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05-03-22 09:10:04 PM
Jul - General Game/ROM Hacking - The General Project Screenshot/Videos Thread... New poll - New thread - New reply
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Schwa
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Posted on 01-05-08 11:47:49 PM Link | Quote

(to Googie) I dunno... There's something about that level that I don't like. It reminds me of W1-1 in SMBCC, which wasn't very good IMO. Maybe the obstacles aren't close enough together. Maybe the theme of the level isn't distinguishable enough. I'm not sure, exactly; it's hard to place. The level's not BAD, though... I just think it needs some tweaking.

(to SNN) Oh my God. That's AWESOME. You drew that!? The overworld is truly a masterpiece! But if you wanna know what I think, I'll say the true beauty isn't how it looks originally, but how the paths branch out and stuff. It doesn't really look like a linear overworld, which is good... Just remember you're goal is to one-up the exit diversity in the original SMW and you should be good. That's what I say.

Here's one of my own. Sukasa already saw it, now you guys get to.

<object width="425" height="355"><embed src="http://www.youtube.com/v/dCJ2vukWUAs&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object>

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Boing
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Posted on 01-06-08 12:55:30 AM (last edited by Boing at 01-05-08 09:58 PM) Link | Quote


<object width="80" height="185">

<embed src="http://bbsplat.googlepages.com/bounce.swf" width="80" height="185">
</embed>
</object>


Seems pretty good, but here are some suggestions:

- The part where you kick the shell into the vine blocks looks annoying, I'd prefer if you only did it for the side path for the wind idol.
- I couldn't tell which koopas were bomb koopas, but that may have been the movie quality.
- The Beezos look weird going in and out of the quicksand, and since that is unavoidable, I suggest you just remove altogether.
- I don't like the glitched coin counter as a result of the wind idols. Since I'm assuming they take you to an edited bonus room, I'd prefer if you made it use the bonus star counter.

Edit:
I forgot, the speed edits to the sprites look odd at times. Particularly the super-fast crab once it's been jumped on. The tweeter's palette could use some work. Also, I think you should use a smaller variety of enemies per level.

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Posted on 01-06-08 01:01:23 AM (last edited by Tanks at 01-05-08 10:01 PM) Link | Quote
Very nice usage of the "Dust Hill" BG Schwa... I'm much impressed.

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Posted on 01-06-08 03:41:57 AM (last edited by Sukasa at 01-06-08 03:54 AM) Link | Quote
Profile | Send PM
Real Life Comics
p2pnet.net
My Site
http://sukasa.kicks-ass.org/SNESDEV.rar

An SNES-geared IDE I've been working on, on-and-off over the past while. Sidebar icon graphics courtesy Kawa.

EDIT: finished alpha 1. Can load/save projects, and open reference documents. Read snesdev-sample for .proj file format details. Expect better when I bring it to beta stage.

EDIT2: fixed a bug, here's a linke to the update exe

http://sukasa.kicks-ass.org/SNESDEV.exe


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Rena
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Posted on 01-06-08 06:15:00 AM Link | Quote
Jul - Post #2073 - 01-06-08 01:15:00am
S.N.N., looking very nice so far. I take it you'll be adding more? Nonlinearness is nice.

Schwa, looks pretty good. About the quicksand, there's a flag that makes Mario go behind background objects. Your quicksand block could set that instead of using layer priority, so other sprites don't go behind it. (Then of course you'd need to force him to pass through another block to unset it after coming out. I imagine just outlining the sand and whatever's on top of it with those would do the trick, so long as they had a lower Map16 # than the sand itself.)

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Schwa
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Posted on 01-06-08 07:49:34 AM Link | Quote

Originally posted by Boing
- The part where you kick the shell into the vine blocks looks annoying, I'd prefer if you only did it for the side path for the wind idol.

I disagree. I like the thought of having to kick the P-Switch over the cactus during the midair jump to the vine. The only bad part is if you manage to kill the Yellow Koopa for good, but luckily that's why the Midway Point is so close to this part.

Originally posted by Boing
- I couldn't tell which koopas were bomb koopas, but that may have been the movie quality.

Bomb Koopas have grey shells.

Originally posted by Boing
- The Beezos look weird going in and out of the quicksand, and since that is unavoidable, I suggest you just remove altogether.

