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If it turns out I can do it without too many sacrifices, yes.
I've already done this for A2MT, so I might as well offer to do it for this project too: would there be any interest in me going through the current database of inserted custom blocks, making sure that they take advantage of the three newest offsets (no more falling through corners of "solid when x" blocks!) and disassembling if needed?
Sure, that may be useful. I'll upload them all when I get back home today.
if i'm going to use levelASM in my level, what do i do? when i finish the level i send the ASM code in a .txt file along with the level?
You can either send it with your level or send it to me early so I can put it in a base ROM update.
Originally posted by yoshicookiezeus
would there be any interest in me going through the current database of inserted custom blocks, making sure that they take advantage of the three newest offsets


Originally posted by S.N.N.
Sure, that may be useful. I'll upload them all when I get back home today.


Guess who has a totally rockin' memory?

If you guessed S.N.N., you'd be wrong.
And there you go. Apart from updating the blocks to use all of the offsets, I also did some optimization work, as well as fixing a few offset-related oddities. Oh, and I also downloaded those two .bin blocks from the signup thread and disassembled them; you can find them as 358HorE.asm and 359HorD.asm.

Please tell me if I inadvertently broke anything with my updating, so that I can fix it.


Oh, and any objections to me recoding the 1/4 P-Switch blocks to activate when you hit them with a thrown enemy or cape spin? It always kind of bothered me that you couldn't do that in the first SMWCP, as opposed to just about every other block you hit from below.

EDIT: Speaking of stuff that keeps bothering me, send me the horizontal Thwomp you're using and I'll add the sound effect and screen shake to it.
Last edited on 2011-07-24 08:34:35 AM by yoshicookiezeus.
Are there still yoshi coins in the game?
No. They are they are somewhat being replaced by the SMWC coins
Originally posted by yoshicookiezeus
blocks


Thanks. I'll go ahead and insert them once I update the base today.

Originally posted by yoshicookiezeus
Oh, and any objections to me recoding the 1/4 P-Switch blocks to activate when you hit them with a thrown enemy or cape spin?


None from me. If there is no other disagreement, feel free to go nuts.

Originally posted by yoshicookiezeus
EDIT: Speaking of stuff that keeps bothering me, send me the horizontal Thwomp you're using and I'll add the sound effect and screen shake to it.


.ASM
.CFG
Originally posted by S.N.N.
thwomp

No changes to the .cfg file, but here's the new .asm.
I think I have found a small glitch with the cape and the SMB3 style powerdown patch. (Just to let you know, I haven't been keeping up with every glitch that has been fixed in the Base Rom so someone might've already mentioned it before) If you pass through a bullet bill at just the right angle with a cape, you will pass through, you will take damage and loose your cape, but you will not get any invincibility time afterwards, the little cloud of smoke doesn't appear where you got hit, and it doesn't play the sound effect.
Something that's been bugging me for a while: can the upside-down venuses be tweaked so that they won't appear if you are standing directly below the pipe and/or directly adjacent, basically how the right-side up ones work? Or are they set to act like this on purpose? I know it was something that initially bugged me while making my level and I ended up swapping a number of venuses for regular piranhas because of that very reason, but it's something that's really begun to aggravate me while testing a couple other levels - namely Jorshamo's - because it just isn't consistent and I feel I'm falling victim to cheap deaths. But if they're meant to be this way, then...well, I'll adapt.
Upside-down Venuses have always behaved that way even in actual Mario games.
Then no worries, I suppose. I guess I've never really paid close enough attention to that in the past, so I'll keep that in mind going forward.
Well I'm not sure but my upside down piranha plants have a blocky head for some reason, does I miss something?

And I read somewhere that we inserted a custom blue parakoopa, which sprite number does it uses?
The blue parakoopa is 8A.

For future reference, just Ctrl-F the sprites signup thread (first page).
Last edited on 2011-07-27 01:15:36 PM by AxemJinx.
Originally posted by Shog
Well I'm not sure but my upside down piranha plants have a blocky head for some reason, does I miss something?


Update to one of the newest base ROMs, as this was recently fixed. Either way, you don't need to worry about it - it appeared like that for everyone at one point.
Now that I've come across and fixed a bug where enemies wouldn't spawn in my last sublevel, which now haves me use a sprite that scrolls the camera up(sprite D1), layer 2 doesn't seem to show up/work. Is this a known bug or whatever?
It makes the sublevel's purpose kinda useless :\
Which enemies would that be? I know that Spike Tops for one won't spawn if you scroll into them vertically.
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