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Posts by Mapsking

Mapsking's Profile → Posts

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Hi everyone. I know I have seen the ending credits play, after only beating Iggy, or World 2, or something like that, instead of waiting until the entire game is finished. Does anyone know how to do this? For example, if my hack is currently one world long, and I want to give credit for a custom block or something, but have not made the other worlds yet, how do I force the credits to scroll after beating a different boss?

Thanks, Mapsking
Is it the "Change Boss Sequence Levels..." you are referring to?

Thanks, Mapsking
Aah yes, I see what you meant, that helped, and fixed it, thank you very much!! (And yes, I did check), I just wanted to make sure

Thanks, Mapsking
Hi, I am sorry if this is a simple question, but I've tried a few time, and have been unsuccessful every time...

I would like to make the top piece of a pipe "damaged", so it hurts Mario, and I have gone into yy-chr and changed it to look the way I like. I only want to do this in one level, however, and, when I've done it, it has changed the tile in Map16/LM for EVERY pipe top in the game, which I don't want. Does anyone know how to do it for only one level, or save it as a new Map 16 tile if it is possible? I even tried saving the original in a new slot, and with different properties, but they were still overridden. If this is possible, please let me know.

Thanks, Mapsking
Thanks for the solution! It worked, you are all geniuses. Thanks for the walkthru specifically, as I wouldn't have know how to do it. One last question, is there a way to only do a certain pipe top in the level be damaged, instead of all pipes in that individual level? Unless I did something wrong, every pipe I use in the level automatically has the damaged top... Please let me know if there is a way to only have a select pipe be damaged, along with normal ones in the level. Even in Standard objects, they are coming out damaged, for that level...

Thanks again, Mapsking
Oh, thanks so much!

Thanks, Mapsking
11/24 - Mapsking

:-)
Hello everyone. I have a bonus level, that has a 3-up bonus moon, and until recently, there was no problem. However, now it shows up in LM, but when playing the level, it is not there. Not only invisible, but when I go to where it should be, nothing happens. I can't think of anything that would cause this, and I don't know how to fix it. If anyone knows, please let me know if I've done something to cause it, or if there is something I can do to fix it.

Thanks, Mapsking
That is interesting, I didn't know that. However this time, was the first time I had tried to get it. A completely brand new game/reloaded/reset and an "empty" save. I will try the MAP 16 one, and see if that fixes it.

Thanks, Mapsking
Hi everyone, I have a question regarding a jumping piranha plant, sprite 50. I have 2 of them, a few spaces apart, which is not uncommon, and they both display correctly. They start at the same vertical height, and appear the same in LM. However, when playing the level, one starts 7 tiles higher than the other one, jumps, then disappears off the top of the screen, and I don;t see it anymore. Does anyone have any idea what causes this, or how to fix it? I've assured they are the same tile, and I don't know what to do. Please help.

Thanks, Mapsking
I did, but interestingly enough, there is a solid ledge above both of them. I didn't realize that, I will have to rethink that design. Thanks for the info!

Thanks, Mapsking
Hell everyone. I have previously used fireballs, with sprite buoyancy enabled, with no problems. However, now I am creating a level, and every time I insert fireballs, there seems to be a splash, but I see no fireball. Also, I wanted to use a Blarrg, but every time I insert one, he is invisible. He still hurts Mario, and you can see "an invisible outline" of him. I know it is a weird way to describe it. If a pic is needed, I can get a screenshot. If anyone knows how to correct this, please let me know, as I really don't know what changed.

Thanks, Mapsking
I thought sprite limitations would remove part of a sprite, but leave the rest of it. Even so, how do I change that, or figure out the limit? There aren't too many sprites, for example, on 1 screen, there were only 2 other sprites. I have the sprite header set to 12, so 6 on a screen should be allowed at the same time, unless I am reading it wrong.

Thanks, Mapsking
Unfortunately, the "invisible/translucent" outline did not show up hardly at all in the screenshot. The only thing you can see is the splash, both when it jumps, and goes back in the water. Do you still want me to post it?

Thanks, Mapsking

Or instead, possibly, how do I allow more sprites?

Thanks, Mapsking
Background = Underground 1 (3), and the Srite Gfx is also Underground (3). I think this is what you are referring to. If I'm wrong, I apologize (poisonous mushroom in LM).

Thanks, Mapsking
So can the background still be underground 1? I hope so, as I've done a lot of work on the color palette on the BG. When I change to Underground 2, it is all garbled. Pardon my ignorance, but do I need to change both, or just the Sprite one?

Thanks, Mapsking
I take it there is no way to convert the background, w/o completely redoing it, is that correct?

Thanks, Mapsking