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| Posts by Shog |
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Originally posted by SilverSwallowDon’t be so hard on yourself Shog your level wasn’t bad, but could use some fixing up.
I'm "only hard to myself" because the level isn't really funny I'm thankful for your advice, however.
Originally posted by SilverSwallow
It feels a little too cramped down in this little hole. The reward isn’t that great either, just the ability to clear out a few munchers.
Agreed on this, i have an idea already. I use only one fish instead, remove except one cement block the other blocks and add one screen later a pipe/little bonus thing what gives the player a 1-UP if you made it in time
Originally posted by SilverSwallow
I noticed quite a few bad corner tiles that create small cutoff.
Unfortunately I had to do this, because (check something later) it looks wierd to see the background from the level

Originally posted by SilverSwallow
I really do like how you reference an old classic segment in the original Super Mario World. However you made it a little too similar to the original. I suggest making “rooms of turn blocks” in your own style.
Wow, how could I miss that? It looks infact exactly like the original... wierd. Although after cheeking it, my has no feather power up block among other things. But I have an idea already, how to change it and to make it more evil^^
Originally posted by SilverSwallow
The dolphins in the level felt more of a decoration than anything else. I’d either put them to better use or remove them as they make the level feel less “classic” as it is.
But I luv dolphins T_T I have to think some way to use them. I guess you think about the first dolphin right? The one by the two muncher rows. If yes, I agree. But for some bonus content (think about the one which you need for the yoshi coin) I guess that's okay?
Originally posted by SilverSwallow
Also the second section doesn’t really fit the level imo. You don’t have to do this but I think it would be fitting if the second section was underwater. Actually since this is the ghost/water world you could make a small section based on the ghost ship from the original SMW.
You know, I fuckin hate to do Layer 2 Level. That's also the reason why it looks so fucked up in LM after you open it, it's because I had no idea what to do in the first screen...I love the Ghost Ship idea, you know...
However I have to know if there is someone here in this Project which already uses the SMW Ship BG? Because I have the idea that my level is part of the other designers level! It could be like a small portion of it, of course a other sublevel, but it creates an illusion to be part of an other level with the ship BG!
Finally, thanks for your answer, your always so helpful with level refining and stuff like that. Except better stuff next week
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Originally posted by Iceguy
Now what would be cool is if one made password blocks that give a good visual indication once the correct password has been input.
Couldn't you simply use "Exanimation on Trigger" and change the animation of all used blocks to the specific "Correct"graphics if the ram adress was set? Doesn't sound hard to me
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Originally posted by Knight of TimeAlright, that part worked...but how do I get the eating part of the sprite to "leave" the screen and come back?
I tried just that for this area when it was once vertical, but only the creating part was able to briefly go off screen and come back...Davros (or anyone else who has some good knowledge on this sprite), why does the eating part have this problem?
Fast idea: Change via "Tweaker" the bytes to let the sprite being processed even then being offscreen (like the key sprite as an example).
It should be a
[x]"Processes while offscreen"/similar wording to this
Option after you open tweaker for the sprite.
Hope this helps
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Originally posted by Knight of TimeThanks Shog, but I already have that checked.
So basically what the eating part does, around the same time the creating part goes "offscreen", the eating part appears to "break off" and disappear.
Might it be better if I simply don't allow the block snake to go "offscreen" at any time other then when it reaches the end of its track?
Wait a second...this sounds like you messed up some block constituation, because it sounds like you placed the eating block arealdy on a block (or vice-versa, the orginal SMW Sprite tell you how to do it correctly.)
Additionally, I hope you knwo that the Eating Block automaticlly follows every unused block, it doesn't have a set path...so something like this:

Check if you did something like in the first picture!
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I'm talking about various "speed stats" for some sprites, like for example the koopa (which should have for going left and right some stuff in the ROM Map, shouldn't it?)
But it seems that I can't find it... could someone help me out?
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That's a good idea and in case I find the proper adress,
is there a format how to add it into the ROM Map?
(I'm not sure how to do so, would it be enough, if I tell some more experienced user the "Hex Position" in the Hex editor?)
Edit: I guess I found the string with the responsible Data for the "Shell Speed" with some guessing and I really want to know HOW can I make it like in the ROM Map, that when you for example search:
You get:
Code$00:950B 1 byte Debug DEBUG: Boss defeated scene select (30 = enable)
How can I do that? I find the string of Hex values in the correct place, but sadly I can't "filter" it out so that everyone can search it like above with placing a "x" before the numbers...
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| Last edited on 2012-01-22 07:51:16 AM by Shog. |
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Originally posted by IceguyYou type the the PC address in the Address text box. You don't prepend it with an 'x' as well. The SNES address is automatically calculated.
For example, you would type "0170B" in the address box for that address.
Wait what?
I know I can't explain it well, but what I try to say is, how can I find the "0170B" in the Hex Editor AFTER I found with some guessing the correct values thanks to all.log (A example would be...56 34 56)?
Sorry if I'm missing something, I never did that before, that's why...
