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ridleybeta84: 2008-03-17 04:26:17 pm
soz evryone i put up a old backup instead lol heres the new 1 the brinstar rule still applies
Thread title: 
Found a pretty nasty glitch. Infinite missiles!
Haven't gotten very far but it is very good!
Have the physics changed? It feels like Samus jumps slightly faster and falls slightly slower.

SMV attached for the glitch.
attachment:
You don't have to add a heat effect to the varia and gravity suit.  Just make then all the same neutral design.  It shows up when you go into heated places in norfair.
Uses the headered.
it looks good, but needs a lot of work. Mostly just scrolling issues, but also none of your slopes work. The infinite missle thing should probably be fixed too.
Random constructive criticism as I played through it:

A new plot rarely works well in a SM hack without a lot of ASM.
I like the rapidfire.
Colors on the suit are a bit disturbing on the eyes.
Lots of tiling errors in the first room alone (may be just the fact that you're not finished) and lots more throughout
Yay its a fullhack (well...sort of).
Scrolling errors in what used to be the old MB room and a few other rooms as people mentioned.
The overlaying BG in the room with the second missile pack looks awkward. It's probably that its hard to see what it looks like in SMILE so its difficult to fix.
Slope problems as other people mentioned.
Whats with the reservetank background room? Woo and then it turns to bombs after you get them
BG in some of the lower Craterian rooms is messed up; you need to change the BG pointer for them.
Torizo is rather boring considering he can't hurt you if you stand next to the door and he takes way too many hits even accounting for all 15 missiles.
Are you sure you want the boss statue that leads to Tourian in the same place it is in the reg SM? (Makes it kind of obvious where it is now.)
I'd say the big problem is the tiling but its normal to have bad tiling when you begin making a hack, you need to get used to the way the tiles work together to look correct and basically only time and practice helps this.

This can help you a bit:
http://www.freewebs.com/blacktelomeres/smilefaq.htm
If you haven't already seen it anyway.
i know jus to let u know the rapid fire is now disabled because it made it to easy to kill enemies and the torizo prob is now sorta fixed soz for givin evry one the wrong ips tho khaaaan
i just played it through and their semed to be no infinate missles!wtf what emulator has it been played on
A few things I found...
1. Some solid air
2. Door gets locked again when you leave out from it
3. Same as 2

Torizo fight is better now but still takes awhile :/
Now that rapid fire is disabled it takes more shots to kill Space Pirates but there is always missiles I guess.
There are still Infinite Missles... We're playing on snes9x 1.43 improvement 9... well I am at least.



Acclaimed Threshold
Constant Sorrows
Played through it for a while. I think you've done a decent job of changing things around. Most people already pointed out the obvious, so let me just add in a couple more observations:
-Not having the map correspond with the actual layout of the areas is disorienting. Before you release the final version, be sure to edit the map to fit the actual areas.
-Shot blocks and bomb blocks are all 1x1 auto-regen blocks. Not a big deal, but if you read BT's guide posted above you can learn how to change them to be bigger and not regenerate.
-The hack isn't aesthetically engaging. It's not necessarily hard on the eyes either, so that's not a huge problem, but if you want to aim a little higher for your visual standards, you might want to make the physical appearance of the areas "mesh."
-It's been pointed out already, but I have to stress that slopes shouldn't "catch" at their edges. This is fixed by dragging over the green box BTS and dropping it on a tile at the front of a slope.

If this is your first SMILE project I'd say you're doing fine. There's a learning curve for modding and you have room for improvement, but it's not a disappointment and you've changed enough that it's fun to play. I'd say keep on trucking and try to keep improving on the little things as you learn the ins and outs of SMILE.
Meri Kurisumasu! ^_^
Quote from Chris:
2. Door gets locked again when you leave out from it


Isn't that on purpose?
I don't really know.  I guess it might be because not all red doors do this... >.>
this was an old hack that i scrapped and since i found out this site i thought itd be a gd idea to see what people thought of in and whwther or not i should carry on with it i am now working on a far more better looking one but it is still in the early stages of development. thanks for pointing out the glitches tho and use zsnes and see what happens caus its the one im using and there seems to be no infinate missles.
(user is banned)
Breathe in the Future, Breathe out the Past
I think if you plan on making a new story, put some thought into it. Zebes being rebuilt and all the bosses, it's just a tad.. ill conceived. When BT said a new story should be accompanied with asm I'd have to disagree, it all depends on how thought out your story is. And yes the tiles are shoddy, so much infact that it seems intentionally bad, but I'm just really tetchy about aesthetics. This is turning out to be a fun hack and what keeps me most interested is the changes made where changes usually aren't in most hacks.
But if you're making a "sequel" or somesuch to SM, having the exact same boss roster and Mother Brain revived "AGAIN!" and having the fight carried out in the exact same way doesn't feel right (not to mention the metroid hatchling is already dead from the original SM). There's some excuses that can be used to keep the original bosses and story like "alternate dimensions" or somesuch, but to me those just feel sort of hamhanded as an excuse to justify not changing the bosses. That's just why I feel the best bet is to make it a reimagining of the original SM without really changing the plot, unless the hacker knows ASM of course. Maybe someone could surprise me by making a new plot without ASM that doesn't feel wrong, but I can't imagine how that person would do it.
(user is banned)
Breathe in the Future, Breathe out the Past
I was really willing to give this a playthrough, even with the multitude of bugs that bothered me, but I ran into a crash and stopped.

BT, well yeah, a typical rebirth/nano-rebuild/re-materialized deja vu story is not going to capture any player, I was referring to a more fleshed out storyline, and yes one that is merely a re-imagining. I hope you'll be satisfied with mine. The only sequel with the same roster I thoroughly enjoyed was darkness spreads 2.