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Posts by FPzero
FPzero's Profile - Posts by FPzero
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Those are better than the first shots. I suggest editing your first post and removing those bad shots. Replace them with these shots or something so people don't automatically get turned off by what we initially saw.
Not to mention the bullet bill cannon floating in the fence looks bad too.
The staff doesn't give negative titles to people unless that person being givent he title is being stupid in some way, shape, or form. In short, you did something dumb and you got a negative title.
I think instead of using Mario's standard palettes, you're going to have to bust out custom ones and create a good scheme for your character.
Yes, very much so. It looks shoddy and noobish. If you don't want it to look that way, follow my recommendations.
Holy cow I just had an awesome idea that you could use. In the magmarock cavern, the end of one of the levels could have you freezing the area and when you go back onto the overworld, the following events who show the cavern freezing over. You'd need to use 2 palettes for the lava half and two palettes for the frozen side. That would be a pretty interesting idea for you.
Three things:

1. Capitalize the F in "for."
2. Move the green spring left one tile so it's not going through the shooter.
3. The brown edges appear when you overlap the solid corner tiles and normal ledge tiles. If you place the corner tiles NEXT to the ledge tiles, the brown will not appear.

Fix those and you're good.

(Also, as a general recommendation, the gray lava isn't very good looking. Use a custom palette to make it either looks like lava or mud, i.e. a set of reds or browns.)
Phew, I'm glad to see that mine is still on the list. I was slightly worried that you'd be put off by how difficult you said it was. I really want it in the game so I'm glad it's still a-go.
I've got an interesting story, but it's probably just about as interesting as any of the rest of our stories. I don't feel like writing it so I'll just quote from the Wiki.

Originally posted by FirePhoenix0 on SMWiki
FirePhoenix0 came to rom hacking quite inexperienced, but quickly grew out of that phase. After seeing hacks of Super Metroid, such as Drewseph's Super Metroid Redesign, he became inspired to try his own hand at it. After a very brief and unsuccessful stint into Super Metroid hacking, FP0 gave up on rom hacking for a time.

Towards the end of 2006, FirePhoenix found Lunar magic and began making his own hack. It didn't take long to realize that he would eventually need help at some point so he started to look for it. After remembering Acmlm's Board, where he'd gotten help for SM: Redesign by reading posts, he promptly joined and became a member of the community.

So that's it. I started on Super Metroid of all things! That is one touch game to hack I will tell you...

What the wiki doesn't say however is that when I was probably 12 or 13, I discovered M2Edit, the editor for Metroid 2. So I tried finding a rom of Metroid 2 and an emulator but failed and stuff so it never worked out. I gave up. Then about two years later, the above story started after seeing a picture of SM: Redesign on the internet.
You'd have to insert the Flying Fish generator as a tweaked sprite to go along with the normal one. On the tweaked one, you would need to turn down the agressiveness for the easier one.
I'm really liking those graphics. One suggestion though, make it so the edge of the ground tiles isn't so dark a brown. Make it only a little darker than the colors next to it. Right now, it's too contrasting.

Also, those cement blocks are great.
I have a video update this time. Mostly because I want help regarding enemy placement, since there are no enemies yet and I'm not sure where to place them here. I focused entirely on the puzzles and not on enemies at all. But, you can comment on level design, etc. if you want. If you want to make suggestions for the enemies, go to my other thread in Basic SMW Hacking.

<object width="425" height="350"><param name="movie" value=""></param><param name="wmode" value="transparent"></param><embed src="" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>
I created a level solely based upon learning how the three types of springboards in my hack work. Yet, I have no ideas where I should place the enemies. So I'm asking that people could watch the video and tell me where they think enemies should go. Please be serious about it. If you actually want to comment on the video, go to my thread in Hack Discussion.

<object width="425" height="350"><param name="movie" value=""></param><param name="wmode" value="transparent"></param><embed src="" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>
I fixed it so you can't get stuck anymore and made a couple other changes.
It doesn't hurt to tell him... He's asking because he doesn't know it.<_<

Anyway, I believe Yoshi's house uses the right half of Palette 4 on the Overworld.
Reini, are you sure you have the latest version of GY's patch? I think there might have been one where it didn't work right and then there was one that it did. If I'm wrong (I probably am) then I'm not sure what you did because I'm pretty sure the sprite works correctly.
For the Lost Woods I believe the code is something like right down up right or right up down right. I think...
There's a patch for that in the patches section. SMB3 pipes +SMWRedrawn
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FPzero's Profile - Posts by FPzero

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