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Tip: Try sketching out ideas for overworlds and levels. Even if they don't manage to fit into Lunar Magic completely, at least you have a base to work from, instead of doing it all from scratch.Not logged in.
Posts by Gulaschko
Gulaschko's Profile - Posts by Gulaschko
Pages: « 1 2 3 4 5 6 »
Weird it just ports me in a random level with p switches after the intro with this option ticked...

Edit: Its 1C5

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so i decided to not use that option but even though i did tick the option to be off again everytime I die in level c5 it ports me to level 1C5 HELP!

Edit: fixed it. built the same level in 1C5 as in C5 and then it doesnt matter if I die now in C5 because 1C5 is the same level

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Hey i am searching after a code for a block which is switchable and if it is "solid" it should be a death block so mario dies when he hits it.

Regards

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Ah yeah I see thx#smw{:peace:}

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Name: Overworld Messages
Type: Patch (I guess?)
Tool: Asar

This patch (?) will allow mario, after pressing the button to enter a level on the overworld, to open a message box instead of entering the level so that you are able to make for example signposts messages directly on the Overworld which will be triggered, how said, by pressing the button to enter a level.

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Hey how do I get a throwblock which is already "active" and has not to be grabbed to be active? Is it an extra bit or is this a custom block?

Regards

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but then it is a sprite and not a block anymore right?

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Hey I wanted to use the Sprite Underwater Flag Patch but I dont see the sense that this is an asar patch so i wanted to make an uberasm how russianman said in the description but i dont know how that works. Can somebody help me?

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the thing is i just want it in only one level...

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so first i apply the patch and then this uberasm and how can is et the flag in for example level 5? do i have to change the LDA number?

Edit: ah wait i just apply that asm to a level in list.txt i guess?

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thx#smw{:peace:}

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I wanted to insert the para beetles in my level but when i try to play that level its just a weird fuzzy looking screen and weird noises in the background.... PS: Idk if thats the problem but i also have custom grey platforms in this level.

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I guess so but maybe I didnt understand the readme correctly. it says something about bytes and bits. are they different?

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but i did it like the guy in the comment section. it is sprite 4 in my pixi list.txt so i was doing sprite 4, extra bit 2, extension 0. Or is this false?

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Nope thats not the solution. Also, in the comment section extension 0 is a particular para beetle so that also should work doesnt it?

There is apparently a "fatal" error with a sprite layout or something

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Okay I will try it thx #smw{:peace:}

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So reinserting on a new rom didnt help BUT when I deleted the mario maker bob ombs in my pixi list.txt and reinserted all the other sprites again it worked (i guess). Is it possible that the bob ombs dont "like" the beetles?#smw{9.9}

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Hey I am searching for a patch which patches the rare problem given in the title. Is there one?

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Hey can someone send me a code or link to a PB tracker like the one in midairs risers or kaizo consistency?

Regards

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So I used the Abstract Song of VLDC 9 and i used it in the titlescreen but all music after the titlescreen (e.g. level music, jump sfx, intro music) stopped working and is now muted. What did I do wrong there?

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Pages: « 1 2 3 4 5 6 »
Gulaschko's Profile - Posts by Gulaschko

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