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Tip: Make sure that ALL exit-enabled pipes, doors, etc. have a screen exit defined, or they'll take you to Level 0, the "endless" bonus game. Unless Start+Select is enabled, the only way out of it is to reset the game.
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Posts by BlueToad
BlueToad's Profile - Posts by BlueToad
Pages: « 1 2 3 4 5 6 7 8 9 »
Changing tile priorities on death would be much too confusing; it's better to change Mario's priority.

Also it would be nice if the enemies also change their priority when they die and fall offscreen.


Cool looking layout I guess.
Should the counter show up on the status bar?


Cool looking layout I guess.
Are you going to take into consideration my post as well?


Cool looking layout I guess.
Originally posted by Anas
Wait, shouldn't this mostly fulfill your needs? Of course, you'll need to change the palette and stuff around to make the counter and coins blue, but this should be it.

The secret exit is triggered only when an orb or tape is touched; MrMartley64 (probably) wants something which triggers the normal exit when 100 coins are collected.


Cool looking layout I guess.
Wait, if there is a pause text, won't it kill layer 3 backgrounds?


Cool looking layout I guess.
Hello guys! This is a hack I made in my free time for the past few months.
Here's the preview of my first level:



And here's the second level:



And the third level:



Here's the fourth:



And the fifth:



The castle of the first world:



I am open for suggestions and criticism. If you don't have an SMWCentral account and still want to give criticism, please type it in the YouTube comment section.
Regarding your thoughts on the third level, yes, I feel like it is a big difficulty jump, but was not really sure so I asked for feedback.
I will put another level in place of it, but will move this level to a later part in the hack.

I am not going to use Yoshi coins and stuff, but expect hidden coins, 1-UPs and 3-UPs in the later levels.


Cool looking layout I guess.
Thanks Neidave! I really hope to keep this hack lit!

Extra Notes:
  • The Munchers hurt Yoshi because of this custom block by  Koopster that I installed.
  • Bsnes (the emulator that I use) does not have a built in recording function, so I had to use Xbox Game Bar, which caused the top bar to show up in the video. (It didn't show the bottom bar though for some reason)


I will post the recording of the next levels soon.


Cool looking layout I guess.
I have posted 1-4, 1-5 and 1-Castle. Please take a look!
There is a secret exit in 1-5 as well!


Cool looking layout I guess.
Originally posted by slogra
For example, in level 103 i want to use white, light blue, blue and transparent (or dark blue) from the clouds and sky in my layer 3.


Side note: one of the four colours must be transparent; you cannot set it as dark blue.


Cool looking layout I guess.
Just start with the ground, like every other level. Ceiling doesn't matter for the most part. If you want, you can omit the ceiling entirely.


Cool looking layout I guess.
How does the bonus game work? Not the one in levels 0 and 100, the ones where there are 3 ? blocks in a row and give a 1-UP when hit in the right order. I've never really understood how those work.


Cool looking layout I guess.
I'm trying to make a block that turns on the custom trigger 9 when anything touches it, and turns off the custom trigger when nothing is touching it. But when I load the level, the custom trigger is always on, no matter if Mario is touching the block or not.




What am I doing wrong?
Originally posted by Cascade Kingdom
Floating Munchers in Vanilla Secret 1 won't eat blue cement blocks because they know I, the lazy whale, am incorrectly right with them being yellow.



Cool looking layout I guess.
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I saw this in the Tip ropebox:
Code
Tip: The lowest row of 16x16 tiles in a level do not appear, 
unless the "Allow viewing full bottom row of tiles" box is checked in 
the #lm{MARIO69} menu. Be mindful of this when designing levels!


The #lm{MARIO69} icon did not display properly.


Cool looking layout I guess.
Originally posted by Narcologer
I just do not understand why the devices do not fall straight down, but also acquire an additional X speed. Using a vanilla sprite which was developed for a completely different purpose looks ridiculous in the TS's gimmick.

Since ropes are supposed to go right/down, Nintendo (probably) figured out that you can give speed in the right and down directions.

Also the falling ropes make an interesting gimmick if used properly, which is what Mr. MS is trying to do. You can do the same with line-guided platforms if you want the level to be predictable and easier.


Cool looking layout I guess.
Claiming this, but I will need some time. I will not be able to make the overworld counters and average time work but I will try to get the others work.

You will need the super status bar patch.


Cool looking layout I guess.
Pages: « 1 2 3 4 5 6 7 8 9 »
BlueToad's Profile - Posts by BlueToad

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