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Views: 236,810,706 Time: 2013-05-26 02:08:08 AM | 14 users online: aj6666, Akireyano, bemo, Blumiere, BZM, Catobat, EvilGuy0613, Jeuda Cruxifis, LaughingLuigi, leod, MrDeePay, Pinci, Richard Nixon, telinc1 - Guests: 21 - Bots: 9 | Users: 22,897 (1,292 active) Latest: BlitzonLP |
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| Tip: Yoshi wings take you to level C8 or 1C8. Which one you get depends on the overworld level you're in. |
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| Posts by Pison |
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Hey guys, first post here and already I'm requesting assistance. xD
So, I'm planning on doing a 'Hall of Mirrors' theme for one of my castle levels... where there will be a mirror on the wall that shows a 'reflection' of the ground at your feet. Basically, everything on your side is fake (like enemies, which you are simply able to run through and not touch), however everything in the mirror is real. If you see an enemy in the mirror, it's in the same place on your side, only invisible, and the same goes for traps and pits.
Mainly my question is, how would you make a 'mirror' enemy and the invisible enemy on your side move exactly the same? Any help would be nice~
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Hey guys, I got a problem I think you all might be able to fix. I'm sure there's probably a handful in here that knows immediately what my problem is simply from reading the title... yet still, I must ask in the case that it is not so obvious. So, I'm working on a cave level. Super, right? Well, in this cave level I have the "Layer 2 Smash - 3" sprite active at the start of the level. For instance, I have lava waterfalls at the top that come down, and lava geysers at the bottom that come up when the smash reverts to it's original position. Now this all is fine.
Yet when I enter a pipe and re-enter the room, I notice something a little off... the geysers at the bottom that come up are perfectly fine, yet I notice the waterfalls that drop down are now one pixel shorter. What's going on here?
On another note, I also noticed how the Layer 2 Smash - 3 Sprite no longer works when I re-enter the room, and had to place another one above the pipe for re-entry... only the smash now works a little faster than normal in that room. Any ideas on how to keep it active as well?
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I'm... not sure if this goes into Super Mario Hacking... if so, it should probably go in the advanced section, I dunno. So, I'm attempting to port Final Fantasy 6's Phantom Train theme for SMW use. I convert the midi into MML using tinyMM. Afterwards, I use the 'Fix MML' option in the MML Editing Tool. I then save it as 22.txt, and attempt to put it in my Mario rom using addmusic... yet I get this error that states "./music/22.txt line 1 Syntax error". Now, whatever I do, I can't seem to figure out the cause... so I'll simply paste the first few lines from my MML editor (Since I can't seem to get my post to disable smileys and bolding. >_>)
Just point me in the right direction, please... I know nothing about these sorts of things, and no faq I read seemed to cover this error.
Codew220 t25
#0 @0 q7f v220 y10
r1^1^1^1^1^1^1^1^1^1^1^1
e2^4g4^8^16^32
r32f8^16^32r32e2^8^32
r16d4c4d4r32
e8^16^32d+4^32e8^16^32r32g4^8^16^32
r32f8^16r16d+16^32r2^8^16
r1^4^8^32
e4^8^16^32r32f+8^16^32r32g4^8^16
r16a8^16r4^16a+8^16r32a+8^16^32
r32a+8^16^32r16a+8^16r16a+8^16r32a+8^16^32
r32a+8^16^32r16a+8^16r32a+4^32
a4g8^16r16e2^4
r2^4
e2^4g4^8^16^32
f4^32e2^8^32
r16d8^16r16c8r8d16^32r8^32e8
r8d+8r16^32e8^32r8g4^8^32
r16^32f8^16r16e2^8^32
r2^4^8
e4^8^16^32r32f+8^16r16g4^8^32
r16^32a8^16r4^16a+8^16r32a+8^16
r16a+8^16^32r32a+8^16^32r16a+8^16r16
a+8^16r16a+8^16r16a+8^32r16^32a+4
a8^16^32r32g8^16r32e2^8^16
r2^4^16^32
b4^8r32r16^32>d+8^16^32r16d4^8
r16^32c+8^16r16c8^32r16^32c8r8c8
r8<g8r8a8^32r16^32a+8^32r8
b8^32r16^32a+8^32r16b8^32r16^32g8^32r8
f+8r16^32g8^32r8e1^4
r4^32
o6e4^8^16^32d+8^16r16d4^8
r16^32c+8^16r16c8r16^32c8r8c8^32
r8<g8^32r16^32a8^32r8a+8r8
b8^32r16a+8^16r16b8^32r16^32g8^32r16^32f+8^16
r16g8^32r16^32e1^4^32
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I thought that at first too, and I tried it, but it still popped up with the same error.
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Uploaded.
Didn't even know I could upload files. >_>;;
EDIT: Also note that all the instruments are the same... I was wanting to upload them into my rom so I could test them out and change them as necessary.
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| Last edited on 2010-07-09 07:11:17 AM by Pison. |
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Ghost Pirates Ahoy!
Fourth/Fifth level I've ever made. Hopefully it's good enough to make it into the top ten; enemy placement is a pain.
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Casual greeting, followed by witty one-liner and expressive emoticon.
Explanation of interests following, with the inclusion of several inside jokes unknown to community. Initialism indicating an action, most possibly some form of laughter. Extra letters may or may not be included.
Final greetings, expressed joy.
Exit.
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Originally posted by FellipeUzumakiWho is participating for the first time in the VLDC?
Haven't checked in a few days, so couldn't respond, but it's my first. Fifth/Sixth level I've ever made, can't recall which exactly since it's been about two years since I last tinkered with Lunar Magic.
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What is this madness?! I expected everyone to get first place. I am shocked and appalled.
Originally posted by IAmAQuoteBox20. Pison (24.33/30.00)
I am entirely happy with this. It's a nice, even number ... and I don't have to share my score with anyone. That makes it all the more special~
I'd say for the fifth level I've made, and my first contest, I did well enough. The errors found were unfortunate, and should I have noticed them, I might have scored one or two points higher. Pity, but I suppose I'll just have to wait for the next contest and make it into the top 15.
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