Banner
The Base Rom Level Design Contest has begun! Visit its contest subforum to learn more!
Views: 771,526,849
Time:
15 users online:  Atari2.0, Dan Drigues, Darolac, Digital Entertainment,  Erik, FB5628, GbreezeSunset, MegaSonic1999, Minish Yoshi, ModernKiwi, nesta_, NextTactics, TickTockClock, toad64, WhiteYoshiEgg - Guests: 48 - Bots: 169Users: 40,528 (1,861 active)
Latest: Tenry92
Tip: Check for glitched graphics in all frames of an object or sprite (i.e., the ON/OFF block changing, etc...).Not logged in.
Details for Custom "Shooting" Power-ups
SMW Sprites - Custom "Shooting" Power-ups
File Name: Custom "Shooting" Power-ups
Added:
Version History: View
Authors: 1524, RussianMan
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: This package lets you to create new "Shooting" based power-ups, where the player can shoot extended sprites, both new and old, depending on "power" state.

Comes with boomerang and hammer powers, that were originally made by 1524 (ICB) and 2 new powers.

More details in the readme.

V.1.1 - Most notable changes are inlcusion of 2 new powers and support for custom palettes. For more changes see readme.
Tags: ability, lorom, pacifist, power, power-up, power-ups, projectile, sa-1
Rating: 5.0 (Votes: 1)
Download: Download - 23.30 KiB
302 downloads
Screenshots
Previous 
 Next
RussianMan
yes, if you use uberasm in different levels or make it global (Gamemode 14)
Posted by:  RussianMan - | Link
toad64
can you use the powerup from a different level to a new level?
Posted by: toad64 - | Link
RussianMan
does that mean I forgot to include them? if so, whoops.
Posted by:  RussianMan - | Link
Major Flare
Nice update. Sorry for the delay, as this should be moderated faster. On a side note, added the other powerup cfgs (shuriken and ice flower).
Posted by:  Major Flare - | Link
zacmario
Sweet, I look forward to using this. Seems a lot more flexible then alternatives.
Posted by: zacmario - | Link
RussianMan
that's in the future.
Posted by:  RussianMan - | Link
zacmario
So you can lift the ice blocks, or that's in the future?
Posted by: zacmario - | Link
RussianMan
Did a few minor corrections. First, now iceballs generate hit sound on enemy hit (kill sound defines were previously unused).
Second, I removed ExtendedBlockInteraction routine, because it wasn't used by any extended sprite (those that use block interaction use different method that I thought is better).
And lastly I added "make ice blocks carryable" to planned updates list, I wanted to add it initially but I didn't because... no reason.
Posted by:  RussianMan - | Link
RussianMan
Forgot to include SpawnMinorExtended routine for ice block. Those who don't have it redownload!
Posted by:  RussianMan - | Link
zacmario
Preety sweet alternative to the other power up patch!
Posted by: zacmario - | Link
kamekku14
SHURIKENS!
Posted by: kamekku14 - | Link

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2019 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 9

Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Talkhaus
  • SMBX Community
  • GTx0
  • Super Luigi Bros
  • ROMhacking.net
  • MFGG
  • Gaming Reinvented