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RttC [10/17/09- Message Box Script]

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7/1/09- The RttC Soundtrack is released! Go here for the download:

http://www.megaupload.com/?d=95O1B4P8


10/17/09:
Due to an unexpected request, I've compiled all of the message box text in RttC into a MSWord document. For anyone who's interested, the upload link is:

http://www.megaupload.com/?d=D3ABI06V

I'm surprised I left so many typos in there; I should update the patch to v1.3 at some point. In the meantime, does anybody have suggestions for 'informational' message boxes that would make any given level easier?
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no apparent graphic glitches, funny level names, and good screenshots.
This hack looks good.
Cloudy screnie is awesome.
BEST IRC QUOTE EVER:[on the topic of robot master names being suggestive]
<&SNN> they could be completely blunt and just say something like
<&SNN> "Big Fucking Erection Man"
I like the name, but take the "Super Mario World" out, it's overused. Also, you CAN submit it, but I recomend you finish at least 1 or two worlds before submiting it. It kinda gets boring and you wouldn't get good comments due to lack of levels and no OW. :/
H'm this looks like one of those, challenger hacks. I like the insane hard ones, and this looks like that, but it's no kaizo world so... but I digress. This looks nice, and creative, I'd like to see this turn out well.
Your layout has been removed.
Wow, that looks almost impossible... I've never been a big fan of virtually impossible hacks, but that's just my opinion.

I also like the level names you used. The cold cloud climb last screen has some clouds with cut-off edges. Also, they're really hard to see. Also as Bad Luck Man said, you shouldn't insert it as a demo yet if you don't have an overworld and you only have 3 levels. That's just a recipe for disaster. Just a bit of ExGFX and it would be fine.
My very first attempt ever at a SMW hack resulted in a hack that was almost impossible (although it wasn't as well done as yours). All of the things I was going to mention were already mentioned except for in the third screens shot I don't think that the top corners of the underwater land look very good. Other than that I think you're off to a pretty good start.

Nice names for the levels... And the screenshots show that this is a hard hack (My opinion). Keep up on it.

It looks nice and challenging. I like the ice tide and ice climb ideas. In the cloud screen though, there are cut-off ledges. Also, the castle...I dunno, it just seems like there's too much going on, and there are cutoff tiles.

All in all, looks nice.

Originally posted by Moe
Just a bit of ExGFX and it would be fine.

Level design is more important. >_<

Your layout has been removed.
Originally posted by pieguy1372
Originally posted by Moe
Just a bit of ExGFX and it would be fine.

Level design is more important. >_<

True, but I'm sure that most people would judge a hack by GFX, since its hard to see level design from screens. :P

Looks nice, but don't use thumbnails. They are annoying. :S
And here are a couple more screenshots now that the first demo is out:







I don't know why they're still thumbnails- I thought I resized them *sigh*. Anyway, check it out if you can- I always appreciate constructive criticism.
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I like your use of palettes, the last one reminds me of Lineland Road from Super Paper Mario. Use Photobucket instead of Imageshack, your images won't appear as thumbnails.
I played the demo, and what you have is good. However, I do have a few complaints:

-What was with the floating water in Cobalt Caverns? If it's spraying out of the pipes like I think it's supposed to be, then it shouldn't have random empty spots in it. Also, it shouldn't be still water, it should be animated like actual water would be.
-Monty Mole Hall was too hard. The conveyor belt slopes were annoying, because they could screw up and leave Mario not in control of his actions. :P
-Tornado Zone relied too much on luck. Basically, you'd have to get it exactly perfect or die, which can be impossible at points.
-Why wasn't the OW edited? D:
Your layout has been removed.
Originally posted by pieguy1372
I played the demo, and what you have is good. However, I do have a few complaints:

-What was with the floating water in Cobalt Caverns? If it's spraying out of the pipes like I think it's supposed to be, then it shouldn't have random empty spots in it. Also, it shouldn't be still water, it should be animated like actual water would be.
-Monty Mole Hall was too hard. The conveyor belt slopes were annoying, because they could screw up and leave Mario not in control of his actions. :P
-Tornado Zone relied too much on luck. Basically, you'd have to get it exactly perfect or die, which can be impossible at points.
-Why wasn't the OW edited? D:


Before I respond to these, I have to ask you something. Did you download the demo from smwcentral? Apparently the demo was just removed for freezing after the title screen...but you played through the entire thing.

*confusion* I don't understand...
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Host your hack please, I want to play >_> Sounds awesome due to everyone's post.
Originally posted by D4RK M4R10
Host your hack please, I want to play >_> Sounds awesome due to everyone's post.


http://www.megaupload.com/?d=FCBOYA30

That should still work for now.

I'm not going to repost it here until I figure out why it was removed.

I have a question for anybody that downloaded it from smwcentral. Did it freeze after the title screen?

Edit: So it did. But why would that happen? I want to fix it ASAP.
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Yes.
Actually I just tried it, and it's working fine. I used ZSNES.

Originally posted by B.B.Link
Removal: Rise to the Challenge- Demo 1

Reason: Freezes after the title screen.


Regarding this, it seems that I've made a mistake. I tried it again on SNES9X and it worked. Maybe I patched it wrong or something, just resubmit it and i'll approve it.

Sounds good. I just wanted to hear from you first before I did anything rash.

I'll upload and test it again, then edit this post.

Edit: Uploaded, downloaded, and tested. Seems to work fine on ZSNES.

Eidt 2: Also, about pieguy1372's comments...

A. I don't trust myself to get the level order right the first time, so I don't want to create an OW until I have a majority of the levels finished. Then I'll have a better idea of what level goes where, and what kind of OW areas to design.

B. As for Monty Mole Hall, I realize the (escalators? lol) are glitchy like that, but if you use sliding judiciously, you should be able to avoid a lot of enemies (namely, Monty Moles in this one). Of course, I might end up moving the castles around once I design the rest of them.

C. For Cobalt Caverns, I realize the water tiles may look awkward, and I'm considering replacing them somehow. But it's not a functional problem, so I'll tackle that after level design.

D. There are specific parts of Tornado Zone I was considering changes to, so let me show you this video of it:

<object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/UneSx3i0taM&rel=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/UneSx3i0taM&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object>

It's slightly outdated, but mostly the same as the current form of the level. Do you think you could point out specifically where the level felt too hard or based too much on luck?

Anyway, I'll try to update this thread somewhat regularly as I make more levels.
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How'd u make the green & orange turn blocks? Nice.
Wutchya lookin at!!! I aint a mirror!!!

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