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Posts by cstutor89
cstutor89's Profile - Posts by cstutor89
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I think you are so close now Pikerchu to being done. As far as 135 goes I'm fine with it, the only thing I saw weird was what Leod said.

As far as 96, maybe there could be one more enemy in Section 4's 2nd white platform to heighten the difficulty a bit.

As far as 97, there are a few more problems:
- Moon is too easy. Change to a 1-Up would be better and move it all the way back to the wall.
- I think there could be one or two enemies in Section 8 (one or two left/right sparabuzzies on both paths) and 9 (a circular sparabuzzy).
- I don't know why but when I exit out of Secondary Exit 132 the screen is moved over a couple of squares. Maybe move the entrance pipe for 132 over 2 squares.

Other than that I enjoyed the level.
Last edited on 2012-03-17 09:20:13 AM by cstutor89.
Originally posted by TomPhanto

The graphics for the icicles and the frost wave attack look fine when the room is ice. But when it's fire, they don't look right.


Do you think they should be more red like lava?

Originally posted by TomPhanto

And when the room's ice, you know the fireballs change to blue. But the frostees are still killed by it, which wouldn't make sense. Maybe you could add that in the LevelASM to go around that.


I will see what I can do about this one. Though the colors are affected by the ON/OFF switch.
Last edited on 2012-03-17 09:37:29 AM by cstutor89.
(restricted)
Another version (1.1) for the Boss: Version 1.1 for World 7 Boss

Things changed:
- Icicles/Sliding Crystal in Fire form is more Red.
- Frostees can't be killed by Iceballs that Mario throws in Ice form.
- The flashing period of the boss cannot be hit.
- Boss melts much slower.

As far as the spin jumping, I would like to keep it non-spin jumpable at this point.
Ugh, I'm running into problems all over the place with spin jumping ... the Fireballs and the Sliding Crystal Pillars don't attack Mario if he's above him.

What about Freeze And Slide Mario to the Opposite side if he's in Ice Form and Hurt Mario if he's in Fire Form? I'll have to create some glowing fire palette (one more ExAnim spot for it) but it could work that way.
Last edited on 2012-03-17 03:46:19 PM by cstutor89.
(restricted)
Thanks Woody.

Anyways here it is only the 12th rendition of this boss lolololz. Okay seriously here's the link again: World 7 Boss Version 1.2

Changes made:
- ExAnim colors for the Boss (I like the look on the molten rock too as well with these colors).
- In the Ice Form, the boss freezes Mario and pushes him to the side.
- In the Fire Form, the boss hurts Mario.
- Fixed a glitch with the water riding up if Mario dies when the boss dies.
- Removed all enemies on the screen when the boss is dying.
- I just couldn't get the spin jumping thing to work because 2 out of the 4 attacks can simply be dodged.

If the colors are too much, let me know I can slow them down or soften them a bit. Kojeco, you can prematurely count them (the crystals) down sooner if you get close enough to them and run out of the way.

EDIT: I forgot to mention, Dinomar is fixing up the Horn for the Death phase of the Ice Form.
Last edited on 2012-03-17 06:48:53 PM by cstutor89.
I guess the only other thing I had to say Pikerchu about your level that I forgot to mention is that the deadline for levels posted by SNN is the end of March. But pretty much it's on the right track as RN pointed out.
Changing the priority worked a little bit better this time around seeing all of the boomerangs and stuff in front of the FG for 96 and 97. It did though create a problem in 135 for Screens 11 and 15. Mainly where the white platforms against the dark shade will give Mario some priority problems.

In 96, maybe one more enemy on the top black row.

In 97, the moon is still there (needs to be replaced by a 1-Up) and then moved back even further. The sparabuzzies make this too easy. In the top route of Screen 7/8, it needs an enemy or two. Screens A/B have black platforms where the Sparabuzzies go behind them.

It still has a few problems but it's getting closer.
Here's version 1.3 (nearly done): Version 1.3 for World 7 Boss

- HP is back to 5. (forgot to change this back)
- ExAnim is much slower for Fire Form.
- No freezing when hurt invincible.
- Freezing stops when hurt.
- Slight sound when frozen.
- No ExAnim on Ice Form melting.
- Fixed the horn too.

Name could be anything ... at this point.

EDIT: Still forgot the HP, I reloaded it, so it should be fine now ... ugh.
Last edited on 2012-03-18 02:59:34 PM by cstutor89.
I'm basically going to repeat what I said in the last post minus what I said in 96. If you want I can fix up these cosmetic errors for you and let you have 100% of the credit, it's no big deal for me, you're pretty much all the way done. If you have LevelASM, I don't think so but I can't tell just by looking, you can send that to me too. If not here's what needs to be fixed for me.

