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Kaizo Hack Submissions - Edit: Most recent list of May 1st
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - Kaizo Hack Submissions - Edit: Most recent list of May 1st
Pages: « 1 274 75 76 77 78175 176 » Thread Closed
Originally posted by mariofan1000
Epic Jumpman land?

I see it...
Sweet mother of holy crap, I just noticed it WAS put on the list. Another point is proven on the fact that I'm incredibly lazy. I feel really stupid right now :P
So, yeah. I'll be editing C.R.A.P., I think I've found a good way to make the third room :D
Just a quick note here, I'll be putting TONS of switch jumps in the hack, so I need to know a good way to make switch jumps harder, and more complicated. I already know a few ways, but I just need to know an exceptionally hard trap.
It's near impossible to make switch jumps harder, I can't think of anything. You might have to run with what you have discovered so far, and nothing else...

Well okay, Pow activated coin blocks can be used to make it harder by liming the amount of space you have to jump. And regular coins can also cause some funny problems. Just note than coin mazes are generally easy to break.

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Of course you should fight fire with fire, you should fight everything with fire.

Oooh look at my userbar!


Sadistic Designer - testing Pit without tools.

Originally posted by LegendaryMMAT
Just a quick note here, I'll be putting TONS of switch jumps in the hack, so I need to know a good way to make switch jumps harder, and more complicated. I already know a few ways, but I just need to know an exceptionally hard trap.

Make a death block above the p-switch, and make sure there are two empty 16x16 blocks between the p-switch and the death block. I tought i did that before, and it WAS possible.



I might put some sort of signature here once. I guess.
Originally posted by Sadistic Designer
Originally posted by Miguel20
Heres my hack: Kaizo is Evil.

http://bin.smwcentral.net/12268/Kaizo%20is%20Evil%20v1.ips


Okay, I've played through the hack and there are a few things I didn't like:

1) I had to use slowdown at some points (last 6 ticks of the first level, jump of screen 09-0A of the third level)
2) The graphics of mario in the second level are horrible! Actually apart from the boo fight the entire second level is horrible... great joy, falling down pixel-perfect for 21 screens... anybody can create that, anybody can play through it with slodown and almost nobody is stupid enough to do it without slowdown (well, I was). No fun there.
Also you spawn off-screen after you enter the door, this adds a nice tough but you should give some clue on mario's location.
3) You spam invisible coin blocks in the third level, and also the ending is too easy (you give the player a spare POW)
4) Your hack can be broken by bringing the flat pow over the finish line in the first level. Though the free mushroom is useless in the second level it can be of help in future levels.

Things I liked:
1) The first level was nice, even though you copied Kaizo. (yes you did, that start is directly from Kaizo 1)
2) Overall there is no cutoff and the level segments blend in together quite nicely.


It seems like a decent start for a Kaizo hack, better than quite a lot of the Kaizo hacks around. But the pixel-perfect falling, copying of Kaizo, spamming of invisible coin blocks, childish mario graphics (I assume it's blood, or is it curry?), straightforward traps (decorate your fake exits...), repetitivety (level 27 has 11-12 screens with simple jumps...) and odd difficulty curves (compare the hard falling of level two and the time limit of the first level with the simple jumps of level 27) made me dislike this hack.

Your demo has a lot of really good and original puzzles and touches, e.g. the goomba puzzle or the chuck. Make sure the rest of the hack contains more of those, and less of the abovementioned.


Ok, I release the new version later.

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Insane hacks and Vanilla hacks is release a few days.</b>

Pancakes for everyone!

Originally posted by LegendaryMMAT
Sweet mother of holy crap, I just noticed it WAS put on the list. Another point is proven on the fact that I'm incredibly lazy. I feel really stupid right now :P


(facedesk) I goddamn EDITED the post where I added Insane Sanity. I meant to make a NEW post. I was wondering what happened there...

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Good fucking bye.
Originally posted by GoldenSonic15
(facedesk) I goddamn EDITED the post where I added Insane Sanity. I meant to make a NEW post. I was wondering what happened there...
Nyoro~n :P
Sorry you got angry'd.

(That was entirely unrelated to this thread, lol)
Sadistic Designer, when will we see one of your levels? You seem to be all talk but haven't shown anything yet. You act like you're the master but meh.

