The vertical pipes are really giving me a hard time. For example, I used the bottom entrance for a green vertical pipe and the exit is at the top. But when I try to enter it, it instantly takes me the the end of a blue horizontal pipe I created. What is going on? Please help!!!
The Palette button.
Two buttons to the right of that. The door without a number.
Click that button.
Then find it's screen number of the green vertical pipe. Check it's level destination/secondary level entrance number.
Remember: two exit pipes in the same screen number can't lead to different places.
Originally posted by HuFlungSno
Yeah, I got a weird glitch, every single time I start a new game on my hack it loads the intro message from level 15 instead of from level 0,
By default, isn't the intro from level C7?
Personally, I don't see why the overworld matters. The overworld doesn't really affect gameplay much; it's mainly just graphics. Playing a game is for the game. If you played a game for the graphics, you could just look at art.
Check the Add/Modify/Delete screen exits window.
If both exit pipes are in the same screen, they'll both lead to the same place.
Kthx.
New. What space is Mario's Cape?
(restricted)
A hack where it is only possible to hit one big switch. (Switch palace switches)
And you have to pick which one.
I used Tweaker to edit various sprites in my ROM. I can now jump on Spinies without being damaged. However, whenever I jump on one, the rom disconfigures, and looks like a broken NES game.
This only affects my normal jump, but that ruins the plot of the hack. (Hack plots don't really matter, in my opinion)
Any way to fix this?
Originally posted by 355 Christmas Tree Decorations
Originally posted by Boometh
Well try using Tweaker and changing the Spiny back to normal, then try and jump on it. If it doesn't crash the rom, don't have the spiny's jump killable. But that's just me.
It worked, but my plot's gone now.
Kthx.
Tag (div) was not closed. Tag (div) was not closed.
Sorry, I'm a Lunar Magic noob.
How do I place upside-down blocks and sprites?
Fixed.
Kthx.
Edit: Actually, I'm stuck again.
How do you kill an auto-move generator?
Constantly I can't use the line guides properly because they look like bushes. (3F X, Bush 1/2)
How do I make the lune guides look like line guides? They're not a sprite, so they don't have SP numbers..
So much for Tip Of The Day..
327: The first few seconds of being shot out of a pipe, you are not affected by blocks.
Hey SMWcentral,
People are constantly saying we should avoid cement blocks.
The question. Why?
No new posts today? Okay...
328: Blue Koopas take recoil if a shell is being pushed towards them at high speed. However, if you kill the shell while the Koopa is taking recoil, it will seem to dash forward. I haven't tested this with a cape, but I know it works with a fireball.
Edit: Do NOT use this glitch as a requirement to beat a stage in one of your levels. It's not very obvious.