Language…
17 users online: 7 up, CalHal, Camouflage, DebugYoshi, DPBOX, Emera1ds, Fullcannon, gemstonezVA, GrenCarret, jhonz22, Karisa,  Kevin, Malzbier42, Pancake001, RZRider, SolveForX, SuperK1234 - Guests: 101 - Bots: 156
Users: 57,913 (2,477 active)
Latest user: Shiny_Heart55

E=MC Hammer

Kaizo

I've decided to take a break from this hack to work on an epic 300 subscriber special one level hack. I probably have ample time since I'm only at 279 right now, but I hope I can have enough time to make it epic. I've never made an X subscriber special before partly due to my channel not having a single theme of videos. Might also make an epic NL coaster as well.
What an eerie coincidence. Both this post as well as the equivalent on JDCGames started a new page.
Legacy custom music
A site with a non-useless dislike button
SMW hacking channel

Forgot to give feedback here.
Anyway, that is some neat use of switch blocks. I suggest adding another switch block that is off depending on the ON/OFF status under the second ON/OFF switch block at 3:32 and maybe some switch blocks on your path at 3:26? Also, it's quite a shame that you didn't included this part of the level, there could be more creative uses of switch blocks in that kind of layer 2 room, yet it would make the level longer, but anyway.
At 2:04 I'd also suggest adding ledges or something like that under the last row of switch blocks because the yellow rainbow koopa can pass through if the ON/OFF switch is ON. Also, why the 3 brown blocks are there at 1:58? I feel they're unnecessary since the P-switch status was still progressing at that time.
Originally posted by miguel21450
At 2:04 I'd also suggest adding ledges or something like that under the last row of switch blocks because the yellow rainbow koopa can pass through if the ON/OFF switch is ON.

Oh yeah. Guess I'll do that.
Originally posted by miguel21450
Also, it's quite a shame that you didn't included this part of the level, there could be more creative uses of switch blocks in that kind of layer 2 room, yet it would make the level longer, but anyway.

I didn't want to make it too long, plus I couldn't really think of how to incorporate it seamlessly. Also for some reason I didn't really like designing this room so that's why it's so short.
Originally posted by miguel21450
I suggest adding another switch block that is off depending on the ON/OFF status under the second ON/OFF switch block at 3:32 and maybe some switch blocks on your path at 3:26?

I think the shell would despawn, but I might do that anyway just to be safe. This was a kinda tricky level to design, having to always compensate for the block's state.
Originally posted by miguel21450
Also, why the 3 brown blocks are there at 1:58? I feel they're unnecessary since the P-switch status was still progressing at that time.

I didn't remember why I put them there, but I must have forgotten to remove them. You're right, they are unnecessary.
I think I should play through the levels one more time (already played the Yoshi level) before I make an official release that's not a "soft" release just to make sure ALL the exits lead where they're meant to and that I didn't accidentally leave in anything unintended rather than quickly glancing over in LM.
Legacy custom music
A site with a non-useless dislike button
SMW hacking channel

The first door in the prologue level leads to the same level rather than the directional coin and rainbow shell part, thus being unable to continue playing through the hack.
Hello again.
Can someone point me to a tutorial of how to specify a door to the correct screen exit and have it not keep changing by itself?
I wonder what will happen to that download link when Kieran said "no more garbage uploads?" Hopefully the download link doesn't work anymore so that more people don't tell me the same thing.
I think the next download version (whenever that is) should trim out the fat by having the message display at the very start of the prologue, making the demo actually 4 levels in length, since you may wanna cut to the chase by now. I do plan on eventually having a full prologue level.
Legacy custom music
A site with a non-useless dislike button
SMW hacking channel

Originally posted by Sokobansolver
Hello again.
Can someone point me to a tutorial of how to specify a door to the correct screen exit and have it not keep changing by itself?
I wonder what will happen to that download link when Kieran said "no more garbage uploads?" Hopefully the download link doesn't work anymore so that more people don't tell me the same thing.
I think the next download version (whenever that is) should trim out the fat by having the message display at the very start of the prologue, making the demo actually 4 levels in length, since you may wanna cut to the chase by now. I do plan on eventually having a full prologue level.

I think either you saved Forest of Fear, put it into your hack and then the secondary exit of the prologue level (which in this case, secondary entrance 005) transferred to there or you did another thing wrong. You have to put the secondary exit at level C5 and then put it on the place you did put when you first started this hack (two tiles under the upside-down ledge on screen 03). So, you have to specify the door to the correct screen exit.
Originally posted by Sokobansolver
Download is in a place to help Kieran test some kind of new thing rather than my filebin. Might as well offer bug/beta testing. I'm not yet sure if this will be an official release.

lol

file not found #fim{;P}

World Community Grid: Thread | Team
 
Oh wow, haven't updated this thread since October!
Taking a break from MMD2 at the moment to work on this hack so I can hopefully get it done before C3. I prolly need not worry. It's several months away.

