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Fear Me! (Or else...)
I tried it, but there were a whole lot of graphical errors, such as enemies not appearing until I hit them, platforms appearing a couple of squares away from where the actual solid area was, etc. Also, you might want to fix that red spot on the suit - otherwise the suit looks fine.
Quote from Bioniclegenius:
I tried it, but there were a whole lot of graphical errors, such as enemies not appearing until I hit them, platforms appearing a couple of squares away from where the actual solid area was, etc. Also, you might want to fix that red spot on the suit - otherwise the suit looks fine.


Are you referring to the red spot when you are in morph ball? if so then no as I like it lol :P

Also as a note that solid area appearing away from where it is supposed to is a glitch and ONLY happens when you fast forward the gameplay using the emulator and also for the enemies note aswell, as I have checked all the enemies and I am not having any problem like that :)
Green-Kirby, ROAR!
Right, So after I changed the horrible pallet in SMILE my self to some thing more play able. I can finally point out the bad stuff.
This hack makes no seance what so ever. One tile at one point is solid while the same tile at another point is not. :/

When you enter the mini boss room you get instantly dumped on spikes.
The elivator is broken. If you jump down you get bad tile lining up. (You know what I am talking about)
Spam beam makes it to easy.
To hard enemies at the start.
Bad tile usage.
And last but not least.. HORRIBLE PALLET. If you keep ignoring this issue I will seriously give up hope on you. It don't look good. Eyes do hurt from playing it. I even tested my self.
In all honesty, this is the worst palette i've ever seen in my hacking career. There's is absolutely no gradation, just a blatant white that doesn't blend at all.

Don't be discouraged though :D.
Quote from Bolognab:
In all honesty, this is the worst palette i've ever seen in my hacking career. There's is absolutely no gradation, just a blatant white that doesn't blend at all.

Don't be discouraged though :D.


Lol I've never saw snow that blended into other colours  :-s
Fear Me! (Or else...)
Well, it's not snow, it's rain. Rain can be blue, grey, etc. Whatever color you pretty much want in the game, except maybe red or something like that, but then it'd be falling lava lol. Deadly rain! Might as well fill the room with lava...
Green-Kirby, ROAR!
Quote from Super_Metroid_1990:
Quote from Bolognab:
In all honesty, this is the worst palette i've ever seen in my hacking career. There's is absolutely no gradation, just a blatant white that doesn't blend at all.

Don't be discouraged though :D.


Lol I've never saw snow that blended into other colours  :-s

Snow blends well with blue. Problem is, the tiles your useing ...are not drawn with snow on them.
Fear Me! (Or else...)
It can be rain, or lava, or whatever.
Quote from Super_Metroid_1990:
Also as a note that solid area appearing away from where it is supposed to is a glitch and ONLY happens when you fast forward the gameplay using the emulator


Not true at all. That is a scrolling error cause by your "elevator."

It's hard to give any advice when I can hardly play the game because of the scrolling glitch making what I see a complete lie as far as tiling goes. However, a few things you want to work on:

1. Having enemies deal that much damage early in the game (looking at the crabs to the right of the landing site here...) is a bad idea.
2. Having the beam fire that rapidly without a compensation of enemy health or beam damage makes the game way too easy
3. It isn't the .png format; it's the palette. shading/transitions nao pl0x.
4. Everything looks the same. The original game had a variety even within the same area for a reason. If every part of your hack looks the same, why not just use solid blocks of color to etch out a rough route for the player to go through?
5. Having spikes at the very beginning of a boss room is fine... later in the game when spikes don't take most of your health away.
6. You can get stuck in the landing site. Areas that are two tiles in height without morphingball already obtained = instant stuck.
7. The ship isn't solid, that just doesn't make any sense.

I'm sure that there is more, but I had to stop playing after I died to the spikes in the Bomb Torizo's room without a savestate. I'm sorry, but unless there is great improvement in at least a couple of these areas, I can't see myself finishing a hack with a beginning like this.

I always love to see new people hacking the game, but when they completely ignore almost all criticism, it makes me a sad panda.
Finally, hacking is an art, and quality is in the eye of the beholder, so do whatever you want; I can't make you see reason.
There is no snow on your tiles though.
Green-Kirby, ROAR!
Quote from Cardweaver:
Quote from Super_Metroid_1990:
Also as a note that solid area appearing away from where it is supposed to is a glitch and ONLY happens when you fast forward the gameplay using the emulator


Not true at all. That is a scrolling error cause by your "elevator."

