Yes, there are enemies in it. GOOD NEWS EVERYONE (great, now I sound like Farnsworth) I now know how to make Custom tiles with MAP16. I've made Bronze passable pipes, solid green coins, blue diagonal pipes, upside down munchers, Icy Munchers, slightly thinner pipes and bouncy glowing mushrooms.
The OW is still under construction, when I have the time I'll post a screenshot.
This is the overworld for South Central Island.
I don't think Luigi likes Upside-down munchers.
Nice....
Um... okay that's weird.
Just standin' on a blue diagonal pipe.
@wormer21 The OW in Screen 1 is an old version of the OW, which I changed because I thought it needed more decoration, and maybe a waterfall.
In Screen 3, That's an old version of the backround.
Last edited on 2011-11-20 08:04:10 AM by vividMario52.
vividMario52 Woozy Guy Posts: 24/44
Since: 2011-10-28 03:22:00 AM
From: Ireland
Is it possible for me to change the Ex/GFX of an already modified ROM?
I tried to extract the Ex/GFX from it, but it still tells me I have to extract the Ex/GFX from the ROM because it is still stored in 3bpp format.
Heres what the OW for SCI looks like now, but I still want to modify it.
Shift Up
Another Shift Up
If you think something should be changed, post.
Here's a sneak-peek at Vanilla Dome's new Map. (It's still being modified)
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More Feedback Guys!
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Last edited on 2011-11-28 02:48:30 PM by vividMario52.
Wormer21 Green Masked Koopa Posts: 1390/2485
Since: 2010-05-03 05:29:57 AM
From: Poland
Also, use the used up path tiles (the ones you select when you make events) in the sub map of Yoshi Plains 4 map. It looks like it's a path you can't take, or the palette of the used up path tiles are the same as unused path tiles. How to insert GFX into a ROM (not EXGFX):
1. Press thered mushroomin Lunar Magic.
2. It'll say there's no GFX folder. Don't lose hope.
3. Repeat Step 1.
4. (If you haven't already) Get YY-CHAR SMWC's tools.
5. Find a GFX file. (tip: Make sure it DOESN'T say ExGfx** (* standing for a number from 80 or higher.)
6. Extract the file you downloaded to the new GFX Folder. 7. Back inLunar Magic,go to "Options".
7. (If you haven't already. If you have, skip this step) Click on "Use joined GFX Files" and repeat Steps 1 & 3.
8. Open up 2 YY-CHARs. 9. Load the new GFX File and AllGFX.bin (the result of Step 7).
9. (If you haven't already) Open upZSNES and make a save state in a level. 10. Load that save state in YY-CHAR. 11. Click on the GFX File from the D(D means downloaded for short)GFX file and press Ctrl + C (keyboard)
12. Find the tile the GFX file from the DGFX File replaces.
13. Then press Ctrl + V.
14. Repeat Steps 11 to 13 untill you're done.
15. Back again inLunar Magic,press the Green Mushroom.
16. Now switch levels.
17. Now vice versa.
18. Now test.
vividMario52 Woozy Guy Posts: 25/44
Since: 2011-10-28 03:22:00 AM
From: Ireland
Thanks for the help, TheSuperRotom. Here's my first edit with YY-CHR.
It's kind of ugly... well, to me at least:
If the player is big and is running really fast, small flames will appear behind the feet, like in this screenshot:
Last edited on 2011-11-25 11:58:47 AM by vividMario52.
vividMario52 Woozy Guy Posts: 26/44
Since: 2011-10-28 03:22:00 AM
From: Ireland
More new screenshots to show:
This screenshot shows the Cookie Lake, near the castle, the Cookie River, which is flowing into another lake. This is in South Central Island.
This one is showing the North Chocolate Forest. You can see why it's called 'Chocolate' Forest.
This screenshot above shows Muncher Fields. The Muncher Tributary, The small river beside the path connecting Muncher fields 1&2 flows into the Cookie River, which is the longest river in SCI.
The top of CI, NCI. just a small forest here, but is still under modification.
