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SMW DLCR: A Basic Collaboration >> ALL CLAIMS CLOSED

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@ Shiny Ninetales I did forget, thanks for reminding me. Red palace looks pretty unique!
@ white_moth yes you may.
@aguni yeah go ahead, somewhere between normal and hard is quite fine.
@ Epic_Mankey looks pretty cool to me, I can't wait to play test all these levels, I've been waiting until it's complete so I have fresh point of view.



Most of the level is finished. Just doing final touches now. It's suppose to be a challenging level, I don't think it's too out of place difficulty wise though. The autoscrolling smasher room is fairly short.
@zagesaw looks pretty good, the the twomp with layer 3 smasher is a bit strange but it all looks pretty cool.
@ super maks 64 I am sorry there are no patches allowed.
Lemmy's castle

Tried going for a vanilla level, design and difficulty wise.
Level 11F is finally done!
It's a life farming level and it's loaded with secrets. Uses sub area 1DF. 2 exits obviously, no Yoshi coins, 1 moon, and 1 intentional glitch for the secret exit
but you can fly over it with a cape.

There's an optional "puzzle" at the end, the reward is
a blue Yoshi.
If you want the solution, PM me. And also PM me if there's a bug outside of the intentional glitch.
@Aguni thanks!
@Lukacpatrick nice.
@ super maks 64 you can have the level, but what do you mean the original gimmick? Does lunar magic change this levels mechanics? If this is the case the patch should be considered because we want to stay original as possible.
Can anyone explain further on this matter?
The original game loads the levels normally upon warping in translevel 24, but then checks for some conditions (amount of coins collected, time, number of Yoshi Coins) and changes the layer 1,2 and sprite data to hardcoded pointers (5 of 8 you can't even see in Lunar Magic(also the pointers are 2 byte long instead of 3)), even if you change sublevels CD CE CF the game will load different data. The patch instead makes the game load data of sublevels and puts the unusable rooms in slots B9-BC, and it doesn't even use freespace.
Check out Team Hack Fix/Translations' thread full of fixed and translated SMW hacks!

Wanted Permabanned or Dead by new staff team
Claiming Forest of Illusion 3 (123).
@super maks 64 well, thats not a huge game changer, but it certainly throughs a monkey wrench into porting these levels into Sma 2. The easiest solution is created one for each senario. I guess everyone in the whole collab needs to speak on this one..

@GlitchMr Cool, thanks.

btw I finished soda lake.
If everyone needs to speak on this one, I'd say that create one level for the SMW version and another for the GBA version without the patch and without the pipes.
I'll Claim Chocolate Island 3.
Hi, I'm a signature!
Hack Thread
Hack Testing Status: Available.
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@ Konata Izumi okie dokie, thanks.
@ lukacspatrick ok, anyone else?
vanilla secret 3 is done.
it's somewhat harder than the original.
@ Christian07 Perfect, thanks!
@ everyone It's my own fualt for not thinking of level 24 issue, but I dont want to make Super Mak 64 wait to long to make their level. I'm leaning towards allowing it 2 other users are. Anyone for/against?
I think SM64 mean this. As you can see, some levels are not shown by Lunar Magic

So, allowing the patch for make the gimmick usable is ok for me. Anyway, if you decide not to use, you can always disable the hijack of level 24 on the overworld menu Extra Options, and make a level without problems (this is not the case though)
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2021 TRENO vibe check thread
I'm for the level 24 patch. Seems interesting and fun.
ok, no one has spoken against it, so we will use the patch!

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