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Time: 2013-05-26 02:15:59 AM
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[Complete] 015 - Togepuku Tussle - Teyla
Forum Index - Events - SMW Central Production 2 - World 3 - [Complete] 015 - Togepuku Tussle - Teyla
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The palette is probably handled some properties within the ASM file itself, assuming it can't be edited through the CFG Editor.
Originally posted by porcupuffer.asm
PocruPufferGfxProp: db $09,$09,$09,$09,$49,$49,$49,$49


Replacing the properties to this should set it to palette C. I didn't realize that was set in the ASM file, because I hadn't gotten around to changing the graphics routine yet. Sorry!
For the sake of this post and the lack of better judgment on my part, I'm going to pretend Tom never said anything.

- The lower ledge (what Mario's standing on) should have a proper edge on it instead of connecting itself into the higher ground haphazardly.
- Add a ceiling generator to the entrance of your level (Sprite D0). Anyone with a cape can easily lolfly to the midpoint as well as expose some nasty cutoff you've made.


Tone down the darkest blue on this pipe and do it for all of your sublevels.


Think fast. Mario runs a great risk landing right in front of the Blurps below, if not outright drowning.


Too empty; add several more coins to this area.


- See second screenshot.
- The top pixel of the bottom row can be seen in Snes9x; and I don't know if it'll hold true with bsnes as well. Fill it in with the pipes and dirt.


This is why I shouldn't wait a day or two to post these damn screens. (Forgot why I took it!)

Oh yeah, now I remember. This isn't for you, but perhaps could we edit Ted's X speed so it's the same whether he's going left or right?


Shift the midway to where it's before the exit pipe dry land. (Move it to screen 5.)


Move this message box to where it's closer to the pipe that leads to sublevel 45. Readjust the level terrain if you need to.


Gonna have to play through this part again so I can remember why I took this screen.


I'm personally not a fan of having the player essentially play through a full level twice just to get both exits (didn't really like it in the original SMW as well), but if you insist on doing this; how about having the player have to do a little extra just to get it? I dunno, perhaps block the route off with ON/OFF blocks and have Mario have to find a switch so he can get through? That empty section in the water screen I took could prove to be helpful.

For the water portion, since you're currently using the vanilla water song, how about using the Water-1 track? Hydrostatic Halt uses it if you need an immediate reminder.
I see the level is in Pending status...not exactly sure what that means, is the level fixed and finished?
I put "Pending" there to imply that it's finished, but I'm waiting to receive it. Teyla told me he was packaging it up on IRC the other day, so now I'm just waiting to actually get it.
Floor stuff

There exists a floor generator for water level for issues like shown in the video. Thing is that this particular level uses the swim under the floor for a bonus thing (though, a disappointing bonus that doesn't even have a 1-Up :C). And plus, there currently only two levels I can think of that would benefit from a floor generator, this level and Kourai Crevice (and I don't even know if the floor generator would work for a level like Kourai, as there it's more of having the ability to fly under the level with Yoshi.). So yeah, I don't know if another sprite (and block) slot calls for this.
I could just add a floor down there. I could've sworn it had one at one point.

Also there's supposed to be a 1up in the bonus area iirc, there's either an invisible block or those secret 1up points. I don't really remember and I'm not in a position to check.

But I gotta say whoever decided to add the cherry blossom petals to the first area, it looks great. It's a very neat effect.
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Forum Index - Events - SMW Central Production 2 - World 3 - [Complete] 015 - Togepuku Tussle - Teyla

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