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Posts by Bowser's Level Designer

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Yeah, I'm a noob.... I managed to screw up the overworld so that I'm completely stuck at the beginning. I hope this isn't in the FAQ or anyhting, because I think I read it all, but I need:

1. How can I build paths Mario will actually walk on?
2. How do I change the "Yoshi House"? Whenever I play the level (as it's the only accessible one right now), it takes me to a bonus roulette that doesn't end after I get the 1-ups.

Thanks in advance!
Tried that. Whenever I'm on the overworld map in the game, it doesn't show the paths I place. I'm assuming I placed some kind of path that it wants to make me beat a level before the path appears. If that's the problem, then how do I fix that?

Is there any way just to reset the overworld, without resetting the levels? I've been trying to fix this for an hour or two, and I'd really rather focus on making the levels.

If there's no way to reset and I still am stuck, I'll get a picture to help better explain my problem.

Thanks again!
I think I may be having a similar problem... I place the tracks there, I test it, and the tracks just don't show up. Yes, I've made sure I've saved it to the ROM. Yes, I tried starting a new file.

Is this what your having trouble with, Mariofan? Or is my problem completely different?
Once again, I feel like I'm having similar problems. I don't know about the levels, but my overworld doesn't seem to change at all... although my problem is probably pure oversight on my part rather than an actual glitch.
OK, I really love having Lunar Magic, but so far, there are 2 things I can't figure out:

Firstly, and I know I've already asked this: How exactly does the overworld work? I just can't figure out what pathways to use (the green shaded ones or the outline only paths?) I really managed to screw up my overworld map, and can't get past the starting point now.

Secondly, I don't understand how to use pipes/doors. I've read the FAQ, but it doesn't seem to help. Is there any way to see if you made your warps correctly, at the very least?

If somebody wouldn't mind giving me a quick summary of how these things work, I would be extremely grateful. It took me forever to find Lunar Magic and everything else needed to use it, but my computer uses Vista, so the help program doesn't work. Otherwise, I'd be reading it instead of bugging you guys.

Thanks in advance, and my apologies for all the annoying questions.
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Blast. I had the same idea as you just yesterday. I was thinking you could have small mario as baby yoshi, and big mario as regular yoshi... or something like that.

I don't know of a patch, but I guess the old-fashioned way of editing the sprite should work. What I don't know is if there's any way of copying and pasting sprites where other sprites should be, so you could replace mario running with Yoshi running, or whatever the sprite is.
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So, I was making a level and decided to put boo buddies in. The problem is, they just won't appear. I've taken out every other sprite in the area to make sure that it wasn't a sprite overload or something, but to no avail. Any ideas?

Oh, and it doesn't work with either type of rotation, just to be clear.
Surprisingly, it's still not working. I'm using sprite memory OB, Ghost House 1 FG/BG GFX, and Ghost House Sprite GFX. I don't know what's going wrong with it, but I could list out some possibilities, if needed.

On a side note, if I can manage to get it to work, how many boo buddy rings can you put on-screen before they start dissapearing due to the sprite limit? I may need a lot for my level. But first, the problem is to get just one to show up.
I've tried using sprite memory data #'s 0B and 07. No luck. Could it be the fact that I'm using a vertical level? That would be my only guess now.

Oh, BTW, I just checked, and it's not because the boo buddies are on a line boundary or anything. I just had that thought.
You need to do some ASM code hacking and patch-downloading before you can insert sprites into the game not originally in SMW. If I'm just stating the obvious and you've already done this, I don't know much about custom sprites, so I'm not of much help.

BTW: Remake levels are generally discouraged, but if you want to make it badly, go ahead.
Thanks for the help! About the enemy overload:

1. The part with the sliding koopas is like that so they knock one of them off onto the pipe, which would be really hard to spot otherwise.

2. I messed this up in the video, but in the charging chuck bridge, I was supposed to get the invincible shell to follow me, making it easy to take them out. Still, it wouldn't hurt to take some of them out.

Thanks for the help, especially with sprite bouancy! To be completely honest, I forgot all about that one!
Whenever I warp to a certain part of my level, Mario dissapears, although I can still move him. What causes this?

I was thinking that, if I could cause it on purpose in another level, and add lots of coins so the player has an idea of where they are, it would be interesting. Or is that stupid?
I've been working on a few haunted levels for my hack, and I've been wondering about a few very important things:

1. I don't think this is specifically related to the Ghost House, but the info boxes don't seem to work in one of my levels. It's level 13B, if that matters, and it is the second part of a level, with a warp pipe before it, if that matters. It is very important that the message boxes work on this level, if not on any other level in the game.

2. In one of my vertical haunted estates, I find that the background occasionally displays stripes of what appears to be a very glitched water background. I assume this has something to do with the water in my level, but what to do? Again, it is fairly important, although not as crucial, that the water stays in the level if possible. I'm thinking that changing the background to black by enabling layer 2 will fix it, but I kinda like it.
The secondary area. I'm guessing it has something to do with that? If that's it, could I change it by having mario start out in the secondary area, positioned so that he can go only to the first area, which would eventually warp him back to the second area, in the part of the level with the info boxes? Or am I not even making any sense?
Oh, okay then. So, if I made it so that the player starts out in that area, would that make it work? You may not need to answer, I'm going to try it right now...
oh. Duh!

Well, I ended up swithching a few things around, but now I get this weird yoshi sign when I start up the level. I'm pretty sure I can set back everything the way it was, which should also get rid of the sign.

Thanks for the help, just took me a while to realize what you were saying. These levels are some of the more complicated ones in my hack, so hopefully I can get these out of the way soon and get on to the really simple stuff. I can just imagine how difficult it would be if I tried to learn ASM hacking...