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Tip: If you give the player a cape, be sure they can't cheat and fly over the level with it!
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Use sprite memory setting 0D, or you could use the No More Sprite Tile Limits patch and sprite memory setting 10.

Edit: Darn it...
Last edited on 2011-11-25 10:53:56 AM by imamelia.
Thank you!
Ok so by accident I deleted a level tile and saved than quit thinking it would work... ya im an idiot. but then i added a level tile and added the level number and everything but I cannot get into the level even though I have tried everything.

Please help.


EarthBeta
First and foremost: Did you save it?
Also try starting a new file. It seems any changes to the overworld won't take full effect until you do so.
Tip: Never use the blue blocks in Map16.

Why so?
Originally posted by Giant_Shyguy
Tip: Never use the blue blocks in Map16.

Why so?

I'd say for two reasons. One, they sometimes glitch up to random glitch tiles, and two, it's just lazy, since you can edit them to look better.
Originally posted by MSAhm3d59113
Originally posted by Giant_Shyguy
Tip: Never use the blue blocks in Map16.

Why so?

I'd say for two reasons. One, they sometimes glitch up to random glitch tiles, and two, it's just lazy, since you can edit them to look better.


Ooh. Sounds ugly.

I'm glad that the patch that gives the Blue and Red blocks power-ups give the Blue blocks Starmen. =O
Originally posted by Giant_Shyguy
Ooh. Sounds ugly.

I'm glad that the patch that gives the Blue and Red blocks power-ups give the Blue blocks Starmen. =O

...the tip isn't talking about the blue switch blocks; it refers to the default "empty" tiles in the Map16 editor.
Originally posted by yoshicookiezeus
Originally posted by Giant_Shyguy
Ooh. Sounds ugly.

I'm glad that the patch that gives the Blue and Red blocks power-ups give the Blue blocks Starmen. =O

...the tip isn't talking about the blue switch blocks; it refers to the default "empty" tiles in the Map16 editor.



*facepalm*

Although, I can't blame myself - the tip is confusing.
Can you not have an auto scrolling level with Layer 2 smashers?

I'm wondering because I generally have to mess with levels a few times to get Layer 2 to do what I want it to in general so I'm wondering if you can't have both, because I was wanting to make a level with layer 2 smashing and auto scroll.
Not with just the normal sprites, you can't; there can only be one scroll sprite (a category that includes all the various autoscrolls and Layer 2 X sprites) active at a time. You could, however, use levelASM or a generator to make the level scroll, which would leave the scroll sprite slot empty for the smash command.
Wait, didn't Iggy's Castle have the part with both the Smash and auto-scroll?
Yes, but the Layer 3 Smash command, as opposed to the layer 2 ones, is actually a normal sprite.
I'm working on this level background I made: (ignore the bottom 2 tiles)


would you guys consider that cutoff or does it pass? I'm just using the basic 16x16 editor. Apart from color palettes which I plan on changing in a bit, any suggestions?

Also, what are my limitations for custom music? From what I understand size can be one, but can I use ANY mp3?
1. Yes, that's consider as cutoff. Try making a smooth end to those tiles, as it looks weird right now.

2. MP3?? Dude, you can just insert songs from the Music section, that are in a TXT format, Addmusic doesn't stand for any other format, and that will never ever happen.
Originally posted by Maxodex

2. MP3?? Dude, you can just insert songs from the Music section, that are in a TXT format, Addmusic doesn't stand for any other format, and that will never ever happen.


yeah I get that MP3's aren't compatible with ROMs, but is there a way to get from MP3's to TXT formats in the tools section (does addmusic do that?), or do I have to only use the music in the music section? I have some tracks that aren't available in the music section.
It would be possible to port it, but I bet nobody would do it because it would sound empty, and it's hard as hell to do so.
I'm changing the nte block graphics. I already changed the ones in GFX33 and GFX13. I've inserted the GFX already - in fact, I raped the button.

But, the bounce gfx does not change. THe normal GFX is good - I successfully changed it, but the bounce doesn't.

Is there something I'm missing?
Originally posted by Giant_Shyguy
I'm changing the nte block graphics. I already changed the ones in GFX33 and GFX13. I've inserted the GFX already - in fact, I raped the button.

But, the bounce gfx does not change. THe normal GFX is good - I successfully changed it, but the bounce doesn't.

Is there something I'm missing?

You need to change the GFX in SP3/GFX 13. Do note that it uses sprite palettes (I think 9).
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