Yeah, I hate this part too, but I think the Beezos go well with the terrain structure and the Venus Plants. I could take HH's suggestion, but it would take some setting up... Maybe I'll get to it some other time.

Originally posted by Boing
- I don't like the glitched coin counter as a result of the wind idols. Since I'm assuming they take you to an edited bonus room, I'd prefer if you made it use the bonus star counter.

Well, actually they send you to Level C8 or 1C8 depending on the overworld status, and if you fall off the level you activate the Normal Exit without losing a life. Fixing the coin counter is easy, though; all I have to do is add some code in the block ASM file that sets his coins to 99 if they're any higher than that. But make "99" into "P6", now, 'cause I changed a hex value to let Mario carry 256 coins instead of 99. He'll need them for shops.

Bonus Stars I haven't done anything to, anymore.

Originally posted by Boing
I forgot, the speed edits to the sprites look odd at times. Particularly the super-fast crab once it's been jumped on. The tweeter's palette could use some work. Also, I think you should use a smaller variety of enemies per level.

I don't think the crab looks weird at all. The Tweeter's palette was chosen to make him look like a desert creature. And tell me again how enemy variety is a bad thing? It really isn't...

These are good suggestions, but none of them really suit my style. I've been doing the hacking thing for a while, and I tend to do things outside of the box...

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S.N.N.
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Posted on 01-06-08 04:21:05 PM Link | Quote
Oh my god, Kattwah's layout works!
--------------------------------

Schwa: Looks great. I like the good use of the palette-swapped SMB2 graphics - they actually work quite well for the desert appearence. Nice work

Originally posted by HyperHacker
S.N.N., looking very nice so far. I take it you'll be adding more?


Actually, this is all I have been working on for the past few days, and it just so happens I was about to post the final screen, so here it is



Keytastrophe's final OW. I may change stuff here or there, but they will be minor. Since the world's are all interconnected, there are shortcuts and pipes that connect them all, to form a wonderfully convoluted adventure

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Golden Yoshi
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Posted on 01-06-08 04:53:20 PM Link | Quote
Excellent overworld, S.N.N. Everything is detailed perfectly. It's nice to see you working very hard on every aspect of this hack.

The only thing that seems a bit out of place, and I really mean a bit, is that bridge right above the 4th castle. It appears to lead into the water to that red dot level, is that correct? It just seems to be out of perspective a bit, since the other bridge in the screen goes from the top of one land mass to another.

Sorry if I misunderstood the purpose of that, correct me if I'm wrong. That's literally the only problem I can find. Great job!
Sunny

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Posted on 01-06-08 05:14:37 PM Link | Quote
Originally posted by Golden Yoshi
The only thing that seems a bit out of place, and I really mean a bit, is that bridge right above the 4th castle. It appears to lead into the water to that red dot level, is that correct? It just seems to be out of perspective a bit, since the other bridge in the screen goes from the top of one land mass to another.

Hmm...it could be a dock. It's a different graphic from the other bridge, too. Yeah, that sounds about right. Right?

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Golden Yoshi
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Posted on 01-06-08 05:15:44 PM Link | Quote
Originally posted by Madman200
Originally posted by Golden Yoshi
The only thing that seems a bit out of place, and I really mean a bit, is that bridge right above the 4th castle. It appears to lead into the water to that red dot level, is that correct? It just seems to be out of perspective a bit, since the other bridge in the screen goes from the top of one land mass to another.

Hmm...it could be a dock. It's a different graphic from the other bridge, too. Yeah, that sounds about right. Right?


I see it now...wasn't looking close enough.

If that's the case then, perfect overworld!
Googie

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Posted on 01-06-08 05:38:27 PM Link | Quote
Originally posted by Schwa
(to Googie) I dunno... There's something about that level that I don't like. It reminds me of W1-1 in SMBCC, which wasn't very good IMO. Maybe the obstacles aren't close enough together. Maybe the theme of the level isn't distinguishable enough. I'm not sure, exactly; it's hard to place. The level's not BAD, though... I just think it needs some tweaking.


