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Posts by Knight of Time

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If I may, I'd like to make a second request, Ixtab.

Can you make a layer 2 smash command for use in a vertical level, please? e.g. one that makes the right side come smashing to the left.

I've seen a vertical castle area in NSMB showing horizontal versions of the spiked logs that originated in SMW, that's where I drew my idea from.


Hi,

Several weeks ago, I was playing one of the Big Boo boss fights in the e-Reader series of levels of Super Mario Advance 4: Super Mario Bros. 3 where the fight had a few major differences than regular Big Boo fights in SMW:

-the Big Boo hurts the player
-the player has to wait for the Big Boo to hover downward to be hit with a SMW throw block, due to SMB3's inability to throw carryable sprites upward

Anyway, I am so tempted to do this same kind of thing with the final time in my hack that the player encounters the Big Boo boss, making the boss actually able to hurt the player this time, but, there's one thing that has me curious, how do you prevent the player from throwing carryable items upward, so that they can only be kicked left and right while on the ground or in mid-air?

Thanks in advance.
Yeah, I already saw it, thanks Fakescaper.

I'm very likely to use that version of the Big Boo boss in my hack...but methinks I'll need the concept on being unable to throw items upward to be in the form of a custom sprite or generator, since I'm going to want to have it only affect one area.
Hi,

I recently noticed this morning that I'm having problems getting into both ZSNES and Snes9x. Whenever I try to get into either program, I get an error (in ZSNES I get "DirectDrawCreateEx failed", and in Snes9x I get "DirectX failed to initialize!"), making me think that the current version of DirectX is defunct, anyway, is there any other possibility for why I cannot get into either emulator?

Thanks in advance.

Edit: Nevermind, to my surprise this problem was only temporary, as the two emulators are working fine now, much to my relief...
Hey, isn't that sprite from Brutal Mario, wiiqwertyuiop?

I'm surprised you were able to make it.

On another note, shouldn't it be slowed down when climbing a slope going up, and sped up when it's going down a slope? That's pretty much what the law of gravity will do there for a roller coaster cart.
Hi,

Some time ago here, I noticed that Baphomet Junior made an Automatic Walk sprite, and subsequently followed it up with an Automatic Running sprite, except for the part where the Automatic Running Sprite was deleted from the custom sprites section, due to it being an edit of the Automatic Running sprite.

Anyway, I wish to re-create the Automatic Running sprite for my first volcano level, Volcanic Panic, to go along with this partially animated background I'm using from the game Prehistorik Man, can anyone tell me where in the asm file of the Automatic Walk sprite I go to in order to make it cause the player to be running at max speed (while still being able to jump; I remember there used to be an Automatic Super Running sprite that I believe made jumping hard, or impossible) when you get to whatever screen the sprite is placed on, please?

Thanks in advance.
Thanks, I tried $48 first, but found the player couldn't jump very well at all.

But then I tried $36, this setting works pretty good, except that there are some unusual effects when the player bumps into certain things, bumping into turn blocks seems to cause them to rotate, as if they were hit from below. Running into a solid wall can kill the player (I was hoping that if they touched a wall, they would still be stuck running against it).

Unless there is a better setting anyone here knows that I can use that allows the player to run fast (fast enough for them to be able to fly if they had a cape; except this level I'm working on is a hard endurance test that disallows having fireballs or a cape, and may also disallow spin jumping too), I suppose I'll be keeping the speed setting at $36.
Alright, thanks for the help guys.

I'm thinking having a speed of $30 will suffice for this level's theme.

But being as the player can still lose a life if they run into a solid wall, I'll have to go around that.

Uh, just curious, but does using the automatic running sprite make it impossible for the player to pick up carryable sprites, such as shells, throw blocks, springboards, or P-Switches?
I used to be 6 foot 3 a few years ago, but these days, I slightly lost some height, going down to 6 foot 2. Still, it's rather tall for me...maybe not as tall as your average basketball player, but still up there.
Hi,

Recently I began to think about doing a tweak of mikeyk's electricity sprite to extend it from 16 x 16 to either 32 x 16 or 16 x 32 depending on what direction it is moving, in a way to try and (sort of) replicate the Lava Drop sprite from YI, anyway, how do I change a custom sprite's size and hit detection while it's moving up and down or left and right?

