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Posts by Dispari Scuro

Dispari Scuro's Profile → Posts

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It's pretty cool. The only thing I disagree with is Fire Mario's palette. Looks a little weird for some reason. But I don't know how you could do a fire Mario and still look like a shadow... hmm.
Looks great. Good level design. It's very non-linear, as was your goal.

I am sort of sad that you have the flying dragon coin working already and can show it off already. Now people will think I copied the idea from you. >=p
It's fine, and it was public. If anything it belongs to mikeyk. Still, it's like being beaten to the patent office. =p
There's a custom sprite for it in the sprites section (Layer 3 water blah blah). I played with it though, and it's really buggy and picky. Probably not worth the trouble, but you can give it a shot.
Well if you're like me, you start off by planning to make a small hack that only features levels and nothing else, but then you start to work on the world map and halfway through start adding new tiles to the overworld to make it easier, so then you start adding some new graphics here and there since you've already done some artwork, so then you figure it's okay to start adding backgrounds and foregrounds from other games, then you start adding custom enemies and custom blocks and then the music tool comes out and your friend offers to do new music for you and then youstartusingacustompaletteineverylevelandtrytomakesurenolevelsareusingtheoriginalSMWgraphics and...

And I plan on releasing my hack sometime in 2012.
Actually it wasn't just Bloodstar. I recently played through it and reviewed the whole thing. I was going to make a request for removal but then noticed a new version was put up. I hadn't played through that yet.

The older one was so buggy it was literally unplayable. Every level had at least one problem. Several blocks were glitched in the Map16. The green switch was made of water and you couldn't beat the ghost house because the exit door was solid.

I know it's a demo, but it should be reasonably glitch free. As for the idea, I DO like it, but try not to release demos that people can't play.
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You'd have more luck judging people by the color of their name. You'd still make a few mistakes, just not as many.
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Actually a Tetris overworld probably wouldn't be hard, even if you don't think you're very good at it. It doesn't have to have multiple layers (although if it did, that would look cool) and it could all be straight lines. Green blocks for land, blue blocks for water, yellow/red blocks for levels, gray blocks for castles!
To expand on what FPI said:

Messageboxes branch off of parent levels. You can only set messageboxes for levels that appear on the world map. So if you've entered your test level from level 105, you should set the messagebox for level 105, not the test level's number.

If two levels (let's say 104 and 105) both lead to level 1C5 and you put a messagebox in 1C5, the message would vary depending on what the messages were in levels 104 and 105.

On one hand this means you don't have to change your messageboxes if you change what sub-levels a level leads to, or make sure all the connecting levels have the same message. On the other hand it means you're limited to 2 messages per level, regardless of how many sub-levels it goes through.
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Um, the eerie generator is rarely used (I don't think it was used at all in the original SMW) so you could change that to a sprite of your choice via the ROM map. Or even just use eeries. I suggest that over bullet bills because the bullet bill generator makes a noise.
I'm trying to insert a new sprite onto GFX00 and GFX01 so it exists in all levels and I don't have to worry about ExGFX. I need to free up 2 16x16 areas for it. Are there any things in GFX00 and GFX01 that can be overwritten or at least remapped easily? I tried replacing some dustclouds but that turned out to be a disaster since way too many things use those graphics, and most aren't on the ROM map.

If I can't free up any space, I may resort to moving the key and information box to a new page. I considered ExAnimation but I have enough ExAnimation already, and it'd be a pain to enable it in every level.

Oh, and I already have something in place of the smiley coin.
Um, with the combination of the boat with running Toads and the red and green vertical level with bomb koopas, it looks like you're just taking icegoom's graphics and ideas and making another version of it.
Replacing cheep cheep is probably the best idea. I can move him down to SP3 on top of the amazing flying hammer brother, who I never liked and probably won't use anyway.

Oh, I also need an 8x8 area as well. I'm already using the glitched 5up tile for a squashed goomba. Are there any others you know of? I was going to replace part of the goalpost tile, since I'm slowly phasing goalposts out of my hack, but if there's an alternative that would be good.
Sheesh, it took over an hour to convert this level, but I've been updating all the older levels with new graphics in my hack. Here's the reworked castle in world 1.

The entrance area, which shows off some of the new blocks, as well as a tap-tap. The information block tells you all about the new blocks.


The red and green donut blocks are controlled by the on/off switch. Obviously, one is solid while the other is passable. Also, another tap-tap.


There are blue p-switch blocks as well.




And even silver ones.




This is the first level in my hack to have any of these blocks, so it's not overly complicated, and getting to the exit is pretty straight-forward. Of course, getting the red coins, a free 1-up, and a room full of coins requires a bit more work.

I haven't done the extra rooms yet, but will get to it tomorrow. It took forever to do the main area, and I'm going to sleep!
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