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Posts by tmercswims

tmercswims's Profile → Posts

Suggestion: Make trying to stop an eShroom Ad (i.e. getting the "Thanks for trying to help, but..." message worth like 2 or 3 karma, because it is so damn hard to get them.
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Put in sprite D2 where you want Lakitu to stop spawning.
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Hmmm... Can you post a picture of the level from LM? File > Level > Export level to bitmap file. Link it here, I want to see how you have the sprites arranged.
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That's odd. Although probably to be expected, since the site is under a lot of stress right now.

The only other thing that I can think of is that maybe the custom sprite is acting weird. Try this: remove the Lakitu and sprite D2 altogether (temporarily). Play the level. When you get to the end, see if the level ender acts correctly. If yes, there is a conflict. If not, then that sprite is a problem.
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Originally posted by blueyosh
<.< >.>
No answer? Thats rather annoying. . .
People have other lives too you know, not just answering questions here.

But to help you out, look in the custom sprite section. Almost all of them labeled with [Generator/Sprite] are custom powerups that are per-level in which they are placed.
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Did the graphics that you used come with a custom palette? Or did you try to make it on your own? And if so, in what program (e.g. YY-CHR or in LM)?
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Well the very first column is the transparency... but unless you enabled the level-specific custom palette then you cannot change that color. So the graphics must be using the second column (white) instead of the transparency. So in that case, you will need to (in YY-CHR) make all of that area out of the first column (trans).

Just in case you didn't know, whatever the colors are in YY-CHR don't matter. The palette in LM is all that matters.
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It's the fourth one down...
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Glad to help! :)
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I'm not sure I understand what you're asking, but my answer to what i understood is this:
Sure, you could make a hack with one exit, that uses as many of the 1FF levels that secondary entrances would allow.
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Control all aquatic life via telepathy.
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No, I think his problem is that the actual switch blocks (the yellow green blue red ! blocks) are garbled if the titleset is switch palace. In which case you would have to do some tileset combining.
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(restricted)
Originally posted by Greenei
Still wondereing:

Can I increase the runningspeed of a Sprite, say the Chucks?
I'm not able to check right now (on my phone at school :P), but you may or may not be able to do that with Tweaker.
Never mind, you can't.
The way to do this would be to download the Chargin' Chuck Disassembly and mess with it. It should be commented, so you can find where the speed is. That way also you won't need to overwrite the original Chucks.
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All right, there are a number of possible causes.
One, (and the simplest) you did not save in BTSD.
Two, you did not do the offsets/relocs right for a *.bin block.
Three, the screen exit is not configured correctly.

If you check those things, then we can see from there.
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I would have to say telekinesis. Because it would make getting food from the fridge easier without needing to get up :P hahaha.
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Where did you get the block from? Here in the block section, or somewhere else? Because I know that the ones here work. But if you got it from somewhere else we can't be sure. Try this one.
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Or you can put your ExAnimation GFX into the bypass slot that is just for it. At the very bottom.
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Huh. What do you have the block acting like in LM? Seeing as Mario goes through it I would guess... 25?
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All right, so quick and dirty ExAnimation "tutorial."

1. Insert your ExGFX.
2. Set the "GFX file to extend animated tile area" to your ExGFX file.
3. Open the 8x8 Tile Editor.
3a. Press Ctrl + Shift + Pg Dwn
3b. Go to page 0x6; you should see your graphics there.
3c. Leave this open.
4. Open either the "Edit Level ExAnimated Frames" or "Edit Global ExAnimated Frames" window (depending on which you want; I recommend level).
5. In an empty slot, put the Type as 1 8x8 and the Trigger as none.
6. Put the tile numbers of one set of 8x8s that is your, in this case, rain. (You can find the tile numbers by mousing over them in the 8x8 Editor.)
6. In the Destination spot, find a place on the first 2 pages of the 8x8 editor that you can overwrite. (I usually use bushes.)
7. Repeat steps 5-6 for each 8x8 that makes up your rain.
8. Now open the 16x16 Tile Editor.
8a. Go to page 3 or above.
9. Select an empty tile. Click "Edit 16x16 Attributes."
10. In the editor, put the tile numbers that you set as the destination of each 8x8 in step 6.
10a. Set the palette so it looks right.
10b. Set the acts like to something appropriate; for rain, probably 25.
11. Repaste and F9.
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