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YIKR2 (Kamek's Revenge 2.0) (v1.96 available, still missing Extra 5)

Hack

Originally posted by Zeldara109
Any suggestions for what to rename level 1-2? The current name, "Saws and the Donut", sounds really strange to me. (And they aren't saws anyway, they're spikes.)


How about "Spikes and Donuts"?
Originally posted by Midna
How about "Spikes and Donuts"?

Well, I could go with that... It seems a little generic though.

I was thinking of calling it "Spiky Donut Land", but to me that sounds like the donuts are spiky.

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Spiky Land of Donuts?
Originally posted by Midna
Spiky Land of Donuts?

That's a somewhat roundabout-sounding title. I'm not sure that I like it...

(Maybe if I can find a way to include another enemy/obstacle from that level in the title...)


While I'm asking for title suggestions, any ideas for 1-5 ("The Sunny Plains" seems pretty generic), or 1-7 (as it's not really a finale of any kind, I'll probably move the name "A Flowery Finale" to 2-8)?

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Maybe you don't have to move it at all? I think "A Flowery Frolick" sounds good.
Originally posted by Midna
Maybe you don't have to move it at all? I think "A Flowery Frolick" sounds good.

That sounds like a good level title, but I don't really think it fits the Kamek's Revenge style. (Same with 1-5, actually. Given the way this hack is, I don't really think happy level titles really belong...)

(Actually, I'm fine with 4-1 (Autumn Forest). That and 1-5 are more of a description of the area, like most YIKR level titles. I still think 1-2 and 1-7 still need new titles, though.)

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Originally posted by Midna
Originally posted by Zeldara109
Any suggestions for what to rename level 1-2? The current name, "Saws and the Donut", sounds really strange to me. (And they aren't saws anyway, they're spikes.)


How about "Spikes and Donuts"?


How about "This is a level name about a hack called Kermek's Revenge v2.0 It was first created by S.N.N. and then the 2.0. version by Zeldara who is actually a girl and also this level's original name was Saws and the Donut which sounded odd to her and someone suggested Spikes and Donuts but Zeldara thought that was too generic but why doesn't she just name it "Spikes, donuts and eggs" but then again I never actually played Kemek's Revenge"

@Danos:

As I've said on YouTube, I'm not planning on relocating any other levels (besides 6-3 and 6-5).

I could rearrange the whole hack (to balance the difficulty curve and world themes among other things), but it would take a lot of planning (and therefore delay the release). Anyway, among other things, it would prevent people from continuing from their YIKR1 save files. And I'm sort of used to calling the levels by their existing numbers...

I know this sort of sounds like excuses, but I feel like YIKR2 is nearly complete (restoring corrupted levels and making credits being the only major steps remaining). I'm sort of looking forward to a release pretty soon (or at least reaching the final testing stages pretty soon). (Note: When I say "pretty soon", I don't mean any time in particular.)

I may rearrange it at some point and call it YIKR3, but I'm not sure if that would be worth it. (Besides, I personally say this hack would never be fully complete without remixed jungle and athletic themes. If SNN is willing to do that, then I'll probably try to make this hack overall more polished in the future, but I still feel like finishing up YIKR2 first.)

Anyway, I don't believe City of Interloping could be moved earlier-- it uses the World6-only tileset.


A summary of my boss relocations:
1-4 - 3-4, 4-4, and 6-8 are unchanged.
4-8: Naval Piranha
5-4: Raphael
5-8: Tap-Tap
6-4: Sluggy

(I have made sure each level still contains the correct number of red coins after the boss relocation, of course.)


@Error 52:
I'm not going to defend every strange mostly-pointless post of yours...

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Originally posted by Zeldara109


@Error 52:
I'm not going to defend every strange mostly-pointless post of yours...


To sum it up, I think Spikes, Donuts and eggs would be a good title.
Originally posted by Zeldara109
Anyway, I don't believe City of Interloping could be moved earlier-- it uses the World6-only tileset.


Well, in the GBA-version this'd be easily possible (for Nintendo :P).

I noticed that Secret 6 is full of tweaks:
1. Tileset-To-Stone-Block-Castle-Changer changes the palette to 26 instead of 06
2. There's a Brown Chomp Rock in the cave area.
3. The Dark Forest Area uses the Welcome-Music
4. The Dark Forest Area uses the Tileset 01 of World 1-5 instead of the one with Bones, which is normally used by levels of World 6. (So there'd probably also be a way for them to make one of the levels of World 1-5 use this Bone-Tileset)
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis Fan
Originally posted by Zeldara109
Anyway, I don't believe City of Interloping could be moved earlier-- it uses the World6-only tileset.


Well, in the GBA-version this'd be easily possible (for Nintendo :P).

I noticed that Secret 6 is full of tweaks:
1. Tileset-To-Stone-Block-Castle-Changer changes the palette to 26 instead of 06
2. There's a Brown Chomp Rock in the cave area.
3. The Dark Forest Area uses the Welcome-Music
4. The Dark Forest Area uses the Tileset 01 of World 1-5 instead of the one with Bones, which is normally used by levels of World 6. (So there'd probably also be a way for them to make one of the levels of World 1-5 use this Bone-Tileset)

As I've said in the past, I think the dark forest area (level F2) has some sort of a special header override. (So far, there's Welcome music, Middle Ring number, sprite set, and non-World-6 tileset...)

Or it could just be that the game does not consider Secret 6 to be part of World 6.

