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10-16-14 07:40:22 PM

Jul - Posts by Koolboyman
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Koolboyman
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Posted on 04-10-12 04:23:16 AM, in Pure Vanilla SMW Contest (Soon, before Monday) (last edited by Koolboyman at 04-10-12 04:26 AM) Link
Originally posted by Raspberry
How often did you notice cutoff in SMW when you played it the first time, though?

If it isn't noticeable for players and doesn't provide any noticeable improvement in the game's aesthetic, it's a problem which is a pretty easy candidate for the "won't fix" list.


I noticed cutoff when I was a kid, but didn't think much of it. Then again, I played way too many video games for my own good and over analyzed EVERYTHING.

It should be on the "won't fix" list if it's so low on the priority list that the developers can't get to it on time before the final build date. It happens all the time in video games. Hell, maybe the developers themselves didn't even notice it which would be understandable.

I know It's impossible to fix every single error in a game to make the "perfect game". You're always going to miss something, hell 100 beta testers may all miss something. I'm just saying, if you know that the minor error exists and have time, why not fix it? If you only think two people will see it, still fix it. Then you'll have two less people noticing a flaw in the game.

Maybe I'm a perfectionist, but whatever. That's just how I treat my projects.
Koolboyman
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Posted on 04-10-12 07:57:46 PM, in Should we release incomplete versions of our ROM Hacks? (last edited by Koolboyman at 04-10-12 07:58 PM) Link
Good news!

The admin of Doperoms finally just got back to me and he removed both of my hacks from his website and apologized to me. He's alright in my book now.
Koolboyman
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Posted on 04-12-12 09:15:20 PM, in Pure Vanilla SMW Contest (Soon, before Monday) (last edited by Koolboyman at 04-12-12 09:16 PM) Link
Originally posted by paulguy
It's a trade off between how they think it should look, what they want to do with level designs, and how they are able to address individual graphics. They might have known, but to fix it would require too much video memory/tile references or they wiould be too restricted in their level designs or they would have to change the graphics style too much. They picked a compromise in the middle that worked within their limitations, wishes and time frame. My understanding is that super mario world was made under a fairly tight deadline.


Like I said, the cutoff in SMW is excusable due to memory limitations, deadlines, and priorities. There's no argument there.

Anyway here's the first part of my level redone. Once again, lemme know what you think. Positives and negatives.

tinyshit/1j126x.png
Koolboyman
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Posted on 04-15-12 04:03:04 PM, in Pure Vanilla SMW Contest (Soon, before Monday) Link
My level's almost done. It'll be uploaded tomorrow!
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Posted on 04-17-12 01:21:19 AM, in Pure Vanilla SMW Contest (Soon, before Monday) (last edited by Koolboyman at 04-17-12 04:12 AM) Link
So here's my silly level. I slack off at the second half due to time. Glad I got it done though. It's probably not the best, but this was my first serious attempt at a Super Mario World level!

http://www.sendspace.com/file/ir8a6t
Koolboyman
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Posted on 04-17-12 03:02:38 PM, in Pure Vanilla SMW Contest (Soon, before Monday) Link
So which level is your guys favorite?

Mine is Swooper's Delight.
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Posted on 04-17-12 03:04:39 PM, in Please Stop Posting Pictures Of Your Failure To Maintain Singularity Link
Natural selection these days is working the polar opposite of what nature intended.
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Posted on 04-21-12 10:29:39 PM, in Pure Vanilla SMW Contest (Soon, before Monday) (last edited by Koolboyman at 04-22-12 04:25 AM) Link
Originally posted by Eppy37
My playthrough of all of the levels(Sans Sine).

Done in a random order.


Watched my section of the video. Here's my thoughts on your thoughts.

- Yeah the beginning might have a few too many sprites, but I wanted something that would keep the player constantly alert. Normal difficulty Mario hacks bore me, but at the same time I think what I did was close to reasonable for moderate difficulty.
- Midpoint is close to the end because I didn't have much time to finish the second half of the level so I had to cut it short.
- That jump IMO is not that hard. I designed it so you would be faked out by that swooper (which worked), but for the most part it's harmless. Just jump when the Piranha plant is not there and the two spike turtles aren't on the top of the other ledge and you'll make it every time. Plus, there's a shortcut over that part that you missed if its too hard for you. You shouldn't have played through the level with a linear part of view, there's way around a few of the difficult parts that you didn't even look for.

