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Views: 236,268,749 Time: 2013-05-22 09:37:24 AM | 10 users online: Donaldthescotishtwin, imamelia, Ladida, LimeMaster92, RaindropDry, ShadowPhoenix, TheOtherGuy25, Tokiko, Wiimeiser, Zephyr Koopa - Guests: 27 - Bots: 12 | Users: 22,858 (1,273 active) Latest: FUNKY kong ending |
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| Tip: You can draw more event tiles under the default Layer 2 Event tiles on the overworld for custom use! |
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| Ridable (ex: Megamole) Sprite problem |
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Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - Ridable (ex: Megamole) Sprite problem |
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| Posted on 2009-05-14 03:02:49 PM |
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I'm trying to create a ridable sprite, like the Megamole, but with a width of 16 rather than 32. Everything seems to work out fine, except the ridability itself. When I stand on the sprite, Mario can walk as though there are 32 pixels, and stand on nothing. I used the disassembled Megamole included in sprite tool as a base.
I'm using the same sprite and object clipping as the 16 width SMB2 Birdo that is hosted here, and I've compared the interaction code between my sprite and that sprite, and I can't figure out what I'm doing wrong.
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| Posted on 2009-05-14 09:40:30 PM |
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You should check it's sprite clipping or base your sprite on a rideable shyguy.
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| Posted on 2009-05-14 11:28:28 PM |
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The sprite clipping, as I said, is the same as the 16 width Birdo, but I may try the new base if I can't work out the problem.
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Pages: 1  |
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Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - Ridable (ex: Megamole) Sprite problem |
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