The Turn Block terrain area is the area with two pipes. Still under modification, of course.
I fixed the title screen.
If you look closely, Mario has brighter shoes than before. Koopa shoes are darker now.
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This problem is happening again.
When I beat the Castle of World 1, it won't enable the next path. I have set the castle to enable event 6 when beaten, which works fine. I set it to enable direction left for the normal exit. I enabled 'level has been passed'. And for some reason, Level 1, DOES NOT have 'Save Prompt' checked, but still brings up the Save Prompt box. There is an option to disable automatic Save Prompt for castles, ghost houses and switch palaces, but it doesn't work.
Now, when I beat the castle, it won't Enable the next path, and then when I press down and Mario moves to the previous area on the OW, it just brings up a save prompt box!
WTF??
Last edited on 2011-12-03 01:23:12 PM by vividMario52.
Daizo Dee Von Big Rabil Posts: 552/1590
Since: 2010-07-20 12:39:26 PM
From: :morF
This problem is happening again.
When I beat the Castle of World 1, it won't enable the next path. I have set the castle to enable event 6 when beaten, which works fine. I set it to enable direction left for the normal exit. I enabled 'level has been passed'. And for some reason, Level 1, DOES NOT have 'Save Prompt' checked, but still brings up the Save Prompt box. There is an option to disable automatic Save Prompt for castles, ghost houses and switch palaces, but it doesn't work.
Now, when I beat the castle, it won't Enable the next path, and then when I press down and Mario moves to the previous area on the OW, it just brings up a save prompt box!
WTF??
Yeah, Castles/ghost houses do that, they open up a save prompt even if you don't have 'save prompt' checked.
vividMario52 Woozy Guy Posts: 27/44
Since: 2011-10-28 03:22:00 AM
From: Ireland
Yeah, Castles/ghost houses do that, they open up a save prompt even if you don't have 'save prompt' checked.
Yes, and I disabled that. Yoshi Plains 4 has save prompt checked. But say when I beat #1, it does not bring up a save prompt, but then I move to Mario to Yoshi Plains 4 area on the OW it then brings up a save box. This odd behaviour needs fixing.
Magiluigi Alpha Kretin X Posts: 1052/1697
Since: 2009-06-02 01:57:02 PM
From: Somewhere on Earth
OR, you could just go on "Extra Options" and uncheck "Bring up a save prompt when the player passes a Castle, Fortress, Ghost House, Switch Palace, level tile 0x80, or level tile 0x7E".
vividMario52 Woozy Guy Posts: 28/44
Since: 2011-10-28 03:22:00 AM
From: Ireland
Is layer 2 supposed to smash? I put the "Layer 2 Smash 2" in the level, but does not effect layer 2 in anyway. Yes, I know how to enable layer 2, but nothing effects layer 2.
I wonder if Romi's AddMusic is still available somewhere. I can only find tutorials for that one. I tried HuFlungDu's, but AddMusic.exe seems to close right after I open it. AddmusicM, I'm not sure how to use it, since there is no tutorial I can find for it. As for the OW problem, I will try to resolve it myself.
OW Problem: Resolved
Okay, it seems that I need ActivePerl. I don't want to install anything.
Graphics are okay.
I've been making Practice levels, and you can see screenshots of them in my Bio and File Bin.
UPDATE
Layer 2 Is now fixed! North Central Island is now replaced with 'The Three Sister Bridges'.
Last edited on 2011-12-23 06:37:10 AM by vividMario52.
vividMario52 Woozy Guy Posts: 29/44
Since: 2011-10-28 03:22:00 AM
From: Ireland
World 2 Completed!
Levels:
Muncher Fields 1
Muncher Fields 2
Cookie Hills 1
Cookie Hills 2
Clean Clear Waters
High Castle
BounceUp Minigame A
World 3 was started before World 2 was finished.
World 3 is 'The Three Sister Bridges,' which are: Burrito Bridge, Milky Bridge and Cutoff Bridge. (Note: by "Cuttoff Bridge," I mean that parts of the bridge have fallen of.)
