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Posts by Knight of Time

Knight of Time's Profile → Posts

It's so awesome to see you add more and more stuff from other Mario games to SMB3, RussianMan! Uh, just curious but how many new things have you added to SMB3 lately? I've seen pretty much every one of these C3 topics of yours where you added something to the game, but I lost count.
The Yoshi stuff here is quite interesting!

I have a suggestion for something Yoshi related, how about making a code that causes certain things Yoshi swallows to either make him run away, or damage Mario as a result? The Mariel enemy from Kirby's Dream Land 3 (which damages Kirby if he swallows one, presumably because it is poisonous when eaten) is my inspiration here.
Wow, looks like there's gonna be some serious monkey business in the future here! One question, did you implement the water behavior, for when one of the monkeys lands in the drink (whether it's been damaged or not)? I'm kinda curious.
I remember this sprite! I'm quite tempted to use it in my hack, though I'm not sure where I'd use it yet. Nonetheless, I am glad to see the release here, MarioFanGamer!
I remember someone else making the YI flippers/one-way gates, yet they weren't a public release, so I am really grateful you made them as well and released them codfish1002, great job!

I have a question that is making me quite curious though, can any sprite be used to hold a horizontal one-way gate open, like in YI? I recall that a Chomp Rock can hold one of these gates open in YI, but it's no big deal here if that behavior wasn't (or cannot be) implemented.
Do you like the switches from Mario vs Donkey Kong (the ones that allow one color of blocks to become solid at a time when pressed, while making the previous switch deactivate and its blocks passable if a switch of a different color is pressed)? If so, do you think they would make great use for a puzzle that unlocks a bonus area for players if they are pressed in a certain order?
Even though I might not have a place for this in my hack, I've got to say, as a former percussionist I just love the cool beat this music has! Great job on making it.
I remember you were working on your own version of the YI Incoming Chomp, so yeah, I'm definitely looking forward to seeing you release it someday. I have a question about it though, can it be used to turn tiles it actually eats into different tiles (like turning part of a cave floor into lava)?

The other stuff looks interesting, though I have a question about the small shrinking/growing pipes, can they crush Mario against a surface or against another one of these pipes, even if he isn't on Yoshi? I'm slightly tempted to use those pipes alongside the 16x16 pipes and 16x16 scrolling pipes I have in my hack that can only be entered as Mini Mario.
I just realized I forgot to ask another question here Sonikku; in YI it is possible to find a bunch of the monkeys swinging back and forth on a vine trying to grab Baby Mario (if they do, they all fall off the vine and act like normal monkeys). Just wondering if that behavior here was implemented or can be theoretically done? It's no big deal if that's not possible here.
11251252311985185

Each single or pair of digits represents a letter, and there is a hidden message; that's how I got this number.
I was just thinking about a little tweak for vertical pipe entrances; FuSoYa, just wondering if you would be open to allowing players to manually set the number of pixels they can add to a vertical pipe entrance if desired? Personally, I think it would be a little awkward if Mario entered a level through a 16x16 pipe, but if he was shifted 4 pixels to the left or right, it would look better (especially if the pipe faced upward and there was no solid ground adjacent to the pipe), also, I was told if I edited the value at ROM address $00A757, it would affect all vertical pipe entrances; I don't want to go that route, hence why I'm leaving this suggestion here.

Anyway, I'm gonna post an 2 in 1 image showing my idea (the left one is the "before" image, and the right one is the "after" image; I took both of these images using LM, though I disabled the background as it would have been a real pain for me to make the second image if the background was showing).



So yeah, if you can somehow implement this please, you have my thanks.
Name: Vertical Non-Boss Homing Thwomp
Type: Sprite
Description: A vertical version of yoshicookiezeus' Non-Boss Homing Thwomp; I'm looking for this one to be able to follow Mario's Y position at roughly the same speed the horizontal version does when following him horizontally. If possible, I'd like it to use the extra bit please, so that when it's at the same height as Mario, that it moves left on extra bit clear, and right on extra bit set (or would it be better for the sprite to move quickly in Mario's direction depending on Mario's position relative to the Thwomp's? Either is fine with me). I'm also hoping this sprite will work on tall horizontal levels.
References: This is the original version of the sprite.

My thanks in advance.
Thank you EternityLarva, I appreciate that.
Thanks, and my congratulations to everyone else who made it into the class photo this year.

