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what are you really good at (or show good effort to) in smw hacking?
Forum Index - SMW Hacking - SMW Hacking Discussion - what are you really good at (or show good effort to) in smw hacking?
Pages: « 1 2 »
what the thread title says:

are you best at:

-creating awesome/creative level design?

-beautiful custom palettes?

-designing pleasant and good-looking overworlds?

-inserting custom graphics (exgfx)?

-inserting lots and lots of asm?

-inserting/creating the best custom music?

-inserting lots of custom blocks (includes vanilla map16 custom blocks)?

-hex-editing?

-inserting custom sprites/bosses?

for me, i'm pretty good at creating very pleasant custom palettes. i tend to blend colors so they'll look good, although most times, i fail at it and i discard the palette?

...what about you?

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Currently: Starting college!
For me, awesome/creative level design.
Inserting stuff is usually pretty easy for most people.

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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.

I, er. Ummm, yes. Aside from being good at never finishing things, I guess I'm okay at making my overworlds?



Of course, if you disagree, then I can't say I'm particularly great at anything, which is fine.


I don't believe some of the things you listed would be much of talent/strong area, such as inserting good music or being able to hex-edit. Anyone can do those with ease.

For me I'd say I'm fairly good at several of these that you've listed, or at least have an ability to not be absolutely repulsive at, namely level design, overworld design, palettes, graphics and music.

For level design, I believe I have a fairly good concept of what constitutes as good design as opposed to bad design: I can keep a fair and consistent difficulty, I can design a full length level without repetitiveness or dull design, and whatever else. I can be fairly strict and a when it come to designing levels, and most of my effort goes straight into this. I tend to playtest my levels to a tedious amount, going straight to the emulator after making even the slightest change, like moving a single block one to the left. I usually test out several setups of one single obstacle multiple times until I decide on my preferred one. I do this simply because I am an absolute perfectionist when it comes to designing things, I wouldn't want to settle for any less.

I'd really say that I'm a fairly good overall Super Mario World Hacker; My levels aren't boring, but I also receive acclaim for my tilesets (I even garnered some comparisons to some great graphic artists), and I can make a port/composition that doesn't sound like absolute garbage, and know commands beyond a beginners level. The only thing I don't have knowledge in is ASM, which I must say is a very typical thing for me to say, but it's true. While it'd be cool, I don't have any plans to learn it in the future, as I don't really use much of it in the first place.

Originally posted by Virus610
I, er. Ummm, yes. Aside from being good at never finishing things, I guess I'm okay at making my overworlds?

*Overworld*

Of course, if you disagree, then I can't say I'm particularly great at anything, which is fine.


That's not a bad overworld, but it could be improved. I mainly am confounded by what you're trying to achieve with the bridges, as they seem all over the place and are causing cutoff.
Originally posted by Wuthering
I don't believe some of the things you listed would be much of talent/strong area, such as inserting good music or being able to hex-edit. Anyone can do those with ease.

For me I'd say I'm fairly good at several of these that you've listed, or at least have an ability to not be absolutely repulsive at, namely level design, overworld design, palettes, graphics and music.

For level design, I believe I have a fairly good concept of what constitutes as good design as opposed to bad design: I can keep a fair and consistent difficulty, I can design a full length level without repetitiveness or dull design, and whatever else. I can be fairly strict and a when it come to designing levels, and most of my effort goes straight into this. I tend to playtest my levels to a tedious amount, going straight to the emulator after making even the slightest change, like moving a single block one to the left. I usually test out several setups of one single obstacle multiple times until I decide on my preferred one. I do this simply because I am an absolute perfectionist when it comes to designing things, I wouldn't want to settle for any less.

I'd really say that I'm a fairly good overall Super Mario World Hacker; My levels aren't boring, but I also receive acclaim for my tilesets (I even garnered some comparisons to some great graphic artists), and I can make a port/composition that doesn't sound like absolute garbage, and know commands beyond a beginners level. The only thing I don't have knowledge in is ASM, which I must say is a very typical thing for me to say, but it's true. While it'd be cool, I don't have any plans to learn it in the future, as I don't really use much of it in the first place.

Originally posted by Virus610
I, er. Ummm, yes. Aside from being good at never finishing things, I guess I'm okay at making my overworlds?

*Overworld*

Of course, if you disagree, then I can't say I'm particularly great at anything, which is fine.


That's not a bad overworld, but it could be improved. I mainly am confounded by what you're trying to achieve with the bridges, as they seem all over the place and are causing cutoff.


I think it's a spiral staircase.
Originally posted by hebesphenomegacorona
Originally posted by Wuthering
I don't believe some of the things you listed would be much of talent/strong area, such as inserting good music or being able to hex-edit. Anyone can do those with ease.

For me I'd say I'm fairly good at several of these that you've listed, or at least have an ability to not be absolutely repulsive at, namely level design, overworld design, palettes, graphics and music.

For level design, I believe I have a fairly good concept of what constitutes as good design as opposed to bad design: I can keep a fair and consistent difficulty, I can design a full length level without repetitiveness or dull design, and whatever else. I can be fairly strict and a when it come to designing levels, and most of my effort goes straight into this. I tend to playtest my levels to a tedious amount, going straight to the emulator after making even the slightest change, like moving a single block one to the left. I usually test out several setups of one single obstacle multiple times until I decide on my preferred one. I do this simply because I am an absolute perfectionist when it comes to designing things, I wouldn't want to settle for any less.

