Kamis, 09 April 2009

Perbandingan Nilai Try Out

Ini hanyalah data untuk saya sendiri mengenai nilai Try Out 1 dan 2 saya. Jika anda ingin berkomnetar tentang ini, silahkan saja !!!


Nilai Try Out 1 :

Matematika = 6,00
Bahasa Indonesia = 6,60
Bahasa Inggris = 9,00
IPA = 4,25

Nilai Try Out 2 :

Matematika = 5,50
Bahasa Indonesia = 7,40
Bahasa Inggris = 7,00
IPA = 6,75

Kemungkinan nilai UN :

Matematika = 6,25
Bahasa Indonesia = 7,60
Bahasa Inggris = 8,00
IPA = 7,00

Peringatan Lagi... DSMLMD Blog Part 1 adalah Blog untuk mendownload sesuatu. RALAT !!!

Sabtu, 04 April 2009

Kesebalan saat kejadian Reject Hack

Saya BENAR - BENAR SEBAL. Gara 2 kali hack game SMW (Super Mario World) saya di reject. Yang pertama sih game SMW versi bahasa Indonesia, dan SMW the real path. Game ini sudah saya buat selama 5 TAHUN. Tapi, malah direject. Lihat Kenapa hack game saya di reject :

Removed
Hack Name: Super Mario World - The Real Path Demo - 189.4 KB - 189 downloads.
Length: 96 exits
Author: DSMLMD - Submitted by: DSMLMD
Description: This is my first hack. If you find the bugs in my hack please feel free to PM me.

About This Game :
- Overworld is same as original game.
- Level is same as overworld level journey.
- The level difficult is various.


Features :
- GFX : Yes
- ExGFX : No
- Costum Music : No
- Costum Block : No
- Costum Sprite : No

Have Fun ^.^

Reasons
I lost my patience fast with this hack and only got up to the end of the third world. Yet I saw a lot of glitches, and even worse than that - highly repetitive level design. Some concepts were used nearly every level, step by step the SAME THING OVER AND OVER. >_< src="http://i36.tinypic.com/2exlwlv.jpg" alt="">

2. Extremely strict time limits in levels for how long they are. I think each level should have at least 100 more seconds to compensate for that.

3. Again, overuse of the same concepts. Every level feels like a remix of the previous stage or another random level in the hack. There were some levels you had a LOT of "koopa kicking a shell" puzzles, and two levels had them set up exactly the same, when you had to hit a P-switch to complete the bridge for the shell to hit a vine block. (Donut Plains 4 and Red Switch Palace)




(The ? blocks are up further ahead..)

The P-switch races are way overdone - especially the ones with a block between midway point posts. A lot of the early levels start with Mario having to run up a large wall too.

Oh, and here's the one that sticks out like a sore thumb, and is so freaking painful to play through: Vines that extend 20+ screens high with bullet bill generators and nothing. else. at. all. I played two levels with this. It's annoying to press B then up for several minutes straight before finally reaching the top. .___. Change up your level design please.



4. Glitches galore!

NOT AN APPROPRIATE SPINY GRAPHIC because it doesn't have any sort of indicator that it will hurt you if you normal-jump on it. Remove it since you are using Buzzy Beetle here.


Mickey Mouse's shirt is not an appropriate spotlight graphic. Since it's dark and there is no light switch, just set the level to the setting that is a dark horizontal level and take out the spotlight.


That water surface isn't acceptable. It conflicts with the bush, so either paste the surface tile over something you're not using from the underground set, resave it as ExGFX, insert it in this level, and make a new Map16 tile for it, or just replace it all with moving water.


Gradual slopes screw up underwater. Use normal or steep slopes and flat ledge ground instead, or make new Map16 tiles and manually fix the gradual slopes.



Download "no more sprite tile limits" from the patch section, insert it, and set the sprite tile memory to 10, and if you can't do that, keep changing sprite tile memory until they all stay, or take sprites out until they stop getting cutoff.

5. A mesh of blind and misleading jumps. Coins and enemies should guide the player to safe ground, not to their death - also, throw some coins or enemies up there if you can NOT see your target ground.




. |
. |
. |
.\ /



Also, another arrow leads to here:



So yeah. Don't have a coin arrow pointing down to a bottomless hole. T_T

6. Cutoffness Blarggs + Vines




Protip: Don't place Blarggs on slopes or close to lavafalls.


Attach the bottom of the vines to something like ground or cement blocks, and maybe space them out if you think that'll make them too easy to cross.

7. Too many lives given out so freely. Example: this bonus room - I get about 50 or more lives in here from dragon coins.




It was very easy to slide under those blocks and jumpspam my way over to those three moons, and just as easy to get out of.

8. Most of your ghost houses have really bad palettes like this:

Fix them and make them use the "all brown" ones.

9. Wrong FG/BG starting position here: set it to 00, 00 instead because Mario starts at the top of the level rather than at the bottom.

Dari Kyoseron. Global Moderator. SMW central.net

Saya malas sekali untuk memperbaikinya lagi. Huh... usaha saya sia-sia selam 5 tahun ini. :((