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General Bugs (updated 11-6-12)
Forum Index - Events - SMW Central Production 2 - General Bugs (updated 11-6-12)
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Uh yeah...

EDIT:

That's the ceiling buzzy...walking in midair...(although its falling now)

EDITEDIT:



uh yeah...Fringe Forest, btw.

Also, it uses the normal SMW FG and background.
Last edited on 2012-02-14 06:02:26 PM by Punk Sarcophagus.
And we're looking for what in that screen?
Originally posted by MrDeePay
And we're looking for what in that screen?



I don't know whcih you are pertaining to, but:

The first one, the ceiling buzzy beetle is not compatible with slopes, and walks in midair.

The second, the springboard got stuck in the wall. And the tileset isn't the "custom" one.
After checking out the latest baseROM, I found out why some of my Sprite GFX are now glitched. ExGFX159, the file I used for SP4, was overwritten by a copy of one of the BG GFX files in Crystal Conception.

Here's a new copy of the correct GFX file.

To be sure this wouldn't overwrite CC's BG GFX by mistake, I checked it's Super GFX bypass settings, and none of the slots are set to ExGFX159.

Also, some of the tiles in Scorching Sepulcher have incorrect "Acts like" settings, most notably the dark colored brick tiles. My guess is that it was extracted with an older Lunar Magic as a .bin file, so the "Acts Like" settings weren't all carried over when imported into 1.91.
Last edited on 2012-02-14 08:56:21 PM by Karatekid5.
I guess I can make layer 3 BG for musical mechanism for this project. Can anyoone give me the ExGFX of it?
Except that the level already has one and the L3ExGFX patch needs to be applied.
Hi, I don't know if this is the right place for me to post this, but I've found two graphical errors in my level.


^ As you can see in this .gif image, Mario is standing in brown 'used' blocks instead of blank tiles. Did someone replace one of the blank tiles with the graphics of the brown 'used' block in ExGFX12E? (Just to let you guys know, ExGFX12E is the graphics file where all of the ExAnimation tiles used in my level are mapped).


^ Yeah, those outlines will be a clear indication that the secret exit is up there. I'm pretty sure the modification of ExGFX12E caused the outlines to appear.

I actually recall myself giving another SMWCP2 level designer (iirc, it was Rameau's Nephew) permission to modify the ExGFX file, so yeah, this is definitely my fault.

Is it okay if I claim another ExGFX slot? Because there are no blank tiles left in the current ExGFX file.

Thanks, and sorry for not noticing this earlier.
Yeah, claim what you need and then send me the updated files. Thanks.

bad palette


you probably already knew this but a reminder cant hurt people, disabling the down button in this room could fix this


map16 error
Originally posted by MrDeePay
Except that the level already has one and the L3ExGFX patch needs to be applied.

I meant that it's bugged. It shows glitched GFX. I can remake it, but need GFX that kipernal sent to S.N.N.
...

Do you even pay attention to what people tell you?
Originally posted by Luigi370
I meant that it's bugged. It shows glitched GFX. I can remake it, but need GFX that kipernal sent to S.N.N.


It's .. already made. It's all in. There is literally one patch that needs to be applied (which I'm purposely holding off on until the levels are done so I don't have to do it multiple times). Nothing is "broken" there - it just appears that way for now.

level b9 screen 6


level 133 screen 0D,0E dirt tile cutoff
Originally posted by drmatt13
http://i.imgur.com/8jSKX.png
level b9 screen 6



And we're looking for... what? Are you trying to say something about Big Mario Discrimination or something?
The incorrect P-Block graphic, I think.
Oh yeah:

Scorching Sepulcher's shade blocks doesn't work...so yeah...the level's screwed at the moment.

Onsen Overhang's background is messed up.

Also, this although I may be wrong with this, but Sideshow Showdown's FG messes up Playground Bound's.

Or maybe it's fixed. I don't know. I got this from the last IPS posted in the thread. ;S

Smoldering Shrine has a lot of spaces were Super Mario can get stuck. It's the own player's stupidity if they squeeze in them, but, as I read somewhere in this forum "Account for the player's stupidity"

Also, probably a global problem, but when you have Yoshi and have those "stationary pillars of fire", you can safely stand on the; Yoshi can stand on fire in midair! Also, Mario can place items on it safely.

EDIT:

Boos have messed up graphics when it isn't moving, and you're facing it. It shows the "cute" face of the boo, but it's messed up.
Last edited on 2012-02-19 12:40:50 PM by Punk Sarcophagus.
Found something minor:
When you deploy your item out of your item box (SELECT) and pause about a second after(START), the music messes up slightly.
The item box is going to get disabled anyway.
Last edited on 2012-02-19 08:44:57 PM by MrDeePay.
And I forgot to mention:

You know that grass tuff you put inside the normal SMW FG?

Well, in Arboreal ascent, it uses that instead of the new and better one used in most level using the updated grassland.

the lower left tile on the doors in Crumbling Catacombs has cut off, probably a map16 error
Last edited on 2012-02-21 12:37:22 PM by drmatt13.
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Forum Index - Events - SMW Central Production 2 - General Bugs (updated 11-6-12)

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