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Abuse and Die 3 (final stage) The end

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Originally posted by MercuryPenny
Originally posted by Sokobansolver
Just import the barrel .pal file and then if needed copy and paste the pallet rows that the FG and BG palettes use.

But what if the skull cart uses the same palette?

Then you could remap its palette slot somewhere on the .asm file (can't recall where, but changing it should be fine for the most part).

Your latest updates look intense, by the way. I tried to see if both the barrel and the no-jump generator fit in the same level, and it didn't due to the fact that you should press B or A to boost out of it (and said generator treats that as "jumping" altogether). You could work around it somehow, I guess.
I may stop Kaizo hacking when I finished AAD3.
I can not hear it.
Always these compare.

I never start with Kaizo should not it?

I would like to thank a few who have managed to finally destroy my only fun. =)
I'm not sure if you meant to imply that, but don't think of what we say as "destroying your only fun" if it's of any consolation.

I know how you feel regarding the fact you'll stop Kaizo hacking after you're finished with this hack, and I suppose you're just a little overwhelmed with all those hacks you start. There's no problem if you always start with Kaizo (again, if that's what you meant with that sentence). Sure, it kills our usual boredom and requires a lot of thought, but it's up to you as to whether this should be the last of that sort or not.
Originally posted by Katerpie
I'm not sure if you meant to imply that, but don't think of what we say as "destroying your only fun" if it's of any consolation.

I know how you feel regarding the fact you'll stop Kaizo hacking after you're finished with this hack, and I suppose you're just a little overwhelmed with all those hacks you start. There's no problem if you always start with Kaizo (again, if that's what you meant with that sentence). Sure, it kills our usual boredom and requires a lot of thought, but it's up to you as to whether this should be the last of that sort or not.


I do not really want to stop but I am very overwhelmed and there are some people who very much crap to tell (not here on smwc) so I then had my very first youtube acount disabled.
If I stop I do not know, but I'll think about it yet.

Or I start these people ignore, that would be to finally think I have a very good solution calm.
I'm not really satisfied with the level but I wanted to finish as soon as possible.

I have a few things away.

Cave Craziness is stage 4 and stage 5 Vortex.
The next stage is much longer and I'll leave me this time time there.

Abuse and Die 3 stage 4 Cave Craziness
You've done something to prevent the player from swimming under the level at about 1:29, right?

Other than that, it was pretty good, though fixing the buzzy beetle shell's graphics would be a good idea.
@MercuryPenny I forgot the buzzy beetle graphics to fix.

Well here's a little preview to Kaizomaniac. I think Yoshi's Lair stage 7 because it is far too brutalist.

Abuse and Die 3 stage 6 Kaizomaniac preview
Cave Craziness is nicely designed, but I'm not sure if I should call it one of my favorites. There are some things I feel like nitpicking about it, one of them being the placement of the upside down Piranha Plants. The way they're placed in the level renders them uneffective, since they don't serve as actual obstacles after you hurt yourself in the munchers.
You don't need to make the red Yoshi grow up where you did at 2:10. Simply bump your head onto the turn block after feeding whatever he needs to be fed, counting as four edible sprites, wait for the green shelless koopa to get near the edge of the last blue pipe and feed it to the red baby Yoshi.
Otherwise, that's all I could point out. Nice work so far.

Regarding the preview, I don't think anybody has ever taken advantage of the barrels' odd behavior before, so props to that.
Originally posted by Katerpie
Cave Craziness is nicely designed, but I'm not sure if I should call it one of my favorites. There are some things I feel like nitpicking about it, one of them being the placement of the upside down Piranha Plants. The way they're placed in the level renders them uneffective, since they don't serve as actual obstacles after you hurt yourself in the munchers.
You don't need to make the red Yoshi grow up where you did at 2:10. Simply bump your head onto the turn block after feeding whatever he needs to be fed, counting as four edible sprites, wait for the green shelless koopa to get near the edge of the last blue pipe and feed it to the red baby Yoshi.
Otherwise, that's all I could point out. Nice work so far.

Regarding the preview, I don't think anybody has ever taken advantage of the barrels' odd behavior before, so props to that.


Wow, thanks for the feedback!
I'm not really satisfied with the level but I wanted to finish as soon as possible.

I will try to fix the breaks.

And this time I let myself this time!
Originally posted by TheAbusefreakhacker0
I'm not really satisfied with the level but I wanted to finish as soon as possible.

Don't rush yourself. It's better to take your time on a stage that you'll end up being satisfied with.
@Sixcorby I'm going to leave me the time this time.

Now I'm bored so I want to show you some screenshots to Kaizomaniac.


Speedy block! Are you fast enough?


Shell race.
Does anyone know where I get a block that destroyed items?
I've searched but found nothing.


Barrels and OneUp juggle it?
I'm not sure if it is possible.


Ignore the graphics, I'll fix it later. These are Thwomps.

Maybe I'll use a different music, Discotrain of Donkey Kong does not fit somehow.
I don't understand which block you want in this hack. Do you want one that kills sprites on contact or one that removes your current powerup? If it's the former, you can find it here, but either way, you could always try to recreate what you can't find with Blockreator, which has all routines and specific events you can mess with and isn't hard to build simple blocks once you get used to it.

The screenshots look crazy, by the way.
Originally posted by Katerpie
I don't understand which block you want in this hack. Do you want one that kills sprites on contact or one that removes your current powerup? If it's the former, you can find it here, but either way, you could always try to recreate what you can't find with Blockreator, which has all routines and specific events you can mess with and isn't hard to build simple blocks once you get used to it.

The screenshots look crazy, by the way.


I mean something like shell destroy block or Yoshi and key destroy block.

Kinda like in
Mario vs. the Fourth Wall
and thank you
On which case, it was a simple matter of reskinning the conveyor block to make it act like lava (tile 4/5). It doesn't kill all sprites when you face it for instance (the key is one of the examples that refuses to work), although what I said about creating your own blocks still counts.
I do not have much to show today


The beginning of Yoshi's Lair



Kaizomaniac !



final stage L+R Jumping
L+R


What do you think of the background? It is the last stage

I would very much like to use here in my level
Click

But, there are unfortunately no port
The penultimate screenshots for Kaizomaniac.


Autoscroll part


Skull Car Athletics


A flying car?







I think the stage will be about 9 minutes.
Originally posted by TheAbusefreakhacker0

Yes. Requiring tedious, constant shell jumping along with wall jumps is pit-style design.
Originally posted by TheAbusefreakhacker0

Do it if you want. This is the third in the series, after all, and I remember mentionings of the previous hacks having pit last levels but they looked easy pit, if at all.
Legacy custom music
A site where you can be able to hit that dislike where your dislike will be visible to other people and not have to rely on a browser extension as well as actually watch my SMW hacking content

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