I am having a common but weird problem in my editor. Mario cannot walk on paths. And yes, I used the path tiles correctly in the editor, with two green "beaten" levels connected by a green horizontal path (these levels are only a single block apart). I have even enabled movement in all directions on the level props screen. But Mario won't budge. Does anybody have a solution?
The reason SMW is my favorite 2D Mario game is because of its depth, all the while retaining simplicity. You see the same couple types of blocks over again and the same variety of enemies and the same powerups. However, it is damn awesome, because it implements them in 96 different ways! This is also why I am fond of vanilla hacks. Thus, I present you:
Although, due to my extreme lack of work ethic, this project will probably be cancelled in a few months, or after several weeks you will never hear from me again (it happened with Bionispore), for the time being this project is my main priority (it's winter break!). That being said, what is Vanilla XL? Well, I was thinking about a profound expansion to the Super Mario World Universe: undoubtedly split into several parts, but an absolutely completable 511 exits. I thought that a number in the 500s sounded fair, and the 11 just popped into my head. I have already begun working on the levels (if you're not tweaking graphics or function then it's ridiculously easy), but I have run into banal problems with the overworld (basically, I can't create paths without events, or even events for that matter). I cannot hope to do this alone. I was wondering if people could "donate" vanilla levels that I will implement in the game. I will also keep track of versions here and post links to demos (if it actually goes that far). So far, I am thinking about having nine gigantic worlds, plus expanded Star Clouds and Dimension M (Special World+). Here they are, and their equivalents:
1. "Easy" World; Yoshi's Island
Switch Palace- Magmar
Level One- mszegedy
Level Two (Secret Exit)- TRS
Level Three- mszegedy
Level Four- mszegedy
Level Five- mszegedy?
Level Six- mszegedy
Level Seven (secret level-make it good!)- none
World 1 Fortress- mszegedy, I guess. But it sucks so far.
World 1 Castle (secret exit)- TRS
2. "Normal" World; Donut Plains
Level One (secret exit)-
3. "Underground" World; Vanilla Dome
4. "Suspended" World; Twin Bridges
5. "Forest" World; Forest of Illusions
6. "Rocky" World; Chocolate Island
7. "Icy" World; none
8. "Evil/Bowser/Castle" World; Valley of Bowser
9. "Clouds" World; none
10. Star Clouds; multiple Star Worlds
11. Dimension M; Like Special World, but much larger, and non-vanilla.
Here is a list of all of the exits and stuff in the first two-thirds of the hack (the rest is something called Plus World, which I will add once we actually get that far).
Blue= Maybe to generous? Not sure, just a suggestion.
Black= Maybe put the rexs up one tile so Mario has an extra step.
Other then that, it's looking good so far.
*Well, I couldn't figure out the cutoff (but I will!).
*So far, the mushroom has floated away before I could get to it... but the mushroom is a remnant of when the ? blocks were optional, and you could get to the mushroom if you went to all that trouble. Now you have to get it, If it is possible.
*Meh, I wanted to keep it that way, because if you clear the munchers, then you still have a chance of being run into by those Rexes.
Looks like a blanat 105 edit to me, try to atleast change the BG.
Well, I just put that up there because it is a screenshot. Actually, I was thinking about changing the- never mind. Wait...
Never mind. I actually like the background color; for early levels in the game, I can do a sunny orange or pale yellow, and for later levels I can do an evening darkish blue. Since this level is most likely going to be squeezed into the second half of the game, I'll leave the color as it is. But still:
I'll change the color of the hills when I have enough time to do that much pixel-by-pixel editing (my palettes are locked except for the background color; probably not a coincidence).
There are two types of editations you can do to the map. One is the green Hills that control land, and the others are ghost houses that control marios movements and level stuff. Use the house icons.
Second, there are two ghost house icons. One has a X through it, and the other has no X. Lets focas on the one with no X.
These are the starting paths, and what you should use to place the levels.
PLEASE NOTE: if you put up the levels in with the X marked Ghost house icon, it wont work.
Make sure you are...
1) using the Ghost house WITHOUT an X in it.
2) Making a complete path, with no errors in it.
3) I think you need to enable the directions you can go in at the start.
This is what i know about this. If you use it with the X marked house, it will be triggered by events. Stay away from this for now.
1. If this is for sure going to be canceled, why work on it at all/ask others to contribute to it at all?
2. SMW cannot "hold" 511 exits. It can only hold 77(not translated out of hex)
3. Why would one of the secret worlds be nonvanilla(actually, it's funny, YEARS ago, before I hacked, I had a hack idea, the game would be vanilla except for the huge, nonvanilla secret world)? Doesn't that sort of defeat the purpose of the rest of it being vanilla?
1. Well, I hope it won't be cancelled . I'm just noticing disturbing similarities between this and a past project of mine called Bionispore, which I told everyone was going to be great but only got as far as fancy banners and such. I'm hoping this will fare a little better, as it is actually within my potential, and I have a stronger motivation.
2. I know. I will split it into multiple roms. But I have wondered about the 77 exit problem: how come there are 77 events but 96 exits?
EDIT: Oh, 77 counting hex. I meant 511 counting in the decimal system.
How in the world do you plan on making 511 exits worth of levels?
*Shrugs* Lots and lots of demos, etc. Collectively, this entire site has around 400 hacks, collectively which have probably around 3,000 to 4,000 levels. I figure that if we could tap that creativity this site could come up with a huge hack. I've already made around four levels for this, in less than 24 hours. Plus with the donations, we could make this hack entirely plausible.
P. S. I loved your hack. That's the kind of quality this hack will have.
Thank you. In fact, I have since figured that out after toying around with the keyboard. But thank you. Out of curiosity, do you use Parallels or Darwine? My Darwine can't actually open files, they come out as a single empty pixel.
Then I guess I will use passwords. I'm going to watch the video in five minutes, and edit the post. If I like it, you can do the switch palaces. I wonder how we can fit over four switches into the storyline without editing the Map16. In fact, you can edit the graphics if you want.
SUBEDIT: Just the switch color, though.
EDIT: Huh. The glitched graphics are underwhelming, but I trust that that is fixed. The switch palace seems a little long and repetitive. But, it's pretty nice. A little shorter, though, and with a Switch Palace tileset. Otherwise, YES! You can start on the four normal palaces, and once the first ROM is full, you can do a few more colors, etc.
Yes, that sort of GFX editing is allowed. You could send me a .mwl file, though, instead. That would be easier. Once I get the switch, I can do a complete substitution of Yoshi's island with user-created levels (except the castle, I'm still working on that).