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Tip: Use SpriteTool to insert custom sprites into your hack.
Posts by chainfire
chainfire's Profile - Posts by chainfire
Pages: « 1 2 3 4 5 6 ... 16 17 »
This may be a dumb question, but how do I use sprites from different graphics indexes in the same level without some of them getting glitchy? I want a spiny (SP4=02) and a volcano plant (SP4=09) in the same level.
Thanks, I'll try that. But will that affect every level throughout the ROM, or just that one level?

Too bad nobody's found a way to make this possible without ExGFX.
When I change the back area color in the "Change Palettes in Header" dialog box, the changes don't appear in the ROM when I play the level. (It doesn't affect gameplay, but it is unsightly.)
Originally posted by Iceguy
Did you click "Save RGBs to ROM" in the palette window? That could be why the changes don't appear.

Well, that works, except now that becomes the back area color for all the levels instead of just that one.
Damnit, now I have a sprite that refuses to show up. I've tried moving it around, removing all the other sprites (even though I don't think it was a sprite limit issue - the level is only like 1/3 done). Is there something about jumping piranha plants I don't know?
Hi folks,

I've got a jumping piranha plant that refuses to appear when I play my level. I've removed most of the other sprites to see if that helped (it didn't). I've tried moving the position of the plant, no help. Here's a screenshot of where it's supposed to be.

EDIT: I've tried adding a charging chuck on top of the black piranha plants, and he shows up fine. Srsly, this is not cool . . .


Last edited on 2009-02-10 04:00:59 PM by chainfire.
(restricted)
Originally posted by AlexJS
First, I'd fix the floating and stacked munchers; I'm sure the mods are sick of removing hacks for this reason.

Maybe it's too low.

This is a Kaizo-inspired hack, the munchers can float as they please. I may or may not submit this to SMWcentral; if I do, I'll keep in mind the bit about floating/stacked munchers. As for the plant, it worked fine before to have it there, so I dunno why it wouldn't work now.

Anyway, I played with this a bit and found out something interesting. The piranha plant is being loaded when I reach the part just underneath him. However, when I continue upward, he disappears. My only guess is that it disappears when it jumps for some reason. Screens:

BEFORE


AFTER (plant has jumped)
Originally posted by Serpentusarus
Kaizo-styled hacks are not accepted here.

This is irrelevant to my question. I'm not asking for critiques or anything, I just want a little help with my disappearing piranha plant. Can someone please help me with just that?
Last edited on 2009-02-10 07:11:21 PM by chainfire.
Thank you.
I'd like to have a rope platform underneath (top of picture), but the purple wall triangle doesn't work properly unless tile 0x1EB is underneath it (bottom of picture). Any way around this?



Alright, so how do I do that?
Thanks guys, it works great now :)

(Added a 16x16 tile on a blank map16 page with rope graphics and behavior of 1EB.)
Can you set the amount of time for a level to something other than the four options given (0, 200, 300, 400 seconds)?
I'm testing the climbing net door and it seems to have some netting when the door spins. Any way to get rid of that?

Here's a pic of it:



Here's what it looks like in LM without the net door object and net door sprite:

Indeed, that fixed it. Awesome, thanks much :)
Is this possible? For instance, a blue POW on a cement block behind the net, so Mario has to use a net door to hit it.
Originally posted by Boingboingsplat
You'd probably have to write some sort of P-Switch custom sprite. Alternatively, You can put some sort of sprite obstacle in front of a net that you have to go around to pass.

Yeah, I remember seeing that somewhere. I was planning to have obstacles in back as well, so the player would have to change sides more than once to get across. I also thought it would be neat if there was a POW that had to be hit from the back side of the net, but if that's not possible, I'll come up with something else.
I recall reading somewhere that you can't change how mario enters the OX - you have to enter on the Yoshi's Island submap. However, I've played hacks where mario starts on the actual OW, not on a submap. How is this accomplished? If nothing else, I'd at least like him to start on a different part of the island.
Maybe split your level into two and use a pipe. Then you could have two more messages.
Pages: « 1 2 3 4 5 6 ... 16 17 »
chainfire's Profile - Posts by chainfire

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