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Posts by NewPointless
NewPointless' Profile - Posts by NewPointless
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Automatically puts you on Santa's naughty list smh

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NewPointless
Wow cool! I would love to design levels for All-Stars!

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NewPointless
Originally posted by Scrydan
This looks really intense! I would love to check this out sometime when available. Looks like this hack will definitely give its players a run for their money (or coins in this case).


Thanks for your interest! I'll PM you when something playable comes out. You're free to wait until the full release, of course.

Originally posted by KevinM
It obviously reminds me a lot of Claustrophobia for the single-screen format, but it looks like you're focusing more on mostly vanilla, pure platforming challenges rather than crazy asm setups.


The one-screen limitation really helps streamline the creative process and eliminate blindness, but I also wanted rooms that are shorter and less puzzley than Claustrophobia.

The final version won't be pure vanilla or pure platforming. I wanted to challenge players' mastery of obscure mechanics: lakitu cloud, advanced caping, low grav, blue shell yoshi flight, etc. So this hack will be on a very advanced level technically, but not too grindy with the short rooms.

So maybe it won't be for everyone, but having just made a very casual hack, this is what I wanted to do.

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NewPointless
Originally posted by Sariel
I just don't know if having 100 levels at all cost is worth it, since some may feel quite repetitive. There were e.g. 3 cape levels in the trailer or 2 levels where you had to wait for a p-switch to run out. I mean, these are only 5 out oof 100 levels, but of course I'm not aware if there are more similar levels.


Thanks for the word, Sariel!

My plan was to make 20 levels of 5 rooms each. Since I came up with an idea for a 21st final level, some will have 4 rooms, but hopefully that isn't a bother. I guess your point is that round numbers are not that important, so I guess I won't worry about it. ( ^_^)

Anyway, each level has a theme. I included a lot of rooms for the cape level because I thought they were cool, but each of the 5 rooms is divided into subthemes.

For example, in the cape level:

Room 1: Dive storage
Room 2: Flying enemy bounce
Room 3: Angled dive
Room 4: Float
Room 5: Fly off net

With this method, there's practically zero repetition, except for a few filler obstacles like little crescent jumps, edge jumps, etc. that I use to move through the screen. Either way, I will make sure to ask my playtesters if anything feels repetitive.

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NewPointless
Originally posted by Sokobansolver
Like White Palace in SMW.


I love the music there. It's actually perfect for a precision level, but I'm not sure how the devs would feel about their music being ported and used in a hack.

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NewPointless
I nominate KevinM's music porting thread bc he ported a whole ass soundtrack https://www.smwcentral.net/?p=viewthread&t=102577

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NewPointless
WIDE ? Block

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NewPointless
Wow that use of FM sounds amazing! It must be really tough to create an accurate port of such dynamic synthesis techniques.

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NewPointless
Please draw nothing. Here I will do it first as an example:

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NewPointless
Wow I love the graphics and the attacks. Looks super cool

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NewPointless
It's gorgeous! Incredible job with the graphics.

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NewPointless
Cool retro boss theme with the FFL port! And the Wagyan Paradise ports are cute.

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NewPointless
HUGE DEAL

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NewPointless
I'm huge on layer 3. Thanks and good job!

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NewPointless
Originally posted by Katerpie
I read "precision" in the thread's title and came here as quickly as I could...

Ok now, kaizo hacks focused on precision jumps are so barren it's trend for them to get tiresome, so I congratulate you for coming up with unique usages of it. Yeah, make sure it doesn't feel too repetitive, though I'm sure you aren't worn out on ideas at all. Amazing work!


Thanks! It's good to see some excitement about precision. It's actually a gold mine of ideas. So many interesting techniques and movement arcs are unlocked by precision, and people are scared to touch it...

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NewPointless
wrt YUMP 2:

Originally posted by JUMP Team
This hack actually starts out as a regular hack and turns into kaizo as the game goes on. If only there were some way to reflect this in the difficulty ranking.


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NewPointless
Originally posted by GbreezeSunset
Now that I think retrospectively on this, I think there should be some room in the difficulty reworkings to account for genre-blending. yump2 isn't the first instance of this (see many old japanese hacks, compact world).

My revised suggestion would be to have a sort of numerical ranking of hacks to show how hard the game is on average, and then have a tag field where difficulty can be applied. This would allow hacks to have multiple tags if they mix and match a lot of different styles (i.e. yump2 would have the tags kaizo, very hard, puzzle, and joke). Then visitors could sort the tags to find things they want. This would probably require overhauling the current tags to make them more streamlined.


I agree completely on taggable genres, but I think that multiple difficulties should be selectable. It would be the same code and would address the major issue of hacks with wide difficulty curves.

I've gone into detail on this earlier, but I just wanted to chime in that I agree with the idea.

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NewPointless
Learning to Fly is a tutorial hack in the style of "Learn 2 Kaizo". The goal is to teach the technical aspects of cape in an accessible way. All skill levels are treated. I'm looking for players that are able to critique the tech instructions, learn and clear the rooms, or look for cheese. There will probably always be cheese, but there will be a priority in removing cheese that makes the setups confusing or arbitrary. Exits: 35

https://bin.smwcentral.net/u/35216/LearningToFly.zip

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NewPointless
Updated to 0.2

Added death blocks, a few new rooms, lots of messages clarified, added custom music, improved aesthetics.

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NewPointless
Thanks for testing again, quietmason!

Originally posted by quietmason

- Extended Sprites
I don't know if you care about forcing the player to get flight here,
but you can get the orb with a running jump off of the cloud.


Right now I can't think of a setup for forcing the player to spin the lotus fire. It's just sort of there with a message explaining you can do it, because I see it a lot that players don't know you can do it. So unless I come up with some kind of simple and intuitive setup for that, I'm not really worried about an intended path here.

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- Multiple Takeoffs
You can actually just slide off of the ledge and maintain flight,
I guess it's small cheese? You're not forced to jump, which you could
make necessary by adding death blocks below or something.


This is a good change I think. It does say "multiple take offs." You can also just pump through there and avoid that platform entirely #smrpg{haha}

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- Natural Sticky Fly
For the second sticky fly, you can actually avoid the koopas altogether
by letting go of left and then repressing quickly. If you wanted to,
you could add a comment/third sticky with that tech.


Yeah the one room I'm thinking of adding is speeding up and slowing down with sticky fly. As for that setup being cheeseable, Stand Tall is the one notable hack that contains those enemy bounce sticky flies, and you can use that alternate strat on almost every setup.

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- Slowing Down
Just for consistency, you could consider adding a visible checkpoint
so the player knows there's a checkpoint.


That's a good idea. I can put little bars on all the pipes.

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- Vanilla Turnaround
Maybe you should say tap x or y (I'm playing on controller this time and
I hold x and tap y), just a thought.


So how do you hold the controller? You are holding X and pressing B to fly? Do you have your hand above the button pad?

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- Tongueless
A small QOL change could be to make Mario start facing right, so you don't
acidentally smash the shell during your numerous attempts.


The direction that Yoshi is facing takes over. It's one of those annoying things about vanilla that I would be remiss in patching out of a tutorial hack. I can move the shell over.

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My 2 Cents:
I like the added sections! I think they help round out some gaps in the hack. I think the aesthetics overall improved, but could potentially feel more consistent throughout the hack. GGs!


That's fair. I haven't really thought that there is a theme so I just threw in some songs that I think are good.

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NewPointless
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NewPointless' Profile - Posts by NewPointless