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
do only the things you think for yourself they are good. you do excellent work at the hacks.


the only gameplaychanges which are necessary are to prevent cheating at the lobby and Naval Piranha. it should be possible to change the naval piranha to a little bit more challenging boss fight, like they are sluggy (maybe a little bit less space but to much would become kaizo^^) or milde got.

and then there are some unimportant minor things like the bg in 5-4 (forestbg in some rooms dont really fit to this more spacy-castle with kamek) or the bg in 5-8 (overall lava, and the bg contains waterfalls?). i dont know if this is possible to change or not, but this are only unimportant optiv favors.

i know iam obsessed with castle-levels :)
Originally posted by Danos
do only the things you think for yourself they are good. you do excellent work at the hacks.


the only gameplaychanges which are necessary are to prevent cheating at the lobby and Naval Piranha. it should be possible to change the naval piranha to a little bit more challenging boss fight, like they are sluggy (maybe a little bit less space but to much would become kaizo^^) or milde got.

and then there are some unimportant minor things like the bg in 5-4 (forestbg in some rooms dont really fit to this more spacy-castle with kamek) or the bg in 5-8 (overall lava, and the bg contains waterfalls?). i dont know if this is possible to change or not, but this are only unimportant optiv favors.

i know iam obsessed with castle-levels :)

I like castle levels as well. (Though it might be mainly the music and the fact that they usually have bosses. That YI castle theme is one of my favorite tracks ever, and I generally have fun with boss battles, especially reasonably difficult ones.)

I've already done some creative things to the Naval Piranha battle (it's not Lava Piranha, though). (I've actually made most of the bosses slightly more difficult, assuming it wasn't done already like in the Burt, Sluggy, Tap-Tap, Marching Milde, and Baby Bowser battles.)

No idea what I could do about the 5-8 BG. (Are there any backgrounds from other levels (original YI or any hack) that you think would fit better?)

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
the castle theme is also one of my most favorite themes from the mario series i think. the pre-bowser music is also very good (the theme from original special 4 or the kamekblock-room before bowser and also some bosses)

that sounds interessting with the bosses. it is possible to edit the great koopas "room" more dangerous? i know hes changed to piranha but that would maybe funny to grade this fight up with spikes or such (maybe the attacking kamek^^).

good would be the bg with lavafalls instead of water i told already (but not the cavebg, the castle of course if it would be possible), i dont remember a castle background with lava in yi or which would better fit except maybe the redcolored bg (with the cobwebs) from sluggys (here its blue)or tap-taps original and thats also the on from room 1 (lava) at bowsers original yi-castle. or you could test to make the whole level dark like the last room of the cave of insanity but that would be tooo kaizo i think with all this bandits and ballwithchains. i cant give much tips cause i dont know the feature of eggvine.
Idea: Maybe you could remix the themes S.N.N. left unremixed? Assuming that isn't too much for you.
Originally posted by Midna
Idea: Maybe you could remix the themes S.N.N. left unremixed? Assuming that isn't too much for you.

SNN would probably make much better remixes than I could. (Also, I would need to learn SPC-700 or however it is that the YI music is stored. Not that that's a bad thing, but I doubt I could learn it quickly.)

Which reminds me, I really don't like SNN's Bowser battle remix-- it's too slow and boring, and missing the epic intro.


As for 5-8's background, I'm probably going to leave it alone. (I think it fits well enough.)


By the way, the Raphael/Tap-Tap relocation was a success. (Though the x-4 boss music makes the Raphael battle somewhat strange-- it seems like something I would do in a joke hack.)

YIKR2 - 5-4 Raphael relocation test

YIKR2 - 5-8 Tap-Tap relocation test

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Personally, the Raphial music wasn't too out of place. It was a bit "odd" but only because it was different, it still fits the fight well enough.

Personally, I found the tap tap victory music to be a bit more unsettling.
I asked SNN and changed the Bowser battle music back to the original. (I've also modified the giant Bowser battle... It's a secret, though!)


Anyway, looking at the Kamek's Revenge release topics I've found, it was actually released in 2007, not 2006. (I'd better modify the title screen date...)

Not much else to say, other than that 6-8 is becoming pretty annoying to test-- another item has vanished, so I've been swapping Midring settings. (It isn't fun.)

Also, I plan to change the end of 5-3 back to its original layout-- I think it looks better with the 4 corks all in a row. (Though the ceiling will still be blocked off, of course.)

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
well it doesn't matter to me what kind of title world 1-2 will have.

speaking of 1-2 of YIKR, there IS a section in that level where you can get "stuck" and you'll have to reset the game and "avoid" getting stuck in that section of level 1-2. it's been documented in this forum page:
http://acmlm.kafuka.org/board/thread.php?id=2689

read one of Surlent's posts there about the problem getting stuck in 1-2 and the picture of the problem area:

Quote

Found a part in 1-2 where you can get stuck, thus requiring a game reset. Usually the platform returns if it isn't too much apart from Yoshi vertically, but somehow it got away and you cannot get out.


perhaps a 1-way passage or "blocker" should be added there so you can escape the trapped section and get back onto those superfast moving platforms.
OK, I added a blocker (I always called them flippers...) to that part of 1-2, allowing Yoshi to escape to the left. (Then I moved the lowest wooden platform slightly upward so it wouldn't look strange.)

By the way, I've decided on the name "Spike Garden" for 1-2. (I think it fits the Kamek's Revenge style. And after all, flowers are a lot more common there than Donut Lifts.)

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Edit:

YIKR2 preview - Extra 1: Super Mario Whirled

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Edit 2:

I think I now know how level 29 became corrupted:

The first byte of its sprite data is FF. Eggvine probably treated it as if it were the end of the previous level's object data.

Anyway, all of the formerly corrupted levels should be working now. It's nice to finally be able to continue making Extras 3 and 4.

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Edit 3:

...Or not.

Level 8C (the second half of 5-6, level 29 being the first half) is also corrupted.

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3

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