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| Last edited on 2012-01-22 08:01:00 AM by Shog. |
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Originally posted by AlcaroSo you have the SNES address (six digits) and want the five-digit PC address?
Stick it in Lunar Address. There are a bunch of other tools for similar tasks, but I find Lunar Address easiest for this task.
Okay, let's see if I got this right: (Note that I don't care if someone else post it on the ROM Map, it would be even better I guess)
My steps:
1.
I searched in all.log for the sprite table for speed:
db $D2,$2E,$CC,$34
2.
After I found them and checked if there wasn't somewhere else the same values, I checked in the bottom left corner the "PC-Adress" as a frienddumbfuck /insider told me with his diagramm.
The number was: 0xA16B
3.
I checked if the number can be used for the "Jump To..." command to see if it is possible to get there, it was.
4.
Putting this in Lunar Adress leads to the number:
$01:9F6B
5.Testing it ingame, success.
So...could someone post this to the ROM Map?
in case you're wondered, it affects the shells Speed, while the latest $34 is for the left X Speed... of course I'm not finished with "what does it, too?". But i think it should affect lotsa things, so could I post it already on the ROM Map, only knowing it effects the shell speed?
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| Last edited on 2012-01-22 09:15:47 AM by Shog. |
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Originally posted by HuFlungDuOriginally posted by Giant Shy GuySo...Penguins, anyone?
The level has nothing to do with penguins beyond the fact that TLMB drew the carts as penguins (for reasons still beyond my understanding, I just went along with it because penguins are awesome)
Mario Party 2 reference I guess.
On a related note, I don't like the name, Rameau, because the "C." doesn't fit with other names from the world.
There are really good names, I have to say that coaster should be part of the level name simply for the sake of making sense. Cool Coaster would be a "fitting" name, despite replacing "Cool" with something that makes more sense of course.
However, there's one name that I wouldn't use...
Kooky Koaster Kraziness
KKK Reference, anyone O.o'
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QuoteOh, come now, sepulcher, of all things, is not that uncommon a word, you whited sepulchers, you. Literary, certainly, and with a breeze of antiquity, but really, that's perfectly in tune with a world focused on ancient ruins, no?
"sepulcher" isn't even mentioned in my dictionary, after looking into it while making english homework...
on a related note, I like the consistency of the names in the hack, it gives the overall hack a nice touch. So I wouldn't make an exception with repetitions of words.
Additionally, why does the SMWCP2 lack so much boss discussion? It makes me wonder what happened to creative minds at the beginning and planning of SMWCP2? I mean all that people voted for Tanuki for the "Lulz" and in the end they don't contribute a lot, while the other ideas got described either really well or in a creative way OR commenting on Ixtabs Idea for the Tanuki. To answer the question "You could comment on it, too." Yes, I could. However I have no idea for a Tanuki boss fight except a Mario Clone fight, so yeah...
Originally posted by MrDeePayI am no leader on this project.
postcount++ to me
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Originally posted by S.N.N.I have to agree with cstutor though. Since the beginning of this project, people have cared far, FAR too much about level names for some weird reason. Hell, I saw designers trying to come up with a level name before they even made any progress on their level.
Don't be silly, SNN. I think it makes sense why the people care so much for the level name. Coming up to Level Names is something easy and what everyone can do, of course "everyone" "care" about it, since it's nothing you want to be bad.
@Giant Shy Guy: Good idea, the thread will split the name controversy up, not sure if you're allowed to do that however.
There's something I'm wondering though. Did we already decided what would be the best present for collecting the SMWC coins ? I think it's important to plan it out right now, because we should look if the implented idea would be possible if there doesn't lack any ROM Space.
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Originally posted by SilverSwallowAlright guys here is my latest level (in Classic category):
Mustard Cavern
Click name for the ips if you’re interested in trying it out.
Three questions from me:
1. Can I test it, too? If yes, I'm going to post some screenies later
2. After I've finished my level, can I claim another one in a different category(Creativ, for example. However if yes, don't put me in right now)
3. How much levels are actually finished :33
Yeah that's all.
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Originally posted by SilverSwallow
1. Sure that’s why I posted the ips, for people to test and give feedback.
First, Please change the cave's colour more to gold/mustard yellow, the orange doesn't fit the level name unfortunately.
I actually forgot one screenshot, but I have to say that the beginning is somehow lacking something, it's really empty. HOWEVER! I'm talking about the first moment at the top screen.
Ultra Big Picture
Legend
Screenshot 1 : I directly noticed the "bad" placement of the jumping koopa here, it simply doesn't do anything to me. I suggest adding a spike top at this place or changing the ground up there (where the koopa comes from) and putting a green and red/blue koopa up there, because now it feels really empty.
Screenshot 2 : I thought the coins leads to a solid platform, not resulting in death. I hate that if something like this happens. To prevent this to the player while playing, look at my suggestion in Screenshot #4 so that the player can notice it before.
