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Tip: Take advantage of easy to install Patches in your hack. The No More Sprite Tile Limits patch should be considered if you're encountering glitches where Mario and/or sprites are turning invisible.Not logged in.
Worse sides of SMW hacking.
Forum Index - SMW Hacking - SMW Hacking Discussion - Worse sides of SMW hacking.
Pages: « 1 2 3 4 »
Here you are able to tell people what you don't like in SMW hacking. You can say about everything activity you don't like making. My worse side is decorating levels and making map16pages. I make a level, but the level isn't looking good. I should use decorations that come with the GFX, but sometimes I'm too lazy to place them everywhere in the entire level. As about map 16 pages, I hope you didn't see the map16pages of Mario's Long Traveling in LM, I was too lazy to paste everything to one page so I'm usually having one tileset per page. What you don't like doing in SMW hacking?

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...Huh?
I don't like:
-Making sure sprites don't disappear.
-Testing compatibility between emulators.
-Using the new AddMusic.
-Testing levels with different forms of Mario (Don't do this too often, since I often make Kaizo levels). I may think of more soon.

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Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
The thing I really have to "put up with" is the immense number of patches to add to a ROM to make it go. And then there's pointing to freespace and having to go through several tries before getting an address that doesn't overwrite anything. It's just insanity. Just when I think I got it, there's one snag that remains.

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Your layout has been removed.
So far the only thing in SMW hacking that really annoys me is when the limitations/oddities of the SMW engine itself prevent me from executing certain level ideas. I tried to make a level involving quite a few skull rafts, but then I had discovered that when skull rafts fall off-screen they disappear forever, so they can't be reused, which basically ruined the design of the whole section of the level. There's also the lack of a proper vertical autoscroll, but that's not really a big issue.

I suppose things like that are expected to pop up if you're hacking an old SNES game like SMW, but it's still kind of an annoyance. I'd be complaining about different things if I wasn't a "vanilla" hacker.

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May we meet again outside the battlefield.

What I really can't stand is patches. Patches usually refuse to work with me if I use more than one, and it's quite an annoyance.

Forty2 - there are ways to simulate autoscroll on vertical levels. Just set up 2 layers and make the "Layer 2 Sink" sprite. It's possible to simulate both falling and rising doing this.

Anyway, it's tough for me to do anything that isn't vanilla. I'm finding it difficult to keep up with all the new documentation, patches, rules, and so on. It gets overwhelming and I forget what I'm supposed to be doing. Oh well, one of the perks of getting older.
GvS @smwcentral.net ~ u:11380
Things I can't do well/hate to death:

-Me having to use the new Addmusic. Almost cancelled my hack because of that. I never knew how to use Romi's Addmusic, and no matter how hard I try, it never works.
-Making overworlds. It's not that stupid, but I find the overworld editor kind of hard to use. Also, it pretty much takes a lot of time and needs tons of practice.
-Placing sprites. I find it kind of difficult to place them so that the level design improves. My ground is always pretty different from the original SMW, and therefor the sprites don't quite match with the ground.
-Inserting sprites. Because using spritetool is Hell for me. It never worked.
-Inserting patches. It's hard as heck. That's all I got to say.
-people complaining about having to use X program to hack. don't like it? hell, start using just a hex editor and have fun.
-people's absurd standards for a 'good' hack. cut off isn't a glitch, and not being able to beat a level doesn't make it bad.

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Here a just a few things I don't like to do:

- Inserting backgrounds (Only when the background itself has a lot of tiles to assemble. It can take me two hours to assemble a background like that :( ).
- Overworld designing (It was so tedious for me to do, that I had to ask someone else to do it.)
- Using xkas (I'm a little weary that it could potentially ruin the ROM if I set the freespace incorrectly.)
- Not being able to use certain songs because they don't work with the new addmusic, even with the header added to it (I don't think I need to explain).
- Assembling slopes through Map16 (It is a pain in the butt to do. It's necessary only if I'm using ExGFX for the ground and/or ceiling).

There may be other things, but I can't think of any more right now.

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My Hacks:
Mario's Strange Quest V1.6
Yoshi's Inside Story (on hold)
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6 / Latest Test Build (Mario & Yoshi's Strange Quests)

Other stuff:
My WIP SMW/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
-CUSTOM...BLOCKS...i hate them they hate me in Deluxe Blocktool...
they somehow love me in the old blocktool though when im trying to use the new one.

-Making custom music, cant do it for crap and messes something up.

