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Posts by RudeGuy

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I have a level which is about moving climbing nets. Now, the level is split into two sublevels, connected by a door, and both have moving nets. I noticed that, when going from the first sublevel to the second, I couldn't climb on the nets anymore. The non moving ones are fine, though.
I searched for a fix in SMW patches, but I didn't find anything. How can I fix this problem?
Yeah, forgot to mention, the nets are on layer 2.
Also forgot to mention: if I never enter the first sublevel and go directly to the second, the climbing nets start working properly... which means the problem isn't related to a specific sublevel.
Originally posted by WhiteYoshiEgg

If I recall correctly, an easy workaround is to add a one-screen level in between. Maybe see if that fixes anything?

Tried doing this, it didn't do anything.
Also, upon further testing, I discovered that I didn't really need to have the first sublevel use layer 2 for the bug to happen. In fact, weirdly enough, it seems to depend on the screen number... If I enter the sublevel on screen 0, 1 and 2, layer 2 works properly, in any other the interaction is disabled.
Also, I'm not sure if this affects the problem in any way, but I'm using this UberASM code in the sublevel, specifically this version (in which I edited some values).
Lastly, I got this to happen in the sublevel. I don't get what that is...

EDIT: I tried reproducing this bug on an original SMW ROM, no patches. Basically, setting up a level like this (exit in the same screen number, no layer 2 commands in the sublevel) will somehow disable layer 2 interaction. Can someone explain me what’s going on?

EDIT 2: I think I found a solution. I simply added a command called "Layer 2 Falls", without changing Layer 2's scrolling rate. So far, I have no more problem...
mmmh... i should probably post mine as well.

july 20, 2000
Last time I did this test I got INFJ. I think the description matches me pretty well. But it mentions that "they peave their mark on the world", and I really doubt I'm going to do that.
Originally posted by Adamatrix

Super Mario Bros X ?
SMBX ?
That whole shebang ?

SMBX isn't a SMAS editor, though, it's its own engine with its unique physics and stuff.
Was born in July 20, so obviously the first moon landing.

Other interesting events:
1881 - Sioux Indian Chief Sitting Bull, surrenders to US federal troops
1933 - Vatican state secretary Pacelli (Pius XII) signs accord with Adolf Hitler
1944 - US President FDR nominated for an unprecedented 4th term at Democratic convention
1948 - Syngman Rhee elected 1st President of South Korea
i'm already at the age where all i get for christmas is a pair of slippers
well i'm staying home alone thinking about what i could've done if i were less lazier so
Originally posted by LethalBrownies

I have brought shame upon myself and my family. Forgive me, as I must now commit hara-kiri.

glad your happy now
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Hello! This is totally not a demo thrown up all today.

Now, this is not actually called "A Random Hack". It's just a title I came up with because I wasn't too focused on anything but the levels themselves.

I started this hack last year and so far I have only made the grand total of five levels. But I've given the utmost care to all these five, and by that, I mean redesigned them multiple times, testing them simply too many times, fixed anything that there was to fix and even tried learning some ASM whil I was at it. I really hope you enjoy this demo!

Here are some screenshots:



And this is the download:

Download
Originally posted by Sariel
It's cool to se ya here. I recall your name since your "grassy grotto" Level from the VLDC9 Collab. I really liked its design and from your screenshots it looks like i'd really dig this hack of yours, too #tb{:j}

It seems relatively simple, yet it adds enough custom stuff to stand out from the "average vanilla hacks". Really good job and even if it takes a long time to create good levels sometimes (i know this from my own hack, too), keep working on it and one day you'll release an excellent hack! #tb{:]}

I'm just afraid not many people know your name, but maybe i can mention your thread in the rope box nomination-thread, so it gets at least a bit more attention?

I'm glad you liked my old VLDC9 level, although, to be honest, I don't exactly consider it that good. I was mostly learning my way through Lunar magic back then.
Also, yeah, this hack is really vanilla only in style. I'm thinking of adding a lot more custom stuff along the way.

Originally posted by Veck
God these levels all look wonderful from just a mere glance. Some beautiful palette choices for each and every one. Solid levels throughout, I unfortunately don't remember seeing anything from you before but I hope to see more from you now :)
Rope box nomination would definitely do this some justice.

Well, of course you don't remember anything from me, I barely made anything before in the first place. Also, thanks for the nomination!

Originally posted by Darolac
Who man, those levels surely look really good! I will try to give some feedback later! The combo of vanilla+custom assets, which is what I'm also going for in my hack, is what appeals me the most.

I'll be happy to wait for your feedback!

Originally posted by Koopster
I finished the two first, almost finished the mountain, had a look-see at the sky level before getting stuck and just a little glance at the castle.
This is the closest to the VLDC experience I remember having in a good while. The levels look fantastic and the setup creativity is over-the-top while giving next to no consideration to the player's experience.
Super ruthless design all over the place, either for being really difficult/awkward to pull off with very harsh punishment or for being very easy to screw up permanently by despawning or killing crucial enemies (an even better example is the blue koopas in the rope level). Not to mention the unpredictable and finicky nature of many, many setups (I had a hard time dealing with the offscreen bats in the cave for instance).
The stages feel just a tiny bit too long, but that's enough for it to be worth considering cutting off some content or using multiple midpoints in my opinion.
You need some extensive testing and I'm sure this can go very far. There's lots of potential.
Good luck!

Well, first, thanks for playing and giving some feedback. During development, I've always felt that these levels might be a little too difficult to begin with, and I was never good at predicting the actual difficulty of a level. I'll try making them much easier next time.
By the way, you were supposed to hit the chuck to enter the yoshi coin area... but I forgot to close the upper boundary so you can access it that way and get stuck. Also, remember you can always exit a level, they're all open.
I seriously thought you released an entire OS for C3 when I looked at your thread
Pretty nice mugshots you have there. If I had to give some feedback, I'd say the arms in the hug pose look somewhat off, especially the left arm. Other than that, all of them are pretty good.
Also, I know it isn't part of this thread, but damn your overworld is fantastic.
At first I was skimming this thread and thought all you had were those shitty square-ish maps.
It's cool to see how much you improved over the years. Those last maps are pretty great. Unfortunately I can't say the same for your palettes, they're just decent at best. The sky submap is probably my favorite out of all of them.
can it make more than "blah." messages when not trying to advertise something? it's probably one of the bot's most evident behavior and should be fixed right away.