my meme batteries! Pretty please!

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Oh, I love the bubbles in the ghost house! One of the coolest ways of making floating water I've seen so far. The ghost house in general looks like a nice and varied challenge.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Too bad, my sta $1E failed me. I wanted to witness headache-inducing BG fuckery, but timing wasn't on my side this time.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I don't even know where I can see my team's stats, so there's that.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I do think that teams with fewer members still actually have a small statistical advantage, despite the scoring method being used. Not a gigantic one, mind you, but every statistical advantage is worth a consideration in a game like this. Here is my reasoning.

The more members a team has, the higher the chance is for that team to have members with only a few 1-ups (like just a single one for example), and the more members a team has with only few 1-ups, the more these members weigh down the high-scoring players of that team in the average score. In fact, Boshi's decision to automatically convert leftover coins into 1-ups could end up harming some teams, because there might be members who didn't even plan to participate in the game because their coin count was too low, or members who signed up for a team but then forgot about the game and didn't get a lot of coins. Some of them might have just barely made it above a single 1-up and now they contribute to the overall score of that team and potentially weigh down its high-scoring members

Her's a simple example to visualize my considerations. Imagine team Red Yoshi had 20 members and team Yellow Yoshi had 10 members. Now imagine that only half the members of each team were active players making at least a single 1-up. Now imagine that there were only a few high-scoring members in each team. Let's say three for team red and two for team yellow with each earning ten 1-ups. That would calculate their total 1-ups as follows:

Team Red:
10 + 10 + 10 + 1 + 1 + 1 + 1 + 1 + 1 +1 = 37

Team Yellow:
10 + 10 + 1 + 1 + 1 = 23

Now divided by the number of players with at least a single 1-up in that team, that would be 37 / 10 = 3.7 for team red and 23 / 5 = 4.6 for team yellow, so in this example, team yellow would actually win, despite having fewer high-scoring members, just for having less active players overall.

So basically, a team with more active members overall also needs to have a proportionally higher amount of high-scoring players to offset the low-scoring ones, and since I assume high-scoring players to be rare and distributed randomly across the teams, I do think that teams with fewer members statistically have a slightly higher chance of winning. Granted, it's not a huge difference (and for all we know, even just a single high-scoring player might end up making their entire team win, regardless of member count), but in a game of chance, it's usually wise to utilize even the smallest statistical advantages.

In fact, this thought process is what has led me to pick team Yellow Yoshi, which I assume to be the least popular one and thus have the fewest members. Had the scoring rule not existed, I would have gone with Blue Yoshi simply for being my favorite one, but I did think that joining Yellow Yoshi would give me at least the tiniest little staistical advantage, so I went with that instead.

Now all of this is assuming I even understood the rule correctly, which, admittedly, is forumlated a bit ambiguously. It reads:

Originally posted by Boshi
[...] the winning team will be calculated by the total 1ups for that team divided by how many users have earned at least 1x 1up.


I interpreted the last part of that statement to mean "by how many users [of that team] have earned at least 1x 1up", but technically, this isn't explicitly stated, so in reality, this could also mean "by how many users [of all participants] have earned at least 1x 1up". However, if the latter was the case, then teams with more active members overall would have a massive advantage once again (10 members of a team with 1-ups divided by 11 members with 1-ups in total would obviously put the team with 10 members at a massive advantage), and since the scoring rule is meant to prevent precisely that, I'm assuming that the first possible meaning is what actually has to be intended here. Otherwise the rule might as well just not exist at all and it might as well just be a regular sum determining the victory of a team, it wouldn't really make a difference.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I've only actually seen and clicked a single one, so no idea how common they actually were.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Completely missed this thread. These look pretty cool as well! I think Remix is overall my favorite one of your hacks, but these also have some pretty cool tracks. I especially like the star-shaped battle mode track. It feels so obvious in hindsight, and yet it has never been done before to my knowledge.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I don't actually have a lot of history with the GameCube because it was released in that time period of my life where I wasn't able to get new consoles. That being said, the few GameCube favorites I have are Metroid Prime 1 & 2, Paper Mario 2 and Tales of Symphonia.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Pages: « 1 2264 265 266 267 268 »
RPG Hacker's Profile - Posts by RPG Hacker

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