Your posts don't look quite right in Level 135 Screens 8 and 9.

In 97, even with the pipe in the way of the moon, you can still get there too easily. A 1-Up backed up all the way against the wall is the best bet. If you need more space Pikerchu for graphics you can always claim more, it's not a problem on a mostly used graphics file. The black tiles need a no priority thing because they seem to put the Sparrabuzzies behind them. And Screen 7/8 needs an enemy or two on the top route.
Right now I'm just posting an update to 183 (the top-right portion) of the level. I had to change a few things in the end part: some decorations and roto-disks of this level to make it more challenging. There were a few moments where parts could be skipped in the last update version so I tried to eliminate them as much as possible.

Note, check only the top-right room right now: Level 131, Subroom 183 Update 1
It's fine we can worry about this later GSG.

Just finish your level and then you can test/bring up any other issues. Thanks. :)
Last edited on 2012-03-19 12:09:28 AM by cstutor89.
What code are you using for Brick Block? If you can send me the code and I can tell you what's wrong with it.
(restricted)
I've looked at the code GSG and there's a problem with the code repeated many times (not your fault, it's in the original too). There were BNE's switched with BEQ's.

Anyways here's the link to the new Brick Block, I think it should work now, if not let me know: Brick Block

Anyways you should now be on track to finishing this level.
(restricted)
Originally posted by Ixtab
yea. it's spring break; i might finish by tomorrow since i have nothing else to do.

edit:vines go to floor. bobombs drop from tree on either side randomly. one vine per HP (counting up and starting at 0) but ends at 4 vines. it can have more health but i don't think drawing more than 4 vines is a good idea. vines only interact with mario, and no longer instant-kill. eye's hitbox is fixed (bigger). the pupil tile refuses to show up. i've been trying to figure it out for about half and hour now. i'll get it eventually.

edit:oh and i'm using $7E18A6 as a flag to spawn the vines. i probably should have mention this earlier. i don't think it's a problem since it's cleared on overworld/level load but just in case, i'm mentioning it.

edit:might as well post the update. would it be possible to add a block which is solid for sprites and passable for mario? if you notice, i put 2 invisible solid blocks in the corners to prevent the bobombs from going off screen.


I'd say the concept of this boss is pretty good, I don't know if the execution is quite there yet with what is done so far. Sometimes I don't get any Bob-ombs at all and then I'm forced to kill Mario so that the Bob-Ombs respawn. I've also noticed that on the first go around that the boss only spawns vines on the left side of the tree. The vines also get pushed down one square when they elongate as far as they go and the animation isn't as smooth when it disappears.

As for the eye not appearing, what kind of priority are you using on the boss? For $0303 are you using something that sets the priority bits 2 and 3 to 1 to set all of the priority higher than any Layer? Maybe the eye falls off the screen.

Other than that, pretty good so far.
Last edited on 2012-03-19 11:59:54 PM by cstutor89.
Honestly,

I don't think you've changed very much from the last version that I looked at. There were some old problems that were supposedly fixed and a few new ones this time around. As a cautionary note, please do not do what Daizo did.

The old problems that are not fixed:
- The colors for blocks and coins are still off.
- The SMWC coin is too visible
- The pipe shouldn't be there for an exit.
- The cutoff is still there
- The fact that there's too many Charging Chucks in 9F
- The Boomerang Bro is still ineffective.

The new problems I have with the level:
- Color schemes are off for Koopas, 1-Ups, and Boomerang Brothers.
- One more enemy in the top route of Screen 11.

The ASM code needs to be altered if the color palette is incorrect for them and the priority bits need to be set for the bubbles.
Seems like this boss has fixed a lot of the problems from the last update. It's pretty good for the most part.

As far as what the Bob-ombs can do - I kind of like the stars because they do explode and on contact the Bob-ombs should explode. As far the final death animation scene, maybe spin the eye around 5 times and then explode the eye with the level end. Here's the code I used for World 7's boss for the level end.

Code
GOAL: LDA #$04 STA $14C8,x ; Destroy Sprite LDA #$08 STA $1DF9 INC $13C6 ; Prevent Mario from walking. LDA #$FF ; \ Set Goal STA $1493 ; / LDA #$0B ; \ Set Ending Eusic STA $1DFB ; / RTS ; return
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cstutor89's Profile - Posts by cstutor89

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