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Castle Spikes...

I don't understand how the spikes (tileset specific object 39 in a castle) are able to smash down with layer 2. Can someone explain this to me, please?
When Layer 2 is enabled, click the yellow underground box. Go to the foreground editor and click the spike tile, set it up anywhere in your level. Now have that ready and take the Leyer 2 On/Off sprite generator where you start or put it before the tile falls. Their ya go. Hope I helped.

BIG NOTE: Layer 2 deletes BG.


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Look in the extended sprites. Enable layer 2 for the level, put the spikes in, and put in the sprite for Layer 2 Smash where you want it to start.

This is a thing that's happening, now. Achievements in old video games.
Thank you for the layout, Erik557.
Man, I wish this would've worked. Oh well.
If not for respect, but dramatic effect, take on the face of Guy Fawkes.
Is he talking about the big spike or the small yellow spike?
The big one. I tried that to no prevail...
Remember to set Layer 2 scrolling to "H-Scroll: Constant, V-Scroll: Constant" in the "Change Other Properties" window.
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And I thought you had to set the layer 2 vertical scroll to none (which is what I did for the second half of my fifth castle, it's got the layer 2 smash 2 command, but instead of using the giant spiked logs, I used the blue thorns from Yoshi's Island in a cluster (2 blocks long by several blocks tall).

Anyway, when you're using one of the layer 2 smash commands, just remember that this effect will only happen on certain screens, and the further you go along, the faster they'll move.

Screens 01 and 02 (00 is the first screen as you know): the spikes move slowly, with plenty of time to dodge while they rise.

Screen 05: the spikes come down a little sooner after they rise.

Screens 07 and 08: the spikes begin to move a bit faster, at this point, proper timing becomes more important.

Screens 0B and 0C: the spikes move up and down quickly, you need to time your movements really well here.