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Tip: The "Edit Animation Settings" tab in Lunar Magic is very convenient if you want to disable certain animations in the game to make room for your own graphics or ExAnimations.
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Posts by BlueToad
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If it's not kaizo, then it should be pit.



Hack.
YY-CHR > Photoshop
Hello guys, here is a document of what every act as setting does: https://docs.google.com/spreadsheets/u/1/d/1Vy_nEYB6VwH18FnP9ukxRNNgKfHnXP616s7Ujklfq9o/edit?usp=drive_web&ouid=101183606356789922653

It's still in a WIP state, so it will take some time for the document to be finished. If you have anything else to point out, please reply.
Well, I think this should be added to this post.



Hack.
YY-CHR > Photoshop
What is the code in the custom block you are using?



Hack.
YY-CHR > Photoshop
I completed Super Mario World Styled Giant Goomba for AppleBoy54321 which has been accepted here.
Staff/Admins, please don't let this flop! I really want to see something like this!



Hack.
YY-CHR > Photoshop
Welcome Dusk! I hope you have a great time here!



Hack.
YY-CHR > Photoshop
Originally posted by The_Uber_Camper
Is an Event required to allow Overworld movement? Both Layer 1 and Layer 2 paths, or just one of them? The specifics are what I don't understand.

You can open a path using "Direction to enable when normal exit passed" in the #lm{owlevel} dialog. You can also set different directions for each secret exit.

Layer 2 Events are used to update the overworld visually only.



Hack.
YY-CHR > Photoshop
(restricted)
@K.T.B. Sorry for that, it was by mistake.

As for the level:
The main problem is that level is flat with enemies far and few in between. Varied terrain with enemies with interesting setups would go a long way. Try experimenting with different enemies put together in different patterns.

This is irrelevant to the level itself, but I am sure it will help you: give your levels a theme or a central gimmick. Try centering your level around 1 or 2 sprites: for example, banzai bills, chargin' chucks, etc. Try to expand on ideas and difficulty as the level goes on (though don't do this for the first 2 or 3 levels). Mixing all kinds of sprites together isn't good level design.

Also, may I know what kind of difficulty you are aiming for? Normal? Hard? Light Kaizo? Because the shell jump at the end left me wondering about it.



Hack.
YY-CHR > Photoshop
Sorry if I didn't word this correctly, but is it possible to add a value to a RAM pointer? Like:
  • if my input value is #$00, get a value from $7e0000,
  • if my input value is #$01, get a value from $7e0001,
  • if my input value is #$02, get a value from $7e0002,
  • if my input value is #$03, get a value from $7e0003,
  • and so on?

I hope I explained the question properly and you are able to understand.
The address is going to be variable at runtime, so what KevinM said works.

Also thanks KevinM and WhiteYoshiEgg!



Hack.
YY-CHR > Photoshop
Are you using sprite coins and Yoshi coins or are they blocks?



Hack.
YY-CHR > Photoshop
Instead of editing a map16 tile, the better way is to just make a custom map16 tile and use that whenever you want, and probably even make a custom object for that.



Hack.
YY-CHR > Photoshop
Well, hello there DekuSlate, hope you have a nice time here!



Hack.
YY-CHR > Photoshop
I believe you can use Blockreator to do that. Just use "Set sprite x speed" and "Set sprite y speed" options.



Hack.
YY-CHR > Photoshop
That's nice, you should probably submit it to the UberASM section.



Hack.
YY-CHR > Photoshop
Also, you can delete the poll by editing your post to clear the poll "question" field.



Hack.
YY-CHR > Photoshop
Is it possible to compare two registers, namely A and X, and use that with BNE, BEQ and the like?
If it's only possible using scratch RAM, then fine, I'll do that. Thanks for letting me know.



Hack.
YY-CHR > Photoshop
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BlueToad's Profile - Posts by BlueToad

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