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"Faith is the great cop-out, the great excuse to evade the need to think and evaluate evidence. Faith is belief in spite of, even perhaps because of, the lack of evidence." -RD
I'm making Super Walljump World - World 2.
I made a TAS of 'Obscurica" from Quest for the Light. It was way to easy to break.
Rerecords: 752

<object width="445" height="364"><param name="movie" value="http://www.youtube.com/v/0LYvGysJCI4&hl=en_US&fs=1&color1=0x5d1719&color2=0xcd311b&border=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/0LYvGysJCI4&hl=en_US&fs=1&color1=0x5d1719&color2=0xcd311b&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"></embed></object>


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@ LegendaryMMAT,

Perhaps something similar was already suggested, but why not keep it simple? Foregor P-Switch blocks, just use regular ones, but make it so the player must be carrying the p-switch with them, and then have running speed/momentum when hitting the P-switch, so they will be able to jump far enough to get to the blocks in question? Just a thought.

BTW, @ Sadistic, you never answered my question, regarding the constructive feedback for breaking of Mario's Evil Level, if possible, if played as intended, but whether with or without slowdown, as I would like to make it as break-proof as I can. This also goes for anyone else reading the thread. That previous sentence did not make much sense, I apologize if anyone is confused by it...

Thanks, MapskingThanks, Mapsking
Ok, I know I got yelled at for allegedly stealing someones idea, but I went ahead and made the thing anyway.

Originally posted by Video Description
The idea is to have an ASM ridden Kaizo hack, since they mostly seem to be terrible, with little variation. This is a TAS of level 1-1. It's not the hardest out there, but for the first level, it's not bad (I also plan to work on difficulty curves, just much higher than most) and it also rely's a little too much on shell jumping, but I was in that mood at the time. Currently it only shows two of the ASM things that will be in the hack, but there will be many more.

Also: any muncher that is floating/can be stood on will be changed to a death block just as soon as I get around to coding them.

Note: when I say most are terrible with little variation, I meant Youtube hacks, not most of the high quality ones found here.

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/Jwn3HwdAcPI&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Jwn3HwdAcPI&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Anyways, that's level 1-1. It's not particularly hard, but it's hard enough for the first level in a hack. So, comments? Suggestions? Ridicule? Send it here.

As a special note, I refuse to use invisible coin blocks in this hack. You won't see them. Same goes for most glitches.
Originally posted by Zildjian
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/ldorh4zapeA&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/ldorh4zapeA&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>


You missed a whole running section because you clipped a block on the way back, with the key.
Unexpected end tag (</param>) at 215, expected </div>
Unexpected end tag (</param>) at 266, expected </div>
Unexpected end tag (</param>) at 321, expected </div>
Unexpected end tag (</embed>) at 506, expected </div>
Unexpected end tag (</object>) at 515, expected </div>
Originally posted by NekohDot
Sadistic Designer, when will we see one of your levels? You seem to be all talk but haven't shown anything yet. You act like you're the master but meh.


You know, sym asked me the same thing just a day ago. Are people annoyed that I act like I'm a master? My apologies for that...

I'm currently working on my hack which is being playtested by Mariowings77, Paradox, Brad172 and 2technogeeks (and about 30 people have playtested the first part after which most gave up, sorry for not listing you here.)

Once they finishing playtesting my levels and I've solved all cutoff and finished my newest, hardest, most impossible, insane, killing puzzle level (which can't be broken as the normal exit needs you to break the level in any possible way other than walljumping already) I'll release it. I don't know when this will be, but I expect the playtesting to take about 2 more weeks for the last 2-4 levels (yeh, it's hard. Also mydifficulty curves suck, the Green Switch Palace is a tenfold times harder than any other level).

So far I recieved quite positive feedback from the playtesters, especially the first level was considered nice. I won't be releasing a demo as the hack only comes to it's full rights when played all at a time. It basically revolves around puzzle levels that take over days to beat, therefore I'd also appreciate it if people didn't spoil the solutions once released.

The hack will contain 10 levels and 12 exit (Yoshi's House excluded)

@mapsking: I played the first segments of your long level, and I got to approximately screen 04 after which I kinda forgot to play it... I'll get back to you. I must admit that the hack is hard, and definitely well-made. I couldn't find any breaking possibilities up to that point, so far it looks awesome (probably better than my hack, I'll give you that).
Also I will naturally not be using slowdown. Unless you make me double-shelljump.


@Zildjian: I sent a PM to cousinoer5 with that break in it, I'm pretty sure that it was to be removed. Also I recall somebody else doing something quite similar as well... Nice TAS though!