It's hard to give any advice when I can hardly play the game because of the scrolling glitch making what I see a complete lie as far as tiling goes.

When you save using a save room. Restart-> reload. The error is gone.
Though, After I got bombs and came to the next area... I just stoped playing. Since the pallet there was horrible to. And going in SMILE to change that area to is to much work consider the game play sucks any way.
Fear Me! (Or else...)
It's a good idea and a good try, not to mention good effort, but you might want to try again with this. Try sticking with the original palette, for example, and keeping the elevator intact in there.
I gave it a spin, it was better than I expected from reading the previous posts.  The super white bricks and the elevator rooms don't have nearly enough color.  I'm not a big fan of he little red specks on the suit (it looks out of place on the morphball to me too).  Pretty much everything I noticed has been said already, I had enough life to take the spike hit. 

I didn't notice this mentioned: the bomb timer is kinda ridiculous, you can hbj very easily with it and it will ruin any jumping puzzles you have planned.
Fear Me! (Or else...)
I know what those red specks are from - I've done that myself, until I caught it. From the SMILE view, there's only one pixel in the suit that color - the shine in the middle of the forehead. From the side view, however, there are a bunch of them. He was just trying to make it blend in with the head, but make it blend in more with the rest of the suit. It'll look like good shine on the head, and it'll look fine from the side view. You want a super-light color for it, like white or something.
Acclaimed Threshold
Constant Sorrows
Hey dude:

I will test this patch out later when I get a chance. From what I'm reading there's a lot of criticism and I'm forced to agree that the palette could use some major re-tweaking. The other stuff (scroll issues) is just technical errors I'm sure you'll fix up when you can.

I know people are coming off as really harsh on this, and feeling a need to be defensive is certainly understandable, but realize that the intentions here are good, even if the means of communication used isn't necessarily full of tact. Listening to criticism is probably the most important thing you can do when trying to make a good hack, even if the dudes or ladies criticizing aren't being terribly nice about it.

Anyway, if you haven't repointed the palette for Crateria yet, it would help a lot in making a set of colors that isn't restricted by a size limit. If you don't know how to do that I can post a guide in the SMILE help thread later.

To all other dudes and ladies:

Remember this guy isn't a hacking expert yet, and our first hacks are generally not so hot anyway. Let's not hold him to redesign-esque standards... I don't want to scare off a potentially talented hacker too quickly.  Wink
Fear Me! (Or else...)
I was trying to give some actual advice, and not just criticize, but tell how to fix it as well. All in all, though, it does seem interesting - if only the spike blocks gave less damage, it wouldn't be an instant death for those unsuspecting who go into that room (like me).
Okay Dokey I have gone back to the drawing board and have came up with a new palette for the backgrounds...tell me what you think :)



It looks a bit monotone, but I like this much more than the ice one. Glad to see you found the good blend. But for some reason it looks like the top layer on the crateria ground still isn't blended well.
Green-Kirby, ROAR!
It's not a good looking pallet IMO.
But its not bad.
Any ideas for a colour to blend at the top??

*EDIT*

What about this to blend? i think it goes rather well :)

yeah, it's good.
Fear Me! (Or else...)
I like this one.
Acclaimed Threshold
Constant Sorrows
Better. I'd like to see a darker set, and lose the white grass completely, I think. Maybe a midnight-blue/greyish ground would work well? And I'd change the CRE but that's obviously got its own set of consequences...
Much better. I really like the brownish scheme, but I'm not too sure about the white (grass?).

Quote from Bioniclegenius:
if only the spike blocks gave less damage


Turn the blocks into Air-fool xray and give them a BTS of 02. This turns them into air spikes (like those in Red Brinstar and the curved spikes in Kraid's area) which deal much less damage.
Thanks to everyones contributions I have fixed (hopefully) all the problems that you all saw so (again hopefully) this one should be better :)

Tell me what you think!

*EDIT*

I haven't fixed the map screen yet, so I know that it looks off  aiwebs_008