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Posts by yoshicookiezeus
yoshicookiezeus' Profile - Posts by yoshicookiezeus
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I needed an upside down Yoshi Coin for one of the levels in my hack, so I just copied the Yoshi Coin Map16 tiles, flipped them, and pasted them into one of the empty pages. The problem is, when I grab one of these upside down coins, they disappear like a normal Yoshi Coin would but then for some reason turn into invisible solid blocks. Anyone have any idea what may be causing this?

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I've already checked that the "Acts Like" settings are the same as for the original Yoshi Coin tiles. And can I use ExAnimation to make the Yoshi Coin appear upside down for just one level?

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Originally posted by andy_k_250
You should just flip that coin in your ExGFX for that level.


I did that, and it worked. Thanks a lot!

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I've just started playing Brutal Mario and am having a lot of trouble finding the secret exit in the water level just before the first castle. I found a hidden pipe in the room with the moving coins, but it only leads me to the SMB3 bonus game...

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(restricted)
Are any of the colours in palette 8 not used by Mario? I've made a graphic to replace the key for one of my levels, but the key shares Mario's palette, and I don't want Mario to have wierd colours...

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I am completely new at making custom ExGFX, and would appreciate some constructive criticism for my first set, which is Portal-themed.



A portal, a button, a turret, and changed Bullet Bill graphics (complete with Aperture Science logo).



Some weighted storage cubes, a Companion Cube, a surveillance camera, and cake replacing the goal sphere.


I feel that the graphics look a bit flat, and that they would need some kind of shading, but I've no idea of where to put said shading...

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Originally posted by uNkNowN5642
It looks pretty good. Will you plan to make the turret shoot faster? If you don't know how, I can show you.


Yes, I would like to learn how to increase the firing speed of the bullet launcher.


Originally posted by uNkNowN5642
The only thing I don't like about the turret is the bullet. It looks a bit too much like the original bullet bill, plus it blends in with the background too much.


Does this one look better?



Originally posted by uNkNowN5642
Ooh, a cake! Will you be having a level where the cake will be a fake exit?


Yes, the cake will probably be surrounded by teleport blocks in the finished level (as soon as I get round to inserting more custom blocks, that is...). Also, if I manage to change the colours of the key without messing up Mario's ones, I will probably use the Companion Cube graphics for the key in conjunction with an invisible keyhole placed over the button (or perhaps down an incinerator?) for a secret exit.



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It looks like you set up some of the diagonal Bullet Bill shooters wrong, as they fire in directions the cannons aren't pointing... Also, might I suggest changing the room for the boss battle to look more like the inside of an airship?

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(restricted)
(restricted)
Due to the fact that the path code eventually has to end with §FF, I would think that an infinite path is impossible to do with hex editing. To create an infinite loop, a custom sprite that is set to repeat a certain path would probably be needed. I don't know anything at all about hex editing though, so I might be wrong...

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Originally posted by Kurt91
---QUESTION 1---
I'm using the Green Hill foreground and background from Sonic the Hedgehog, and it's limiting me to how I design my levels. I'm trying not to make my level too linear, but I can't put any pipes in at all. Every time I try to, I get a jumbled up waterfall complete with rock pieces and heads of various enemies. Is there a way to use both the ExGFX and the original GFX at the same time?


Insert the foreground ExGFX in FG3. That way, you can still use the default FG1 and FG2 objects, which among other things contains the pipes.

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(restricted)
(restricted)
Originally posted by Dinomar
Originally posted by yoshicookiezeus
I've just started playing Brutal Mario and am having a lot of trouble finding the secret exit in the water level just before the first castle. I found a hidden pipe in the room with the moving coins, but it only leads me to the SMB3 bonus game...


at the end of the level, go on the bottom and pass under the goal tape ^^


I actually found this a while ago, but thanks anyway.


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Originally posted by GamerID1j
I'm trying to make a brigde appear from one island on the overworld to another. I doesn't work however, because I put the bridge to activate on Event 0, I put the entire bridge to appear in the Layer 1 Event Maker. It should work, but it doesn't, instead Mario walks on an invisible bridge to the next island. It's cool in a way, but it doesn't look good. Any ideas?


Is the level that is supposed to reveal the bridge after you beat it set to activate event 0?


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Originally posted by GamerID1j
Yes. The level is set to activate Event 0.


I see. In that case, did you remember to start a new file after creating the event? As far as I remember, overworld changes doesn't take effect until you do.


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Originally posted by GamerID1j
Yup started a new file and everything, it's the first level so when everything goes wrong, I close the emulator and tweak on the event. I just don't understand how it wouldn't work...


Then, I'm out of ideas... The only thing I can think of is if you accidentally created the bridge on an event other than event 0...

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Actually, I have a new idea, now that I noticed that you were talking about layer 1 bridges, and not the layer 2 ones... Have you tried placing the bridges in the normal layer 1 editor mode, instead of event mode? Try using the transparent ones, and then edit them as you would a level tile to make them appear on event 0.

EDIT: Never mind, I realized that the transparent bridge tiles are the ones that you use for screen exits...

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yoshicookiezeus' Profile - Posts by yoshicookiezeus

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