I guess I could redo the level, it depends on how level 1-2 comes out if anything. I'l see if I have some free time this week. ^^'

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Boing
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Posted on 01-06-08 05:44:30 PM Link | Quote


<object width="80" height="185">

<embed src="http://bbsplat.googlepages.com/bounce.swf" width="80" height="185">
</embed>
</object>


@SNN:
The perspective on the cliff left of the waterfall annoys me. It should be the same height as the cliff on the right side. Other than that the OW looks great.

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Schwa
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Posted on 01-06-08 06:34:48 PM Link | Quote

Originally posted by MysterMask
I guess I could redo the level, it depends on how level 1-2 comes out if anything. I'l see if I have some free time this week. ^^'

No need to re-do it until you have more of your hack done. By then your level quality will have overall improved. Just look at Chaos Control... Worlds 6 and 7 have much, much better levels than Worlds 1 and 2. (That was one of my mistakes actually.)

Originally posted by Boing
The perspective on the cliff left of the waterfall annoys me. It should be the same height as the cliff on the right side.

I disagree. I like it the way it is.

Geez, I'm probably gonna end up disagreeing with you all the time, at this rate...

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Sunny

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Posted on 01-06-08 06:44:31 PM Link | Quote
Originally posted by Schwa
Originally posted by Boing
The perspective on the cliff left of the waterfall annoys me. It should be the same height as the cliff on the right side.

I disagree. I like it the way it is.

Wait...I think...I think I see what he's talking about.



1: The two landmasses connected by bridge should be the same height.
2: The next level up on both landmasses are about the same height.
3: The second level up on the first landmass DOUBLES the original height, then another level up.
4: Unless the road leading from Castle 4 is sloped, the geometry is broken, it seems.

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S.N.N.
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Posted on 01-06-08 06:55:25 PM Link | Quote
Oh my god, Kattwah's layout works!
--------------------------------

Thanks for the comments everyone. Madman200 was originally right - it is a dock.

Also:

1. I see what you're talking about. The north side of the bridge is one tile larger than the south side. Fixed.
2 + 4 together: Yes, I should not have made the summit of castle 4 connect to that cliff - I knew it looked wrong and I was stupid to leave it. Fixed
3. I'm not sure what you're talking about here.

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AlexAR
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Posted on 01-06-08 06:56:22 PM Link | Quote
Originally posted by S.N.N.

Actually, this is all I have been working on for the past few days, and it just so happens I was about to post the final screen, so here it is


Keytastrophe's final OW. I may change stuff here or there, but they will be minor. Since the world's are all interconnected, there are shortcuts and pipes that connect them all, to form a wonderfully convoluted adventure


Truly a masterpiece of an overworld. I can't wait to see it in action. If I had to comment on one thing though..I know its like that in the original..but suddenly I am no liking the small white dots for the water paths.

They seem to be clashing with the white waves . You have the waves in the big ocean up north but not in the small lake at the bottom of the waterfall. Then again you have em in that water area in the south east corner.

Its most likely intentional, but have you tried just removing all the waves and leaving it a clear calm blue water surface? Regardless, like I said your oveworld is 1st class.

Plus I really like what your doing with that hazy green patch next to the right sunken ship. Is that like a marsh area? Sea coral area? Mushy grass/sand/water area? I bet it rocks whatever it is. :p
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Posted on 01-06-08 06:58:40 PM Link | Quote
Originally posted by S.N.N.
3. I'm not sure what you're talking about here.

I had actually meant all 4 of them to be strung together to form a mental 2D side image of what the land looked like.
1 gave you the lowest land, 2 the wall & fort floor. 3 told you of how the next two floors made the height of one side much higher than the other side. And 4 was just there, I suppose.

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Dr. Mario
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Posted on 01-07-08 09:27:27 AM (last edited by Dr. Mario at 01-07-08 08:05 AM) Link | Quote

Does this look bad? I'm experimenting with "borrowing" some things from screen shots of the unfinished Game.com version of SotN
Googie

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Posted on 01-07-08 01:57:57 PM Link | Quote
Looks fine to me, I like that curtain graphic face that's up there. ^^

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Dr. Mario
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Posted on 01-08-08 03:17:30 AM (last edited by Dr. Mario at 01-08-08 04:57 AM) Link | Quote

Redesigned the curtains.
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Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
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