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What-A-Blast! - My WIP Super Mario World hack
**Layout by Erik557


Foregrounds, especially those from the site. Some are okay, but most of them tend to be a pain to assemble when you can't just choose the map16 page the demo level uses, which is what put me off using too many of the Donkey Kong Country ones.

Indeed, it's due to this I decided to not use the Chainlink Chamber graphics from here and decided to use the ones VIP 4 used for Trauma Tower, because at least the latter can be fit into less than half a map16 page and are simple to assemble.

The other thing is this whole custom music mess. First it was Romi's... then people were saying you needed carol's NSPC patch, then AddMusic M, and now that new beta and the whole compatible with BSNES thing... God, the whole thing about custom song compatibility will be hell, because most using carol's version of More.bin won't work on accurate emulators, ones with .brr files will only work with AddMusic M, and hey, guess what... some Japanese songs don't work with any modern version and some others will likely be incompatible with BSNES...

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For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
wat

if you were using carol's more.bin, just replace it with huflungdu's, and that's it.

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Munchers. Everyone is like ''OH NOES. A MUNCHER! HACK DECLINED!''

Why do the munchers have to be stuck on the ground? It's a game? Nothing is supposed to make sense.
The only thing I really dislike about SMW hacking (although that's certainly my own fault) is that there are often occuring some pretty strange bugs in my hack, of which I have no idea how I implied them. Like for example that the title screen music does not play when you reset the game while still being on the titlescreen, or that Mario randomly gets squished when growing while jumping at the bottom of a cement block that is placed one tile below the sub-screen boundary (but only under certain conditions).
Stuff like this happens like all the time and mostly it takes me pretty long to find a fix for the problem (or I just have to build around it, if it is something very special).
Originally posted by Irfox
Munchers. Everyone is like ''OH NOES. A MUNCHER! HACK DECLINED!''

Why do the munchers have to be stuck on the ground? It's a game? Nothing is supposed to make sense.

Because it's crappy level design to have a so called "muncher maze". Sadly, we seem to have gotten away form the real reason they are messed up and just say that they are cutoff and illogical, which leads people to believe that "spike ball mazes" are in some way superior to muncher mazes and might be better level design (They aren't).
Originally posted by Mission_316
Forty2 - there are ways to simulate autoscroll on vertical levels. Just set up 2 layers and make the "Layer 2 Sink" sprite. It's possible to simulate both falling and rising doing this.

Oh yeah, I know that, but using those techniques it is not possible to put normal sprites into the level since the level is not actually scrolling, meaning sprites won't come down with the rest of the level, so for danger you either have to put munchers/lava everywhere or use generators, neither of which I like doing.

Also floating munchers aren't cutoff, they have a very distinct outline at the bottom. They still are sort of illogical though, I guess. I think the only reason graphical swaps of floating munchers/silent Bullet Bills make them not a removal reason is because it shows that the hack author put some thought and effort into their hack, rather than just throwing a bunch of random objects together and calling it a level.

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May we meet again outside the battlefield.
Originally posted by Forty2
I think the only reason graphical swaps of floating munchers/silent Bullet Bills make them not a removal reason is because it shows that the hack author put some thought and effort into their hack, rather than just throwing a bunch of random objects together and calling it a level.

Wouldn't it be better to make that the criteria instead of no floating munchers/silent bullet bills, then?

It's kinda silly to make a rule that says A but was really implemented for reason B.
Munchers can look pretty cool if they are not awkwardly placed. If you turn them upside down or sideways in lunar magic and place them against a wall or a ceiling they don't look that bad.
I never agreed with the 'No Muncher' rule as it is always described by hack moderators - floating Munchers looking wrong and/or illogical and/or cut-off, or something like that.
I'd like to say a couple of things to that.

1. Munchers cannot be cut-off, as had been mentioned.
2. Illogical? Sure, but are floating ? blocks any more logical? Wooden platforms in lava? Turtles that walk around upright? A fat plumber who can jump higher than Javier Sotomayor? Right...

That Muncher mazes make level design poor, I can agree with that. Muncher mazes aren't fun, spike mazes aren't fun either. Just like note block mazes.

Anyhow, things I dislike about SMW hacking:
- Insertion of music. I am just terrible with it, although I also don't really try much.
- Me tending to get distracted and focus on unimportant side-projects. I did that before November 2010, and I hope I will never get in that cycle again.
- Drawing original graphics, or finding really nice detailed rips. I'll be honest, I just suck at this.

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--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Nothing in hacking I actually loathe, but I find desizing music a little annoying and time-consuming at times...

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