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Posts by BlueToad
BlueToad's Profile - Posts by BlueToad
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Really nice looking level in terms of aesthetics. Though now that I come to think about it, the moon coin graphics could use the animated colours from palette 6. Also the ice spikes just doesn't fit with the environment; they look a bit too realistic. I think it's just me though

In the level itself, it seems that the Ice Bro.s iceballs melt the frozen coins? And make a coin sound effect when it lands? I suggest you change that.
For the sub-area with the moon coin, I would prefer the moon coin come in with a poof instead of suddenly appearing.


I can clearly see a junk map16 tile next to the semisolid at 0:07. Probably just a mistake. And there is a bizarre glitch at 0:59 where the penguin clips through the slope. I guess this patch would fix it? Plus the spiky balls the piranha plants are blowing have their colours a bit messed up. You could change that into a more red, green or black colour.

The level before the checkpoint also felt kinda short to me, so if could add more level, that would be nice. Other than those, I wasn't able to find any glaring issues.
Originally posted by Gamma V
I don't think it's as simple as calling the shared routine for smoke sprites.

It is as simple as calling the shared routine. Just put

whenever you want to spawn a smoke sprite and you're good to go.

Cool looking layout I guess.
Thanks guys!! No errors now.

Cool looking layout I guess.
Sure, I will claim this. Which tiles should I overwrite?

Cool looking layout I guess.
Originally posted by DasFueller
I just started working on a vertical level and I realized that my foreground tiles, when priority is on, are still behind sprites. I don't have this issue with the exact same tiles and sprites in a horizontal level. Is there any difference? I don't understand it.

Or even use Lunar Magic's horizontal level mode, which allows you to make vertical levels while according to the game they are still horizontal.

Cool looking layout I guess.
Originally posted by Gulaschko
I know this function exists for the timer in Lunar Magic but is there a way to force music of a level before entering a pipe to another level so that the music does not change in the entered level? This would work with setting up "No Music" in the entered level, however I want to have music in this level because of other reasons. So is that possible?


Just set the same music in both levels. SMW will recognise that and not change the music.

Cool looking layout I guess.

Cool looking layout I guess.
Awesome! Can we get some screenshots of 8-1?

Cool looking layout I guess.
I honestly don't see the point of doing this. If you scroll endlessly, after some time the tiles will loop and lose interaction. Do you want it to stop after some time?

Cool looking layout I guess.
Originally posted by TheJank
I want to do a Big Boo Boss fight.
Similarly with the fight in Legends of Mario, where you fight Big Boo while climbing on a vertical scrolling layer 2.
But I want it to be horizontal.

I think the best way to do what you want is using custom sprites, not layer 2. Not sure though.

Cool looking layout I guess.
Originally posted by 7 up
Not even using LM to fix sprite 19 is allowed? Do I have to use standard Display Level Message 1, then?

Do you mean the overworld save fix?

Cool looking layout I guess.
Originally posted by M. Yusuf Suleman
A Secret World 9?

Probably not.

Cool looking layout I guess.
Originally posted by Koopster
You sure it's your favorite if you couldn't even finish it? :P


Cool looking layout I guess.
Originally posted by The WHG Modz
Sometimes I Choose An Enemy And Center The Whole Level Around It Using That Enemy's Gimmick.

That's right, this is what you should be looking for.

Cool looking layout I guess.
Originally posted by Gulaschko
Yes thats what I want. But then, when I go back to the main level the song should NOT change again and should be the same as in the sublevel, so whenever you go back to the Mainlevel after entering the Sublevel the music should not change again to the Mainlevelmusic how it is in vanilla; it should stay at the Sublevelmusic eventhough I am in the mainlevel. Do you understand it now?

So let's say you are using the "Here we go!" music in the main level and underground music in the sub-area.

Now what you want is that when you enter the main level from the overworld, "Here we go!" plays, but when you enter it from the sublevel, its underground music should continue playing?

If that is what you are asking, no, you cannot do that in Lunar Magic, however there is a workaround:

Duplicate your main level and set "Here we go" as the music in the original main level and set the underground music in the newly created copy. Now in the sublevel, make it so that the exit pipe/door goes to the copy instead.

Cool looking layout I guess.
Wow, this is a pleasant surprise! Really cool idea that I haven't seen anybody think of!

Seeing this is like a remaster, we could try to add a new mode like how the Switch port of 3D World did.

Also I would suggest the name "SMW+" (or "SMW + 'insert extra mode name here' or something")

Cool looking layout I guess.
With everything being so hot, I'm honestly feeling intimidated.

Though the torch decorations look like they damage the player, I suggest changing that.

Cool looking layout I guess.
Basically the title. I need to do different stuff in a levelASM based on whether the player entered a level via the overworld or from a sublevel. I couldn't find anything in the RAM map, so please let me know if I missed something.
Awesome, thanks!

Cool looking layout I guess.
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BlueToad's Profile - Posts by BlueToad

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