@HuFlungDu: Wow... looks kinda tough for a first level to be honest. What's with the offscreen items and the barely visible platform... Also did I mention I hate shelljumps?
Side-note: the coin at the end is not necessary.
About the invisible coin blocks; I'd really recommend using them. The annoying thing is not that they're used but how they're used.

@Desert-Fox: Please don't quote videos...

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Of course you should fight fire with fire, you should fight everything with fire.

Oooh look at my userbar!


Sadistic Designer - testing Pit without tools.
Originally posted by Sadistic Designer

@HuFlungDu: Wow... looks kinda tough for a first level to be honest. What's with the offscreen items and the barely visible platform... Also did I mention I hate shelljumps?
Side-note: the coin at the end is not necessary.
About the invisible coin blocks; I'd really recommend using them. The annoying thing is not that they're used but how they're used.

Eh, maybe I'll move it then, at least it's the first level I made... I guess order will be determinate on how difficult I make the levels that follow.
Yes, you did mention you hate shelljumps, but these ones are particularly easy (except maybe the last one) and there's only like four (I don't count the first one since all it takes to get is holding right, B, and Y)

For the coin, actually it is necessary. I didn't show it, but the P-switch disappears when you get that goal sphere. Just another unexpected ASM hack.

Invisible coin blocks: Either way, I don't like them. Expect to see something as an equivalent to them however, but it will be much more interesting.

Originally posted by Sadistic Designer
I'm currently working on my hack which is being playtested by Mariowings77, Paradox, Brad172 and 2technogeeks (and about 30 people have playtested the first part after which most gave up, sorry for not listing you here.)


Wait, is that the one i also asked to test? O.O



I might put some sort of signature here once. I guess.
HuFlungDu, I don't mind you using the idea - It was pretty much me pointing out it isn't exactly original.

I MEAN, YOU MADE THE PATCH!

Just a video of the start of my new kaizo hack (pretty much inspired by Moltov's Pit of (name) hacks.)

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/g0F7GKvnJvA&hl=en_GB&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/g0F7GKvnJvA&hl=en_GB&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Words.
[22:25:05] <%andy_k_250> Turkey and Grease will one day be reunited - that day will be... Thanksgiving
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/H8eGtPxWZaI&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/H8eGtPxWZaI&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

some more progress

edit:

Patgangster: wow! it's great to find someone with design sense.. i love it man. please make more!

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learn2kaizo hack submissions
@HuFlungDu, that level is too easy. The walljump patch makes it twice as easy, the jumps are childish, and the end of the level is messed up alltogether. Make it harder!
(In the ending, there is a coin block. It's useless, and it just makes it easier to players that didn't know to bring a P-Switch. Remove it, because the P-Switch cannot be walked over. You can just lay the switch next to the goal sphere, and it'll simply block the player from death.)

I suggest to make the time limit 100, since you've beaten it in 104 seconds, and anyone can shave off at least 5 seconds off of your time. I like abusing evil time limits, it brings me much joy :)

Originally posted by Patgangster
Just a video of the start of my new kaizo hack (pretty much inspired by Moltov's Pit of (name) hacks.)
Um, I'm kinda doing that... now I feel like I'm not unique at all :(
Well, mine's gonna be harder. By a bunch. My hack could beat up your hack. *crosses arms*

Originally posted by LegendaryMMAT
Originally posted by Patgangster
Just a video of the start of my new kaizo hack (pretty much inspired by Moltov's Pit of (name) hacks.)
Um, I'm kinda doing that... now I feel like I'm not unique at all :(
Well, mine's gonna be harder. By a bunch. My hack could beat up your hack. *crosses arms*


We'll see. I've read most of your posts in this thread, and your hack sounds like one I'm going to try. :P
Also, Don't feel like you're not unique at all, you had the idea way before me. xD
(And actually, I got like 3 kaizo hacks I'm working on atm. One is pretty much finished but I never bothered showing anything from that one)
In this one, you play as Luigi! :D (http://bin.smwcentral.net/11497/LuigisNightmare.ips)
I pretty much work on my hacks depending on inspiration: I start on my normal hack, find something, then I'll be like Hey, if I do this and this, this'll be way kaizo-like, then I start working on one of my kaizo hacks for a bit. ^^

Words.
[22:25:05] <%andy_k_250> Turkey and Grease will one day be reunited - that day will be... Thanksgiving
Pages: « 1 274 75 76 77 78175 176 » Thread Closed
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