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Posts by VideoGuy
VideoGuy's Profile - Posts by VideoGuy
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For starters, you have some really great graphics in this. The animated bushes looked strange at first, but I like them now.

The only thing that might be an annoyance is having the switch blocks at 1:13, where if the player didn't press the switch at the beginning of the level, they would have to backtrack. Other than that, the level is really well-designed.
Originally posted by Zildjian

To be honest, the different color ground looks cutoff in this picture, and I think one of the others too. I like the idea, but I think you need to put something in between the two tile types.
The darkened water looks great. It reminds me of YI.

Two graphical complaints I have: the rexes seem a bit too square, and the top of the mushroom seems a bit blotchy. Other than that, all the graphics look great!
So you would be able to buy stuff using your bonus stars? Does that mean you would take out the regular bonus game?

For what you're doing, it might be easier to make a custom block that stores one more in the bonus counter, and then put that number into the coins when the level is over. Although you seem to know what you're doing.
You may also want to use the Luigi GFX and Gameplay patch.
Originally posted by Artsy3...

Edit: Oh %[email protected]! I just went to test my newest level, and my ROM AND it's copy that was just fine when it was created are corrupted! Now, I might have to start ALL OVER!

However, this is NOT canceled, just put on major major major hold. :(

You can export the levels and graphics, and hopefully then you'll just have to reapply any patches. Unless LM can't open the ROM anymore.
If you really don't want to add powerups (for whatever reason), may I suggest the Metroid HP Patch? Even though it's becoming the most overused thing in romhacks nowadays.

I like this one, although I would recommend that you keep the animation constant instead of having a definite start and end, so that is doesn't look like it's looping as much.
This hack could be really cool. Just don't use only cement blocks, add some decoration, and throw in some unique puzzles and this could be a good hack. You probably have this planned, but a custom overworld would be nice, since it doesn't really make sense that the yellow switch is pressed just by surviving in the level.
Look at me submitting this three hours before the deadline.

Hope you like it:

I haven't seen any of the other submissions, so I don't know how exactly it compares with the others.

[edit] Oh yeah, it's called Parallel Dimensions. You'll see why when you play it.
Mind if I ask exactly why mine was disqualified? There weren't any graphical changes (except squaring cement blocks, which was allowed), and I tested the patch to make sure it worked.
I agree that koopas staying in their shells would be closer to the actual Paper Mario, if you could do it.

This is just an idea, but maybe you could end some levels with the small orange bridge that levels in the 64 version had at the edge of their screens. Then just have the bridge be the end of level tiles. (You don't have to listen to me, it's just an idea.)
The flying is awesome, I'd really like to see a video of that in action!
I could test it for you if you'd like. It would be my first experience actually beta-testing, but I've played through a lot of hacks before.
As one of the beta testers, I just want to tell everyone that this hack is really well done. I wan't able to get through the whole thing before C3, but what I was able to play was really good. You definitely want to play through this hack.
I'm sure there's someone on this site who's good with making graphics like this. You should ask around after C3.
Joke hacks got old a really long time ago. Just saying.
Whether it's intentional or not, it just doesn't look like very much fun to have glitches.

That's my opinion, don't try and tell me it's against the rules to say that.
The format is actually pretty strange to work with, although I read a really good document somewhere that helped me understand. Which I can no longer find. Let me try and explain it.

Here's a sample .bin I'll be using to explain.

The first half of row 1 is controlled by four bytes. Assuming we're looking a .bin file, that would be 0x0, 0x1, 0x10, and 0x11. If we break those bytes into binary, we can see something like:

0x00 - AA = 10101010

0x01 - 66 = 01100110

0x10 - 1E = 00011110

0x11 - FE = 11111110

The actual colors in the file are then read going down those four bytes.

So that means the colors in the row are

1001 = 9
0101 = A
1101 = B
0011 = C
1011 = D
0111 = E
0000 = F

and those are the color values.

I know it's a bit hard to understand, but hopefully this will help.
Pages: « 1 2 3 »
VideoGuy's Profile - Posts by VideoGuy

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