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Posts by MoxieCat

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10th place. Not bad, considering I've been here for years, and I'm still a n00b.
It was a good learning experience, and I'm glad I participated.

Congratz to the winners!
(restricted)
I'll sign up! Might as well.
Hopefully I don't get voted out in the first round like last year... #smw{>_>}

Oh, and
I<3SMWCENTRAL
Sorry, I forgot the codeword at first...
This is my first time using Sampletool, so if what I'm asking is stupid, there's why.

So, I'm trying to insert a percussion .wav into sample 0E. While it works just fine, it keeps playing way too low (sounds more like an explosion than a snare drum). I tried pitching the sample up in Audacity, and when I listen to it in Sampletool, it sounds right. But after I save it, it pitches itself back down. Not only does it sound that way in-game, but when I preview it in Sampletool (it sounds right before I save, but not after I reload it.)

This is extremely annoying, and I think the low sample is taking up more space...
If anyone can help, please do, and quickly!

(By the way, I'd post my samples, but my laptop is being crappy and I'm using my phone to browse the forums.)
Yeah... especially since AMK supports the AM4 coding I'm used to. And I might need a new version of Sampletool if I'm gonna make a .brr file...
That... that would make sense, actually... I tried pitching it up 3 different ways, none of them worked... so that's probably the problem. #smw{^_^;}
How would one go about making a generator that steadily destroys a level as you go?

Like, after a period of time, the generator would replace all blocks at X-position 0 with blank tiles, then after another period of time, replace all the blocks at X-position 1, and so forth?

Edited for clarity.
It was probably 2007 or even earlier, when I was still in grade school. I sat beside a kid on a field trip who was playing SMA2. He let me try it, and it was honestly kind of magical.

Fast-forward a couple years later, I found that YouTube video of the Nico Nico Douga automatic Mario level. One thing lead to another and now I'm here.
Quick question, does something like this count as recolouring, or is that going more into drawing territory?


I'm noticing the current level threads all have level numbers.
Do we need to claim a specific level number?
Figured I'd post what I have so far here, so I can get some feedback.
(Also in case you can't tell, this is my first VLDC. Not a lot of experience working with vanilla resources.)


(screenshot outdated)

New video here.
BPS Download Here!
This is looking great! I can totally see the Rayman inspiration in it.
The palette seems a bit busy, but that might just be me and my simplistic mindset.
Originally posted by chineesmw
how would I customize the Layer 3 GFX without breaking it globally?


Lunar Magic 2.22 and up support level-specific Layer 3 images.
First, you click on #lm{l3gfxby} and choose a 2bpp GB ExGFX file (usually in LG4), then you open the level's Layer 3 in the Overworld Editor and save that as an ExGFX file to load into LT3.

There's more detailed tutorials elsewhere here.
Looks pretty good so far! Aside from a custom palette, there's just a couple of things I can think of that would make it better.

First of all, you might want to find a way to make the airship look a little more curved/angled. In the original SMB3, the bottom of the airship's ends had a slight curve to them:

This would make it look less blocky and more like an actual flying boat.

Secondly, you could use ExAnimation to make the propellers spin (for all I know you're already doing this, since you provided still images and not a video).

Keep up the good work, though!
Thanks for the feedback, guys! I also started the actual level design now, and I have a couple of screenshots and a new video.




New Video
Looks good so far! The music staff and anti-yoshi parts are looking really creative.
Also I was curious to see if those grinders were supposed to be notes. They are.

Is anyone having any troubles with Layer 3 transparency? For some reason my Layer 3 is just making Layer 1 vanish.
It's looking like this:



While in Lunar Magic, it's looking like this (how I want it to):


EDIT 2: False alarm. The problem was the bottom of my background had Layer Priority enabled.
Firstly, when you submit your level to the contest, do not submit it as a .ips patch. Instead, download Floating IPS from the tools section here to make a .bps patch. (You can do more research yourself on why .bps is better)

As for the level itself, I think this is pretty good for your first time! A lot of people starting out try to put whatever wherever, but you have a clear theme and limit yourself to only enemies that you needed.
There was one group of 3 koopas and a piranha plant that seemed kind of awkward, since there were so many enemies in one spot.

Overall, my main complaint would be that it's almost too easy. One of the joys of Mario is thinking fast and being light on your feet, while the main challenge in this level is timing your jumps.

Also, even if you're not sure you're ready for graphics stuff, try the palette editor at least! It's amazing how different colours affect the overall feel of your level.
Originally posted by K3fka
try to think of some other candy-themed decorations, maybe?


You could use the little leaves from the forest background and recolour them to look like sprinkles in the cotton candy, to break up the monotony of the foreground.