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Tip: Linear levels aren't necessarily a bad thing. After all, most official Mario levels are fairly linear.Not logged in.
Posts by Vanya
Vanya's Profile - Posts by Vanya
Pages: « 1 216 17 18 19 »
Actually, I meant a 1 dimensional array, my bad. A 2D array isn't needed here unless you're gonna use sub-stages.

As for how to tell your object which flag in the array to switch on; that's simple.

Make a global variable that will hold the value for the current stage.
Give each stage some creation code that set's the appropriate number. Stage 1 one set's 'global.location' to 1, stage 23 sets it to 23.
Then when the appropriate event happens just do this:

Code
global.levelstatus[global.location]=on;


That's all. Always remember to try to do everything in the simplest way you can think of and your code should stay neat, easy to understand, and a breeze to debug.

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
I don't know how useful this will be, but you can study this old file I made for a competition ages ago. The documentation isn't so good, but it has tags on everything. It's a bit more basic than Megaman's engine, but the collision works with no issues that I know of.

http://www.mediafire.com/?db6b6xg3z64tdfm

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
Go to this thread:

http://www.sprites-inc.co.uk/files/forum/showthread.php?tid=561

Someone posted a LUA script for Megaman 2 all 6 Megaman games that shows the hit boxes exactly as they are in the game's code. That should give you some insight.

Alos, I agree with Jimmy. It's better to use two sprites for left and right facing than to use the scaling feature as it still acts a little wonkey to this day.

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
Great work so far. I've been looking for a good mario engine for a couple projects I've been wanting to get done for ages, but didn't have the patience to learn SNES ASM to get done in SMW.

So far yours seems to have the best basic physics that I've seen around. None of that walking into an enemy while holding a shell and taking a hit from *something* upon collision.

That said I do have some suggestions right off the bat from playing the first stage in the demo.

Veggies) The angle I throw them at doesn't seem to change. I seem to remember there being different trajectories based on if your player was walking or running in SMB2. Also, they seem to be going way too fast after throwing them at an enemy. Like they're not loosing inertia from the impact against another object but gaining it.
Picked up enemies also never change trajectory.

Magic Leaf / Racoon Mario) The range of the tail is too short. I should be able to jump straight up when right next to a pipe and hit a Piranha Plant without having to move forward.

Koopa Shells) When I throw one straight up I should be able to catch it without having to move forward. Right now if I stand still it just falls on the ground and Mario doesn't interact with it at all unless I take a step towards it.

I think that's all I found so far. Cheers!


PS- Another minor thing. Mario doesn't take a step when I tap the button. I ran into a similar thing before. Easily fixed and make your animation look that much more professional.

Also, If I'm already pressing a direction key when a room starts Mario won't move. Or if I'm holding the dash button Mario won't start dashing.

Also, also, when I stomp a palace switch while skidding the skid SE doesn't stop playing.

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
Love it all! Can't wait to start using this for my projects. Bravo!

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
Coolio. I'm most interested in the spotlight and cone light. I've never tried doing that sort of thing before for some reason.

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
Very cool! This will be a great help for those of us with limited asm skill and a time saver for those with experience. Cheers!

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
I've played some of that engine and for the most part Mario's physics seem pretty damn near spot on.

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
Originally posted by 1UPdudes


Carrot Cave. It's already silly -w-


<3 it!

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
Making a DS game, which runs exclusively in DS mode, take advantage of 3DS hardware is impossible without porting the game to 3DS.

Swapping the buttons would be a fairly simple ASM hack however.

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
Nice! I love minimalist status bar and the new graphics that add to the vanilla art without clashing at all.

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
Cool! I've heard of the series before and it seems interesting. If you get stuck I suggest asking around at ROMhacking.net there are a lot experienced translators there.

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
Probably because it's minesweeper.
Screenshots and a description of any features that sets it apart from minesweeper for people that have never heard of it before (like myself) would probably help.

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
I was wondering how viable it would be to add a whole other game to the SMAS + SMW rom?

Basically I was thinking it would be cool to have a version of SMAS that also included SMBspecial. Would it be fairly trivial to expand the ROM, tack on a copy of SMBLL on the end, and add another title to the main menu? Or does this represent a monumental task given the currently available tools and information?

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
With a little bit more work SMW could end up being a great base engine for actual Megaman games. #smw{:TUP:}

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
Depends what you mean by basic.
You can probably get a handle on everything in a few hours just by going through all the tutorials that it comes packed with.

If you want to get into scripting that depends on how much experience you have with programming. But again there are plenty of tutorials that are easily accessible.

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Krakenskin Leather Works, my Etsy store.
LordVanya, my art page.
FundamentalEssence, my game development page.
Pages: « 1 216 17 18 19 »
Vanya's Profile - Posts by Vanya

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