Ironically, I looked a few other levels you played, and I liked the levels that you gave thumbs down, and visa versa. All of the levels I disliked (five of them) you gave thumbs up. Sure they might be hard, but I believe they put a hell of a lot more thought into level design and whatnot than the levels you gave thumbs up to. The Dinosaur level was one of my favorites, but I also liked Swooper which you liked too. Part of me feels that the sole reason you gave these levels a thumbs down was because they were hard. I'm not saying that's true, I just somewhat got that impression when watching your video. To each his own, we like different kinds of levels.

Originally posted by AxemJinx
I've played all the levels, and felt like giving a bit of random feedback.
Koolboyman:
-Once I get that first mushroom, I can either go through all those enemies twice more just to get a fire flower, or just continue onward. I'll take the latter option, thanks :b Even if you start with a powerup, there's no incentive to get that fire flower, since you can just get one from the question block, no backtracking required. Of course, I'm speaking from hindsight, but what I'm trying to say is that the fire flower doesn't seem like a good reward given what you have to do to get it.
-The time limit seems a little low, especially if you go out of your way to do all the optional stuff.
-It might just be me, but I felt like some of the swoopers swooped a bit too early/low or were easily fake-out-able.



- Yeah, you're given the choice, and I think it's a decent reward since you are not given another power up until after the midpoint. It might be helpful if you entered the level as small Mario, but you can just ignore it if you're already big and get a fire flower from that block. From what I saw, if you keep dying in the ice cave, you'll keep entering the level as Small Mario. The player would eventually notice the clouds and then the fire flower and see that if they do a little something extra they can make the preceding part easier (especially with the chuck). It also encourages people to actually explore through my level and not just take a linear path from start to end. That was just my point of view, but I understand yours too.
- I think the time limit is decent enough. It's a medium sized level. But I can see how that can be a problem for people who aren't that good at playing SMW. I should have added 50 seconds or so.
- Some were fake out, some went in a direction that you wouldn't assume that they would go into. In retrospect, some of those were a bad idea.

Thank you both for the feedback.
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Posted on 05-21-12 01:34:55 PM, in Pure Vanilla SMW Contest Results! (last edited by Koolboyman at 05-21-12 01:35:57 PM) Link
Well this was a fun little contest. I do agree with the good points and bad points about my level and I'm glad you understand why all of those edges exist in an ice level. 75% (79% if graded on a curve) isn't bad at all for a first serious attempt at a SMW level.

If you're going to put them all together in A ROM hack, can I submit an updated IPS? I fixed a few issues already, thanks.
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Posted on 05-31-12 06:32:33 PM, in Mumbo's Wand (Banjo-Kazooie Editor) Link
I'm hoping we can get an early version of this program out by the summer.

At the moment we're working out glitches in the program and parsing object IDs. We're also going to try to have it apply a patch to support bigger levels using the N64 Expansion Pack. You'll be able to import your levels with obj files and be able to place objects such as notes, jiggies, warps and enemies wherever you want (that was in the original game) in the level.

I'm hoping we can have scripting support in a future version so people could customize their own events and whatnot. We might have to make our own custom script engine since BK just uses ASM which may be too difficult for some people. Animation importing for objects are going to be a bit tricky too, I'm not sure how the N64 exactly handles the bones.
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Posted on 06-05-12 07:38:21 PM, in Mumbo's Wand (Banjo-Kazooie Editor) Link
Here's an importation of a level presented by Skill:





















Koolboyman
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Posted on 04-09-13 02:30:20 PM, in Mumbo's Wand (Banjo-Kazooie Editor) (last edited by Koolboyman at 04-09-13 02:30:45 PM) Link
The first version of the program is now in the beta phase. We're hoping to get the first version released as soon as possible. Check out this video and let me know what you think of the interface and the features, both positives and negatives.

http://www.youtube.com/watch?v=2HRGhbyk0y0
Pages: 1 2
Jul - Posts by Koolboyman






Rusted Logic

Acmlmboard - 07/23/2013 b378.03
©2000-2013 Acmlm, Xkeeper, Inuyasha, et al.

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