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Tip: Press F2 on the level editor to see sub-screen boundaries. This will help you avoid glitching Dragon Coins by putting them on the sub-screen boundaries.
Posts by Thomas
Thomas' Profile - Posts by Thomas
Pages: « 1 ... 4 5 6 7 8 ... 172 173 »
Originally posted by Z. Raffle tikt
not till i get a new mic if you want non fuzzy sound.
Ill edit this and post the video when i finish it.

Just use ZSNES's recording system (though you need to find LAME and MEncoder to use it).
Originally posted by FlareFox7921

Edit: I think I've figured it out,I moved the entrance from the top to the bottom of the level and didn't change the BG and FG position, which I forgot how to change,so if someone could tell me, thanks!

Click the button that looks like a door with 1 in front of it. Then change FG= and BG= to whatever number needed.
Move the entrance to where the koopa is appearing. Then maybe you'll be able to figure out where it is coming from.
Originally posted by Kaijyuu

Side note: How the crap did nintendo cause that glitch, much less not notice it? ~64 pixels above the escalator is a rather random distance to accidentally teleport something.

Most likely, its an error with ground detection. Fireballs probably weren't programmed to deal with moving slopes.
Last edited on 2010-01-31 12:55:01 PM by Thomas.
I don't think it has one. Try looking at GFX27, though.
Last edited on 2010-01-31 01:01:26 PM by Thomas.
Yes, I have. Also, just found another problem: They don't work for Mario either! He turns like normal, but then when he reaches the wall, he falls right through it.
Last edited on 2010-01-31 02:18:25 PM by Thomas.
Ah, that would explain it. Thanks!
Well, I'd have to guess this is just a random unexplainable glitch, like the fish that sometimes spawns for no reason when you do the P-Switch-copying glitch.
If you're talking about the ship, its not that hard: First, set layer 2 to the level (duh) and set Layer 2 Scrolling to "none". Then, go to "Special Commands and Generators" and put sprite F4 in (set to whatever speed you want, though I don't recomend fast). Next, create the ship (or whatever) on layer 2. Then make the actual level on layer 1.

When you test it, layer 1 will autoscroll, while layer 2 will stay where it is (the reason you don't move with layer 2 is because Mario is scrolling with the screen, not layer 2). Just remember that having layer 1 on top of the boat looks bad (unless its the water), so create "holes" for the boat to go through.
Originally posted by 2technogeeks

But on that side note that Kaijyuu said, it might not have been noticed since the fireball appeared inside a wall.


If theres not a wall (such as in the levels with moving ropes), the fireball will come out the ceiling and fall all the way back down. More likely is that they didn't care enough to fix it.
Last edited on 2010-02-01 09:48:52 AM by Thomas.
Well, 112 and 139-13B are empty, so you can use those. You can also edit the several Star World levels (though you can't have as many Star World warps).
You know the "Passable when On" blocks and "Passable when Off" blocks that come with BlockTool? How do you make it so sprites can colide with it?
Yeah, sprites pass through when its supposed to be solid. How would I edit it to be solid for sprites when its either on or off?
Originally posted by dubefest
I wouldn't use the firework sprite as it is a garble mess unless it is at the ending screen. I put it in my first hack and it got rejected for that reason.

Not true. You can use the "Mecha Koopa" tileset to make it the explosion look right. Not the actual firework, though.
Last edited on 2010-02-03 09:35:09 AM by Thomas.
Well, I'm not very good with figuring out the numbers, so what are the offsets?
Last edited on 2010-02-03 09:50:25 AM by Thomas.
...Except the sprite and fireball offsets are already 0. O.O
Well, I'd say glitches can be left in as long as you have good level design. After all, Super Puzzle World 1 and 2 made it in, and they abuse plenty of glitches, and have a ton of cutoffs.
Last edited on 2010-02-03 01:00:49 PM by Thomas.
The levels that weren't used for the Overworld (but you can still use) are 112, 139, 13A, and 13B.
Last edited on 2010-02-03 02:43:22 PM by Thomas.
Originally posted by BlackEagle766
Some glitches are actually quite accepted, like climbing a vine while holding a item.


That's a glitch? I always thought it was programmed to work like that.
I think it might have something to do with Yoshi's House. It seems like it only does it if you remove Yoshi's House.
Pages: « 1 ... 4 5 6 7 8 ... 172 173 »
Thomas' Profile - Posts by Thomas

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