Name: | Super Mario Maker 2 - Tracker Block (v1.3) |
Author: | ShadowMistressYuko |
Added: | |
Version History: | View |
Tool: | PIXI |
Type: | Standard |
Dynamic: | No |
Disassembly: | No |
Includes GFX: | Yes |
Description: | This sprite is a moving platform, which changes direction when touching specific map16 blocks. The blue block will start moving when the player steps on it, and it disappears when it reaches the end of its path. The red block always moves, and it doesn't disappear. --- Updates --- ver1.3 (March 7, 2020) - Fixed solid interaction from all 4 directions. - Made the blue block disappear when it reaches the end of it's path. ver1.1 (July 26, 2019) - Now it works with the reverse gravity patch. |
Tags: | 32x32 block lorom platform reverse gravity sa-1 sm3dw smm2 |
Comments: | 12 (jump to comments) |
Rating: |
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6.89 KiB | 791 downloads
Comments (12)
Added version number to the name.
Proper graphics and disappearing blue block are definitively nice additions.
However, I don't really like the interaction code. The first issue is that the hitbox is a bit wonky i.e. Mario bounces on the block instead of sticking on them, doesn't push Mario if he's on the ground (at least Mario's body doesn't touch the block). The second issue is how you have the interaction itself: For one, you have a separate interaction for regular and reversed gravity even though it should be possible to have a unified interaction code and for the other, you check for Mario's interaction twice: First for the solid sprite and second whether Mario is on top of the block. Both of these are minor enough to not get rejection but you still should improve the code next time.
The non-pushing the player also happens with SMW's castle moving block - if you are touching the ground and not moving, the player will phase right through it.
Added version number to the name.
Proper graphics and disappearing blue block are definitively nice additions.
However, I don't really like the interaction code. The first issue is that the hitbox is a bit wonky i.e. Mario bounces on the block instead of sticking on them, doesn't push Mario if he's on the ground (at least Mario's body doesn't touch the block). The second issue is how you have the interaction itself: For one, you have a separate interaction for regular and reversed gravity even though it should be possible to have a unified interaction code and for the other, you check for Mario's interaction twice: First for the solid sprite and second whether Mario is on top of the block. Both of these are minor enough to not get rejection but you still should improve the code next time.
Accepted.