Jojenga
Dedicated
Hrgleblah
Posts: 551
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Post by Jojenga on Jun 27, 2009 7:55:19 GMT -5
Officially, the first level is done!!! Now, i'll need some testers to help me along the way in making this, so if you wanna help me in making it, go right ahead Testers- - - - - - - - Here is the link for the ROM...so get to testing!! www.mediafire.com/?dnmwh1mujhr(also, there are two levels that are "Done". Yoshi's House, and the level to the left. The rest is all just the normal super mario world levels)
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Post by TailsDollFan on Jun 27, 2009 10:10:06 GMT -5
*Is already testing it* (D)
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Post by Ray on Jun 27, 2009 13:15:07 GMT -5
Oh boy, a level that has no end when going through a warp pipe, yaaay.
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Post by HyperShadowClone on Jun 27, 2009 19:29:56 GMT -5
Pretty good, but it wasn't really too hard, but it's just the first levels after all.
A few things I recommend to make it a bit better: The Bone-Koopa guys, they just look like garbage data. You could change the Sprite GFX, but that changes some of the other enemies to garbage data, so I dunno. The Invisible Coin-Block trap, maybe you could put a Muncher/Black Pirahna Plant or something in there, so people can kill themselves, unless you want them to wait untill the time runs out. Also, if you're big with Yoshi, you can jump on the Help Box and jump out if you haven't set off the Invisible Block there.
EDIT: Hmm... Maybe I should post my hack. ...Once I get my thumbdrive... That's at my friend's house... And that friend is in France for a year....
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Jojenga
Dedicated
Hrgleblah
Posts: 551
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Post by Jojenga on Jun 27, 2009 20:14:40 GMT -5
Thanks for the advice To HSC: I dunno how to change sprite GFXes, but i'll do my best! (even though the garbage data makes it look hilarious...) Also, i am currently working on level two, so...ya To Ray: this rom is meant to be played on ZSNES, which has savestates, and it can rewind time for a certain amount of times...and theres a key at the end of the first level BEFORE you go through the first warp pipe...so, ya. Thanks for testing guys! Expect the second level in one week or so!
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Post by HyperShadowClone on Jun 28, 2009 2:10:28 GMT -5
If you're using Lunar Magic, then here's how to change the Sprite GFX: Click "Open "Change Index of Graphics" Dialog" (The button looks like a poison mushroom.) There should be 2 drop-down menus. The 2nd one is the Sprite GFX one. If you want the Dry Bones to look normal, select the 2nd Sprite GFX option. (The one with "(Castle)" at the end.)
If you're using something other then Lunar Magic, then I don't know.
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Post by Ray on Jun 28, 2009 8:26:21 GMT -5
One problem with that key though.
It seems impossible to get back to the pipe.
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Post by TailsDollFan on Jun 28, 2009 20:37:15 GMT -5
'Kay Jojenga, I took your Hack and edited some parts to make it better, if you don't mind. These are some pictures of the differences: First of all, I got rid of that random trampoline thing in the beginning. Secondly, I did successfully change the GFX of the Dry Bones, but it ended up messing up the Dino's GFX, so I just decided to replace the Dry Bones with Bouncing Paratroopas. I can't show this part very clearly, but I made the area where the keyhole is have a side-exit so you don't get trapped if you accidentally enter that area, more or less because I haven't learned how to make successful Warps using Warp Pipes yet. Next, I simply made the Bullet Bill Canons fire Bullet Bills (Every cannon fires one, even though the picture shows only one being fired.) I can't clearly show you, but I made the distance of the Key Hole closer to the entrance, because you put a ridiculous amount of space from the Key Hole and the entrance. You can't clearly notice this either, but I rounded the edges in your level (Look at the ground towards the lower right and left) To make your game more aesthetically presentable, I made the Dragon Coin on the slope downward instead of behind the bush where it looked cut-off. And lastly I added more signs at the end of the stage for lulz. :P Hope that helps! :P Also, here's the IPS patch of the game: www.mediafire.com/?owtyz0jbvyaAnd to patch it, you'll need an IPS Patcher program, I used LunarIPS, so go google it and apply the patch. Hope I helped. :D
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Jojenga
Dedicated
Hrgleblah
Posts: 551
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Post by Jojenga on Jun 28, 2009 23:20:12 GMT -5
hmm...looks like we've got an editer now!
Heh, well, thanks for the help!
As i said, this was only the first level. You can expect MUCH more from me after learning all this ;D
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Post by Ray on Jun 29, 2009 10:04:31 GMT -5
Oh yeah, thanks for reminding me to work on my hack.
Oh yah, ad its still impossible to get back to the pipe after getting the key. =/
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Razer
General
Never getting dizzy
Posts: 944
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Post by Razer on Jun 30, 2009 12:19:39 GMT -5
www.smwcentral.net/ That might teach you some necessities in SMW modding. Also Here's a good tip: For legal reasons you have to make this an IPS patch. Especially while it's at an early stage like this and the original game is still in tact.
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Post by HyperShadowClone on Jun 30, 2009 17:30:51 GMT -5
Actually Ray, it is possible. If you can't get it past the part with the climbing-wire bits, I can think of 2 ways to do it. 1: You can try do a glitch where if you throw something up, go on something climb-able, then catch the object as it's coming down, you'll be holding it on the climbing parts. This is the harder choice, IMO. 2: Throw the key up onto the cloud platforms, jump onto the wire, then onto the clouds, throw the key across the pit, trying to make it land on the other side, then just get across via the wire. EDIT: Just tried your version, TDF, but ZSNES didn't seem to be able to read it.
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Post by Ray on Jun 30, 2009 20:39:17 GMT -5
You have to patch Jojenga'rom, not a SMW rom.
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Post by HyperShadowClone on Jul 1, 2009 0:39:31 GMT -5
Ah... Mkay then.
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