I should make an important mention about something regarding my photo this year guys though, and I hope you'll all understand how I'm feeling about it, as this year's event was bittersweet for me. As many of you noticed, once again I'm not alone in the picture, however, it pains me to tell you all that the friend in the picture with me suddenly passed away a couple of weeks after the picture was taken (I'm in the blue shirt, he was in the black shirt). Like me, his real name was Kyle as well, which made the news I received about his death even more painful on a personal level since he was the first friend I made with the same name as me. So if everyone (including staff) doesn't mind, I'd like to dedicate this year's class photo in my friend's memory please.
Name: Player Cannot Score Points

Type: UberASM or patch (whatever works better)

Description: Code to set (and keep) Mario's score at 0 in a specified level or two, while storing his score from other levels to a variable so that if the player plays and clears an unaffected level, enters and exits (or clears) an affected level, then goes back to the same unaffected level or another unaffected level, that the score is recalled. My apologies if this sounds confusing for anyone.

References: I don't think there are any I can think of, although what I'm looking for isn't quite like what HammerBrother's score disabling patch does.

Anyway, thanks in advance.
Thank you Francium, I look forward to seeing what this'll look like when completed, so take as much time as you need.
/\ nope, not at all. I actually like Burger King (every once in a while)
< had a Whopper there today with just my two favorite ingredients on burgers (the colors here are a hint)
\/ has met another SMWCentral member in person, or would be open to meeting a fellow member here in person someday?
I'd be pretty sad. When I was working on my old hack on my previous laptop and didn't create a backup of my most recent progress on it (world 7 was pretty much done) before the laptop kicked the bucket, I almost decided to quit SMW hacking altogether. But since participating in BLDC and making a level for it (Jumpopolis), I knew I wanted to get back into SMW hacking. Even though I've been busier these days with real life stuff, I haven't given up the desire to make a full-fledged hack, especially since my decision to use lx5's custom powerups has given me several level ideas. So yeah, it would really suck if I made a great hack I enjoyed working on, and couldn't upload it here if something terrible happened to SMWCentral (it would likely take a while for me to process it).
Name: SMB3 Ceiling Buzzy Beetle/Spiny

Type: Sprite

Description: A version of the SMB3 ceiling Buzzy Beetle/Spiny that drops from the ceiling when Mario gets close enough (I think Mario has to be two spaces away from it before it drops), and starts spinning in his direction. I'm anxious to see if this can be made with one asm file while using just a single sprite slot, being as both sprites can be found on ceilings in SMB3 (my apologies if this is bending the rules a little bit; that wasn't my intention at all. I'm simply looking for one sprite with two sets of configurations in it that can make it behave like one OR the other). Oh, I have a couple more important details to mention that I'd like implemented if possible please; if the sprite is hit by a cape, I want the cape to stun it in both cases (and always stun if it's already stunned), and I'd also like it to become a specified normal or custom sprite when it's no longer stunned (that is, while it's on the ground).

References:

Look in the video below.



Whew...my apologies if this is too complicated, anyway, thanks in advance.
Those are some nice looking sprites you've got there Abdu; I especially like the flying cloud platforms and Kuribo's Shoe. The bean dolphins gave me a laugh (I dunno if I'll use them though), and I am slightly tempted to use the sprite shooter if I can find some good uses for it.

Meanwhile, I have a request for a block.

You know the screws that appear in some levels in the console New Super Mario Bros. games (New Super Mario Bros. Wii, New Super Mario Bros. U and New Super Luigi U) that activate when Mario stands on one and spins? One such screw is sometimes placed on line guided platforms, though this isn't what I'm requesting. Rather, I'm looking for a screw block that can be used in conjunction with the Layer 2 Scroll on Button Press that makes layer 2 move a little in a specified direction if Mario is on top of the screw (it should tweak spin jumping so that Mario gains no height while spin jumping, and require multiple presses of A to make layer 2 move further; I think freeram would be very useful here in the block and UberASM code as I'm looking for the UberASM code to only work in conjunction with the block if Mario is spinning in/on it). I'm also thinking that if layer 2 has been moved in a specific direction by Mario, it should begin slowly moving back in the opposite direction until layer 2 is back in its default position if Mario isn't spinning a screw.

So yeah, I hope this isn't too complicated (if you go to badummzi's File Bin, there's a tweak you can look at that he made of the UberASM code that makes layer 2 scroll with just one button).

Edit: Abdu, there's one more thing I forgot to mention. If you decide to do this request, can you please see if you can make the screw block work on layer 2 in addition to layer 1?