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Posts by Nciktendo

Nciktendo's Profile → Posts

The presentation of the intro is really impressive! #smw{:TUP:}

In the first level the spawn and timing of the first tower of red flying koopas then the 3 red koopas after it seemed a bit inconsistent to me.
This is incredibly impressive, SJ. I’ve been using your first base rom for my own hack (check it out over here: Paradise). It’s been so handy to start with something that already had various fixes, updates, sprites and blocks added. I can only imagine that this version 2 is even more useful and packed with features.

For anyone looking to start their own hack, I can highly recommend beginning with a Flux baserom #smw{:TUP:}
I love when creators take a simple concept or gimmick like this, and fully explore all the different possibilities. Great work #smrpg{y}
These are great. I especially like "Underwater"
Originally posted by TheKazooBloccGosh
You got potentially the kaizo hack of the year! I loved it! #smw{<3}


Thanks for all the great feedback. It will be really useful as I tweak those levels and build new ones

Re the grinders - i did not know you were safe underneath them. They will become lined guided chainsaws!!!
Thanks to everyone for all the great feedback!

I've put it all in a list and will work through it as I polish existing levels and work on new ones. Will be seeking more play testers once it's closer to finished. All things going well I should be able to share an update next C3! (If things go really well I might even be able to release it... let's not get ahead of ourselves though)

#smw{:TUP:}
Description: A sprite version of the switch palace switch, that does all the normal palace switch stuff like activating the level message, activating relevant switch blocks, and ending level, but can be carried, and kicked like a p-switch. Customisable colour (might be limited by submap??).

For context, I want to use it in a sprite stack, and have it float down on top of a parachute goomba.

TIA :)
"Embrace the present moment, and you shall find paradise in its purest form." - ChatGPT



I've been working on this on and off for a couple of years. Was hoping to have it ready for release this C3, but it's not quite there yet - motivation and inspiration comes in waves!

It will probably be about 15 exits once complete.

#tb{^V^}
Originally posted by Fyre150

dizzy - decept2
- Some random tracker jam I found one day.


This one in particular is my jam! #smw{:peace:}
Originally posted by Rykon-V73
I do like the void stage or the grey one.


Thats probably the stage Im most excited to share. It uses the spectacular RednGreen port from the trailer, and has a couple of fun little surprises in store for the player

Originally posted by wye
I have to commend you on that title screen and logo

thanks. i do love a good title screen! I feel like you can tell a lot about the time and care a creator put into the hack from the title screen
Originally posted by wye
If this hack were a brand of shampoo I bet it would smell nice. #tb{:>}

I'm bald so I dont know what shampoo is... #w{xD}
Sprite version of switch palace switch.

Same size and functionality, but with options to customise colour (might be sub map specific though), make it affected by gravity, make carryable/kickable etc

(Note I did previously unsuccessfully request this in the request thread... and also unsuccessfully tried to modify other switch disassembles, but I'm a noob)

[...or if you're feeling really brave, code super scope input compatibility so I can make a sweet on-rails shooter! :P]
Originally posted by Blizzard Buffalo
A Chargin' Chuck that swings a Ball N' Chain.


This is actually a pretty cool idea, that could lead to some interesting obstacles. You could probably even already do something like this using sprite stacks.
Playing around with the Beezo sprite, specifically the 'carryable' version. When you kick/throw it, you cant grab/catch it again like you can with other sprites (at least not until after it's woken up from it's stunned state - then you can ride it and grab it again). It does however seem to still interact with (ie kill) other enemy sprites when kicked.

Wondering if there's a way to make it so you can catch it again??
(The Goomba might be the most similar example - as it can be thrown about at will, but also wakes from it's stun/carryable state)

I've tried messing with some of the settings in cfg editor but had no luck.