Screenshot 3 : No, this place was how to describe it...I would place it behind the midway point (changing stuff around shouldn't be hard I GUESS.) Because thanks to the prior surprise rape by blue koopa and bullet bill you'll be small. After the midway point this could be awesome however 
Screenshot 4 :My suggestion: Add blocks there, like coin blocks and one mutlipe coin block. It attracts the view of the player to right, noticing the pit.
Screenshot 5 :That's the surprise rape I'm talking about ) Really, this was unfair, and if I hadn't been big, I've died.
Screenshot 6 :Really easy way to 1-Up. Include some kind of pit there to disable 1-Up farming.
Screenshot 7 :I suggest some coins there, to make it more rewarding to slide rather than jumping 
Screenshot 8 : Another "unfair" part in my opinion, if you try to jump over chuck, he crushes you, under him reminds me of Kaizo difficulty. Make the ceiling a bit higher would be better. And add some coins, nope just kidding.
Screenshot 9 :Look at the timer, it's really low and I only got to the midway point.
Screenshot 10 : Again, i died here before the finish line (grrr) since the time was up...add somemore time please.
Screenshot 11 : I just want to mention that we should put blank ExGFX Files for the Sprites in the level, because of the well-known "OW Sprites causes weird sprites in title screen" bug.
(Alcaro said that blank ExGFX takes really small place, because it's "Predictable data" for the compression routine of SMW, so wasting for example ExGFX123.bin for no graphics could be useful)
Conclusion:
It is a funny level which with only some little polishing (other "screen placement", more time grr, only frustating thing) would be pretty cool. And moar coinz.
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| Last edited on 2012-01-27 01:07:49 PM by Shog. |
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Originally posted by New HackerHi again. Now I was trying to make a custom block, and I used RAM address $7E:0077, which works like this:
CodeLDX #!LeftSpeed
LDA $77
AND.b #%00000001
BNE Right
LDA $77
AND.b #%00000010
BNE Left
RTL
Right:
LDX #!RightSpeed
Left:
STX $7B
LDA #!YSpeed
[...]
And it doesn't work. It doesn't apply X speeds. Is there something wrong with this?
Thanks in advance.
Wait, so you load something in X, , LDA the value from 77, and check if you're blocked from the RIGHT, if not, branch to RIGHT...???
That doesn't make sense.
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Originally posted by LudusOriginally posted by Rameau's NephewWorld 2
I quite dislike this idea, as you see world 2 have slim (Or even don't have any at all) "Metal all over". And so I don't think Dryad is said to be at Norveg's side, but against him for trying to industrialize her forest. When Mario arrives at where she is placed, she then thinks Mario is there to take the forest in Norveg's name, so she attacks, leading Mario to explain he is against Norveg after the battle.
This would only make sense if the Dryad boss level follows after the "blazing brush" level from magiluigi, because it shows at least some kind of destruction.
Originally posted by Ludus
As for world 9, following the idea i posted on the other thread, it would be a place created by the dreams of the Dreamer. A girl that have born with the strange ability to give form of her dreams.
[...]
I thought that was some kind of fish you've drawn O.o'
But I don't like this idea, it doesn't fit well with the comical, but tone of the game(Bowser runs out of money, etc., flaming snowman), it's sounds like...putting some Final Fantasy Element into a "DKC" Game (DKC = current game). If we could put it in something what fits the pollution theme of the game, mixed with some comical aspect to it, it could work out, I've no idea right now however.
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No explanation needed I guess, if you don't see it...well

there's a frickin second status bar which scrolls from right to left!
Edit:
Testing new functions:
Nice
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| Last edited on 2012-01-29 01:01:38 PM by Shog. |
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Originally posted by DiscoManWell, you can't use mist, fish or rocks with a vertical level, or you'll sometimes see a "ghost" status bar scrolling left with them!
Also, if you're using these layer 3 settings in a horizontal level, be sure that the "Layer 1 (FG) Vertical Scrolling" is set to "No Vertical Scroll".
I see thanks, never noticed that before.
It was a vertical level in fact. Hopefully this thread will be useful for others, too.
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| Last edited on 2012-01-29 01:01:09 PM by Shog. |
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Originally posted by Giant Shy GuyWell, I I say leave it as it is. It's only 5 levels more than the usual maximum(?), and most of them are secret exit levels so...
And I like the unique idea of a desert/water world; it's a different take on the fire/ice world.
This exactly, because it's kinda unique and having a really big world is in my opinion pretty cool.
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Originally posted by UnderwayYay, first time in the contest.
^This
and...
If you are going to enter I have no other choice i guess 
It will be fun, having no vanilla restrictions.
(And I am going to defeat you, no matter if I get a badge a good place or not. That's the only thing I want )
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| Last edited on 2012-02-01 09:38:25 AM by Shog. |
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Originally posted by The Oncoming StormThat's already been done.
Sorry for not being really useful, but I think the best solution would be invisible custom blocks placed exactly above the play "tricking" the game that the swimming flag is set, which automatically moves the camera straight to Mario and adding a check that Mario needs certain Y-Speed to get the Custom Block activated...
Don't have much time, could have explained that even further ;)
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