I'd really say that I'm a fairly good overall Super Mario World Hacker; My levels aren't boring, but I also receive acclaim for my tilesets (I even garnered some comparisons to some great graphic artists), and I can make a port/composition that doesn't sound like absolute garbage, and know commands beyond a beginners level. The only thing I don't have knowledge in is ASM, which I must say is a very typical thing for me to say, but it's true. While it'd be cool, I don't have any plans to learn it in the future, as I don't really use much of it in the first place.

Originally posted by Virus610
I, er. Ummm, yes. Aside from being good at never finishing things, I guess I'm okay at making my overworlds?

*Overworld*

Of course, if you disagree, then I can't say I'm particularly great at anything, which is fine.


That's not a bad overworld, but it could be improved. I mainly am confounded by what you're trying to achieve with the bridges, as they seem all over the place and are causing cutoff.


I think it's a spiral staircase.


Yes, but still, it makes some cutoff.
Also, inserting stuff isn't really a skill. Anyways, I proably am good at none of those except palettes, there still are tons of people that are better than me but I am pretty good at it, I guess
I'd say overworld design. I've been making this one since a couple of days and I kind of like how it's turning on, since I generally don't like my work at all.

I would say level design and palette creating, but I really don't think so, since I'm still finding ways to improve those two things and I'm really not satisfated with my current skills for those both, mainly for level design. I just feel I should improve it more.
Drawing graphics/sprites from scratch is probably my strongpoint.

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My layout has removed you.
Some of the things you have listed there are extremely easy and should not be considered as separate areas. For me, my strongest area would be level design if I am focused and have a good idea otherwise it can turn out to be horrible. I am good at quite a few other areas as well such as inserting ExGFX, creating palettes, inserting ASM (patches, blocks, sprites, etc) and inserting music. I am not bad at overworlds though they tend to be boring to design for me so that may affect my ability to design them.

Originally posted by Virus610
*image*

Not bad though the bridges there are creating cutoff. I can see what you tried to do there but scrap it or at least draw tiles that do not create cutoff otherwise it will look quite bad.
Level design, I always focus on that and almost nothing else.
Level design's my main thing. Specifically, gimmicky level design. I find it difficult to create a fun "normal" platformer level, so I usually try to implement unique twists.
Mostly level design. It's always fun to make creative things with it.

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YouTube
My strengths:

- Solid, non-offensive level design.
- Graphics creation with limited color palettes.
- Palette creation (kinda' goes hand in hand with graphics, really).

And as a bonus, my weaknesses:

- Anything ASM-related (hilariously ironic because I'm an adept programmer with higher level languages).
- Showing restraint in difficulty (I find it very hard to make easy levels interesting).
- Overworld creation (it might just be Lunar Magic's interface, but oh how I hate placing those 8 x 8 tiles).
- Creative gimmicks (I tend to play it safe with my level design. I would rather make something objectively enjoyable instead of taking risks and potentially igniting the fires of the internet).
User: Hinalyte / ID: 1553 ~ loading kotori.css
I am not good at everything!

Graphics comes to mind, even though my hacks doesn't have wide variety of graphics to choose from (since I mainly stick on a single theme and/or similar graphics). Level design comes in second, since I like making my levels player-friendly and not difficult as hell, but I don't really think I'm good with that, but I'd like to improve my skills on that area more.
From more skilled (1) to less skilled (6), I'd say:

1) Paletting: I'm constantly changing and hueing colors in my hack, so I already have lots of experience in this one. I also have a fair grasp on which colors should fit each different theme, for creating a pleasant atmosphere.

2) Graphics: another thing that I got experience from constant changes in my hack. I wish I could say I'm a graphics expert, but there's still a bunch of things to learn and to experiment. But it certainly is a very strong point of mine and I enjoy a lot messing around with those pixels and watch the results. >:3

3) Challenging level design: unfairness is something frowned upon in normal hacks. But that doesn't mean I like to see little challenge either. More challenging = more satisfaction after beating the challenge, so I'm constantly trying to achieve the "just hard" difficulty level.

4) OW designing; Music: I don't have very much experience in both aspects, and especially in Music, there's still a lot to learn. However, I found myself already creating interesting stuff in these aspects, so yeah, pretty much average skills.

5) Enjoyable level design: the hardest part of creating challenging level design is to make it still enjoyable, and that's one thing I'm constantly struggling to get right. I also don't have an immediate grasp on the fun factor of my latest levels. It takes some time and inspiration for me to look back and say "This level could be improved". However, I feel I'm improving more and more on this aspect lately, since I've been revamping my hack for quite some time.

6) ASM: no knowledge, no experience, no skill. #ab{:P}
I'd say I'm decent at designing overworlds and designing levels. Definitely not noteworthy at either. I'm okay at best when it comes to drawing my own graphics as well. However, one thing I am confident in is my palette editing. While I'm still no master at that, my palettes are usually liked when I share them, so that's pretty nice.
I'd say good level design, but limited to chocolate hack.
When I uses custom materials, I can find new idea easily, but if I uses vanilla one, my level may be a bit of flat.
Not sure why.

I can also write some LevelASM and block codes, but only a little.
I am currently learning 65c816 ASM for my new ideas.
graphics kinda. i can draw.
asm definitely. not inserting, but creating. prefer patches to sprites. have hardly worked with blocks.
overworld kinda fits with graphics, though i havent made an ow since the last contest.
palettes, though its kinda hard to be bad at this.

cant design (levels/gfx) or music. will change at some point
I enjoy overworld design and being the ideas guy, once it comes to actual level design tho ...
I'd say palettes because a level should look nice with different colors and the same old boring ones. Whenever I'm bored, I can make really good palettes, otherwise no.
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