The beginning of Healthy as a Human. This level is all about blocks that sprites touch and then Mario becomes big as a result. Those Mushroom blocks are Ersanio's 2012 C3 custom block.

Throw the purple blocks onto the mushroom block to keep from dying to the Munchers while the cape descends.

Some kind of mini puzzle involving a Fuzzy and the switch blocks.

The log is a SMB3 pipe.

This part is inspired by (and almost copied from) C|C.

Here's a level I don't think I ever showed to the public before. It's called Poison Pothole. To create the sensation of poison surfaces, this is a layer 2 level, and (almost) every surface you can stand on has a layer of Munchers behind it so it looks good and will hurt you. The second half may include poisonous water like in that one level in VIP 4 (I think). It will use DKC3-Pokey Pipes. The floating Munchers are where I haven't placed tiles over it yet.

Another level I haven't showed to the public yet, Elevator Antics. This one will have a gimmick where jumping is disallowed. This level was originally meant for MMD2 but I decided it fit better in E=MC Hammer. I may still use some mini-puzzles in MMD2 that use the "not allowed to jump" gimmick. That fish moves left and right and then jumps.
And now I have shown screenshots of all 8 regular levels. When I said there would be 10 levels before, I may actually include 11. I'm thinking about a penultimate level (Gatekeeper) that you can't pass until you've beaten all 8 of the regular levels, and it may just be a boss stage.
Originally posted by description
eventpass.asm allows the player to pass through the block when a certain number of events have been triggered.
eventscroll.asm allows the camera to scroll when a certain number of events is passed.

Assuming I can get the above to work right.
Legacy custom music
A site with a non-useless dislike button
SMW hacking channel

That seems pretty cool! I'd like to see what more you can do with the "not allowed to jump" gimmick. Also:

Originally posted by Sokobansolver
*screenshot*
Here's a level I don't think I ever showed to the public before. It's called Poison Pothole.

I think you already showed it on the Super Mario w00t thread, though I am now relieved that you're making that a level of E=MC Hammer.
Originally posted by Archie

I think you already showed it on the Super Mario w00t thread, though I am now relieved that you're making that a level of E=MC Hammer.

I think I remember. BTW, the star is not supposed to be there. You're supposed to rely on invincibility frames.
Legacy custom music
A site with a non-useless dislike button
SMW hacking channel

Weird grey lava, nonsensical pipe GFX, admitting copying another hack.. That really doesn't seem too pleasant β\

World Community Grid: Thread | Team
 
Originally posted by Ultimaximus
Weird grey lava, nonsensical pipe GFX, admitting copying another hack.. That really doesn't seem too pleasant β\

Pipes are probably just placeholders until he inserts GFX.
Why not go to my Youtube channel?

Originally posted by InitialBN

Pipes are probably just placeholders until he inserts GFX.

Exactly. They might actually fit if this was a forest level, but this isn't, so...
Originally posted by Ultimaximus
Weird grey lava

What lava? Oil/tar/mud is not lava.
Originally posted by Ultimaximus
admitting copying another hack..

Hmmm. I'll see how I can make this part not a blatant copy.
Legacy custom music
A site with a non-useless dislike button
SMW hacking channel

Well, I have since gotten a couple more ideas for weird gimmicks, which means at least one level may be axed from the final product since I only want 8 total because that's how many levels most Megaman games have, and I may have regained some motivation to work on this once more. I may be more productive on this after C3 is over (just to give myself more time for this, I may only release levels 1-5 of MMD2 for C3). I feel kinda bad for avoiding this hack for so long.

This is actually vanilla. The level will be called Super BASE because it's inspired by the 'Mario goes BASE jumping' video I uploaded that one time. The only other hack I can think of that uses this layer 2 gimmick is the vertical room of Kaizo 2 stage 5. Mario stands on the layer 2 and it rises rapidly.

Tornado Tower. The name was inspired by Axemjinx's Tornado Castle, and I got the idea to make this from the vertical segment of Ripley's Aquarium. Mario spin jumps on invisible Yoshi and falls down, down, while spin jumping, and he must not stop. I think this level will use the same 'no jump' signs as Fiscal Cliff. And yes, I intend to replace the concrete blocks with actual tilesets.
Legacy custom music
A site with a non-useless dislike button
SMW hacking channel

I don't think I've ever seen anyone making creative uses of this type of layer 2. Also, about the Tornado Tower, are you going to make more uses of invisible Yoshi besides that (which I think there are some more uses but I don't know)?

Kaizo