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Posts by jimbo1qaz

jimbo1qaz's Profile → Posts

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I moved the yellow switch palace to the Yoshi's island submap, but it doesn't appear properly, though it does squish properly. How do I fix that?
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no, when i beat yoshi island 1, the palace does't even appear, though i can go there. when i beat the invisible palace, it becomes visible, then flattens.
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This is my first hack.
It has a custom overworld and about five mostly finished levels, including the castle.




http://bin.smwcentral.net/u/17341/kaizo.ips

10-16-11: updated bowser road 1
10-30-11: More stages, more cool stuff
11-5-11: diag munchers, more testing
11-12-11: massive update, castle added
11-15-11: Updated again, more yoshi coins, keyjumps removed (still neccesary for some yoshi coins)
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can someone move it to kaizo?
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This is only a demo. Note that I originally posted it in WIP.
And yes, this is my first hack.

The switch palace is relatively untested. It should be possible to pass the bullet bills with a spinjump (even I have done that in my minimal testing, despite me sort of sucking)

Also, the animated GIFs slow my weak computer down
I'm not at my main computer right now
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Originally posted by Sokobansolver
The pipe in the switch palace just leads me back to the start, and there's nowhere else I can go. Is there something I'm missing or is it really that much untested?

Fixed it. Clear cache if necessary, then redownload.

Originally posted by Sadistic Designer
I've played it, but it's gotten me confused. Why do two of your levels not have exits, one being the Switch Palace which is needed to continue playing?
Also are you aware that the last jump at the end of the second level is impossible without taking a hit, as well as the jump at the end of the bullet bills, so in order to beat the level you have to bring two mushrooms from the start of the hack?

I fixed that too. Clear cache and redownload.
And yes, the jump at the end is supposed to take a hit.
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FOr the Main and Midway Entrance dialog, how do we set the camera to be higher, where Mario is, at the beginning of the level? Does it have anything to do with the fg/bg layer 1/2 position?
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Which number do we choose?
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Is there any way to use ExAnimation to make a GFX that looks like a purple switch block when the on/off switch is on and the dotted purple switch block placeholder when the switch is off? Equally importantly, I need a GFX that looks like a solid purple switch block when the switch is off and like a dotted purple switch block when the on.

My block already worls, just the GFX
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I got it working, but is there any way that doesn't need inefficient ExAnimation?
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No, I mean, does it slow down the game? I'm only using it for the on/off events and don't want it constantly redrawing the same frame over and over again.
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So should I make the exanimation global or level?
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I added way more stages and made the others better! Is anyone still interested?
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Originally posted by Sadistic Designer
The first room of level 104 appears to be impossible (as the solid block to stand on turns into a coin the moment you touch the POW to make the door visible). Also for me the magikoopa's stationary magic in level 103 wouldn't spawn 16 out of 16 times I tried, making the level impossible.

For the first stage 105, do a P-switch jump. I actually managed to do it without slowdown.
And the 103 isn't finished. Should I add a few springboard jumps or paratroopa jumps?

Plus, I did test the beginnings (:D) of my levels.
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Originally posted by Sadistic Designer
...I doubt that. You say you managed to enter that door, while the invisible coin blocks are in your way? The only way to get high enough to enter the door is by pressing the P-switch beforehand, making it impossible to use the P-switch to enter the door. A possible solution to that section would involve duplicating the POW block, but I really don't feel like doing that. I know that it's quite easy to do a P-jump, but even with a P-door-entry that section is not possible (without using block duplication, that is).
So to repeat myself: did you really manage to beat that section?

As for testing the other starting areas of levels: the Magikoopa's Stationary Magic still won't spawn for me. Rather than adding jumps please fix this first.

Oh and I completely forgot to mention: don't be so generous with capes. I flew over one or two levels and kept a cape to the impossible level (103) probably allowing me to skip a lot more. I'd highly recommend removing all cape-based traps from your hack, not doing so will result in me skipping nearly all your levels.


I'll just remove the stage. It's not that important and only leads to joke/test level 108. You're supposed to go left at the overworld.

And for the cape, I'll add a muncher roof the whole way across the top. I'm not at my main computer right now, so I can't fix it.
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Updated with diagonal munchers and more level testing. Note that Torture Area One (104) was removed, as it was useless. 103 is still incomplete, but more tested than before.
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