The First level of the Burrito Bridge is "Chucks Territory." Mostly consists of chucks, chainsaws, fish and log bridges.
That's all I have to show you right now.
Last edited on 2012-01-15 07:25:12 AM by vividMario52.
Wormer21 Green Masked Koopa Posts: 1768/2485
Since: 2010-05-03 05:29:57 AM
From: Poland
Thanks. Now, you may have noticed I have never Posted a screenshot of Yoshi Plains Map. After hearing that square OWs are boring, I modified it, and is still being edited. The map is now Multiple Islands instead of one big island. Another thing, Luigi is now on Yoshi when I open the OW editor. I'm sure it's nothing bad though.
Last edited on 2011-12-25 09:58:32 AM by vividMario52.
vividMario52 Woozy Guy Posts: 33/44
Since: 2011-10-28 03:22:00 AM
From: Ireland
I'm currently working on two levels at the moment. Chuck's Territory and Smelly House.
Smelly House is a ghost house. There are some rooms which have puzzles in them, and have a message box saying, "can you solve the puzzle? Go through the door to restart."
xlk Luize Posts: 495/1140
Since: 2010-04-04 03:54:32 AM
From: Spain
Last seen: 12 hours, 53 minutes and 54 seconds ago
Previously you mentioned mario leaving fire on the ground when running fast.It is not recomendable changing the smoke gfx, unless you what fire when you jump out of mario, when you spinjump, etc.
Also, If you use vanilla gfx, use them to their fullest.If not, use custom gfx, and as a last resort, use riped gfx.
vividMario52 Woozy Guy Posts: 34/44
Since: 2011-10-28 03:22:00 AM
From: Ireland
@xlk: I'm not really stuffing my hack With vanilla GFX, or ripped GFX,
My main focus is on DESIGN, I'm just making some small changes to the GFX, such as happy goombas with small hats.
@wormer21: I've now removed the platforms and changed the Sprite Memory to 01 so I can have long rope mechanisms.
Smelly House Screen Shots:
Above this area is a little room with a mushroom.
You have to guide the boo block a bit upwards to jump over the pit.
Above this area is a 1up, But you need to guide the boo block upwards towards it, by standing on the edges.
It's takes a while to get the boo block where you want it.
Going through this door will send you back to the area with the mushroom.
Coming up is an annoying part. You have make the boo stream doesn't get you on your way back.
UPDATE
Smelly House and Chuck's Territory complete!
Last edited on 2011-12-31 12:24:41 PM by vividMario52.
Wormer21 Green Masked Koopa Posts: 1887/2485
Since: 2010-05-03 05:29:57 AM
From: Poland
-The pillars (near the clock) in the 2nd and 3rd screenshot are cutoff.
-The door shading isn't the best. A better transition between light and dark would be nice.
vividMario52 Woozy Guy Posts: 35/44
Since: 2011-10-28 03:22:00 AM
From: Ireland
@wormer21 Thanks, I've fixed it.
I'm starting to complete levels much faster.
If you look at my Footer, you'll see the completed levels, and the levels in progress.
I'm also getting better at using Secondary Exits.
Heres screenshots of Slippy Milk Bridge:
As You can see, it takes place in a lavender sky on Milky bridges.
First appearance of Pokey in the game, second appearance of Super Koopas in the game.
At one point, the level will tell you there's a storm coming, and lightening fire bolts will fall from the sky.
I've decided to add some minigames that you can play If you get the secret exit for SOME Levels.
Powerup Mini-Game: You have four vertical paths to take, and a powerup will be there: Mushroom, Fire flower, Feather, 1up.
However you can't see the powerup when you enter the level, until the screen verticaly scrolls to reveal the powerup.
BounceUp Minigame: You have to bounce up loads of noteblocks with coins near them. Getting to the top will give you a 3up. You don't have to complete it, though. You can just touch the goalsphere at the beginning.
Last edited on 2012-02-28 03:13:38 PM by vividMario52.