Thanks in advance.
That's a nice tweak of the Venus Firetrap sprite, Koyuki, could I possibly also use it, please? It might be handy to use in at least one of the volcano levels I'm working on in my hack.
Hi guys,

I'm not sure how many of you guys have NSMB Wii and have gotten to world 9, but I just found something very fascinating in 9-7 there that is making me curious about trying to get it into SMW.

In this particular level, enemies that can breathe or shoot fireballs (the Venus Firetraps and Fire Bros.) can melt the various ice blocks, making travelling through the level really, really hard. Anyway, being as enemy fireballs are extended sprites just like Mario & Luigi's fireballs, how do I make their fireballs melt ice blocks? Would it involve having to tweak the sprite, or making a new ice block?

Anyway, thanks in advance.
imamelia, looking at that screen you posted with the light box effect in the middle, and the rest of the screen darkened, is that HDMA?

Either way, I wanted to ask a few questions about that screen if it's okay.

First of all, does that light box effect follow the player around the whole time, even when they are moving up or down?

Second, can that light box be made to be in the form of a circle of a desired size?

Third, can you make the rest of the screen outside of the light box even darker, so that it's nearly impossible to see the BG and FG stuff outside of the light box?

Basically, if that was all used for a part of a level, it could be a lot like the areas in YI where you're in the dark, but with a limited scope of vision.
Hi guys, sorry for the double post, but I have a video to show of the first level in my seventh world...problem is, it's in ZMV format so I wish to know the best way to convert it to ZMV before I post it here, please?

I should give you guys a little warning though, when the time comes that any of you guys will be able to play this level, it may remind you of Stampede Sprint from DKC3, as I used a very similar concept in this level to add to the challenge.

Here are a few screens of this level that I called Volcanic Panic, just a few things you guys can expect when going through this level.







Now, the reason I have a low timer in this level (you start with 99 seconds) is mainly because of the theme of the level, with the erupting volcano in the background, it brings a sort of message...to get out of the area as fast as you can.

As for the video, I promise Mario didn't take any damage in the level, for this kind of thing, a no damage playthrough is a must.
I didn't really intend for my first world to be that hard...not SMB:TLL hard, anyway.

But that level I posted the new screens of is quite hard, being a world 7 level and all...I disabled spin jumping, and getting to play as Fiery or Caped Mario/Luigi with some custom blocks and sprites, just for that level. After all, it basically takes the Automatic Mario concept to a whole new twist.

Other than that, I actually realized I made a few mistakes on the level Monty Mole Beach in my first level...accidentally made it near impossible with a few placements of some things, but the level is definitely beatable.

It just sucks that editing a post here seems to be currently impossible...
You might want to wait a moment there, Spud Alpha...I made a couple of mistakes in my last demo that I need to fix (mainly a couple on one level that I just fixed)...but being that I'm already up to my seventh world, you'd probably be better off waiting for the hack to be completed.
Thanks guys.

I'm thinking my best chance would be having a version of one of the fireball throwing/shooting sprites that shoots a 16 x 16 fireball custom sprite that can be used to break a specific ice block (basically, one that can break when hit by either the player's fireball, or one of the custom sprite fireballs).

But I guess I'll save this idea for a later point.
Hi guys,

Recently I began to make an outdoorish volcano level with some line guided stuff in it, but after deciding to make at least one sub-area in the level underground with both line guides and some things on layer 2 (such as some floors, ceilings, or even some lava), I've begun to realize that unless I use Terra Stripe, that I cannot have the straight line guides from the Tileset Specific Objects menu used in conjunction with the layer 3 rock background that is generally shown in layer 2 underground areas.

Anyway, while using Terra Stripe, how do I replace the garbage layer in any of the tilesets that have it with one of the other layer 3 backgrounds, in this case the rock background?

Thanks in advance.
Well, I actually haven't worked with levelasm before, I mean, I've been tempted to use it, but other than that, I got the rock BG into the underground area I'm working on with line guides and layer 2.

So what is this particular code I need to finish the scrolling part of the rock BG?