Tip: If you give a Muncher tile custom graphics, it will still act like a coin when a silver P-switch is active, whether it looks like a coin or not. So make sure to use ExAnimation if there's a silver P-switch in the area.
How about a patch that warps you to a defined level, or one of several, when you get a game over?
Dying in this level could send you to the title screen, but you can use the new return to overworld feature in LM to get back to actual gameplay.
Feel free to skip this one at your leisure if it's annoying to code or is dumb.
-------------------- On Pixel Art Requests: I generally do not accept free work unless I either have the time, if I see your project worth my time to contribute towards, and that is usually me doing the approaching to you on that second part. I do not accept speculative work as I do have various art I made on-hand with me. I am more receptive to paid work and equivalent exchange of resources (trades) in which case, you can DM me wherever I have an active presence on for the details and we can work something out. If not, then don't DM unless absolutely necessary.
Description: A fat winged Goonie that bounces high up and lands to the ground just like the green papakoopa, but only slower. These big fat birds can be ride on top like the Mega Mole. The sprite is based on the Bowling Goonie except when the extra bit is set.
Here's a good one: A platform that spawns a claw with 4 animation frames that grabs Mario and drags him down into the pit. Repeatedly mashing the button allows Mario to escape from the claw. 3 fireballs should destroy the claw, allowing access to the platform.
How about a bubble obstacle from Wario Land II and Wario Land 3?
It's a simple 32x32 bubble obstacle that gradually ascends until it hits a surface or an air tile (Can detect sprite buoyancy) and pops. If Mario touches it, he will be trapped inside of it until it pops. Graphically, it can use the same Goomba/Bob-Omb Bubble graphics.
I am not requesting two things, but I recently have two ideas in minnd, you can choose whatever one you think its better for you to try, you dont need to do them both since this would possible exhaust you.
1)Shovel knight king of cards styled Bubble
This bubble moves slowy to the left or to the right, and if Mario touches it he gets traped inside like the enemies in the original smw.
While inside bubble Mario can slowly move the bubble left or right with the dpad, the bubble pops if it collides with a solid block or if the player quickly press the jump button twice.
You can use the default smw bubble graphics in gfx 02 for this.
2)a block that can interact with vanilla and Pixi normal and extended sprites.
The player could customize which sprites can interact with the block and what the interaction would be.
Interactions would include:
-Turn into a puff of smoke
-Turn into another map16block
I think this could create a lot of pretty cool scenarios in level design, for example: in a level with ice bros and fire bros, the ice bro iceball could freeze çoins, and the fire bros fireball could melt them back.
Hammer bros and Volcano Lotus could shatter blocks.
Hmm, lemme see... ooh! A lava sea sprite that covers the width of exactly one screen (32 8*8 tiles), similar to that in Iggy's boss room and some rows of the bricks in Bowser's arena.
The bubbling lava graphics should use GFX25 and the bottom part (which is actually a blank red gradient in the boss room) can be made as HDMA which can be made to scroll at a certain rate or not at all along with the lava surface OAM GFX vertically. I recommend that that HDMA is integrated in the sprite file itself if feasible. The vertical pos. of the lava sea sprite depends on where you put in Lunar Magic.
If any sprite comes in contact with the surface, they should simply die in a puff of smoke which should not overlap with the lava surface at all. I suggest that this sprite be optimized to not cause too much slowdown on LoROMs.
Of course, the lava should go in front of everything - layers 1, 2, and 3 plus all OAM graphics including Mario.
Why am I suggesting this if you could just use layer 2/3 for lava instead, you might ask? Well, if you really want a sea of lava in your level without sacrificing a single BG layer, or if you ever want to use it along with Mode 7, this could come in pretty handy.
I'd really appreciate if you did this for me. Thank you very much! I hope this request is not too long for you to understand and that I made myself clear?
Would you consider making a highly customizable auto-scroll that works for both regular and large levels, please? I'd really like if you could make it start on any screen, and be able to change direction at the hacker's discretion (e.g. going from right to up to right to down; it would also be awesome if diagonal auto-scroll could be done too) or stop at a single point while disabling both horizontal and vertical scrolling. After FPZero told me about the VLDC11 level YESCROLL, watching the video was truly inspirational to me, so yeah, that's why I'm making this request.
You can spin jump on its back to disable it for a second (stunned state labeled in sprite sheet) before it springs back to life and chases after you. Can be killed by star. Fireballs and cape spin do nothing. Regular jump onto its back can be seen in video. Either it resets your position to the previous level screen (if applicable) or it resets your position to the current level screen entrance, you can choose which of those you want to do, whatever is easier. Breaks turn blocks like Charging Chuck.
-------------------- Are you an ASM coder and want a boost on your Steam, Switch, PS4, or Xbox One accounts? Private Message me for details. (I also offer SMW Custom Songs in exchange for ASM! I don't do ports though unless it's to remix.)
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.
Are you a sample porter and wanna help with 100 Rooms of Enemies: The Nightmare Edition? Private Message me or Mellonpizza for details. Expect trading or boosting in exchange. 4 more left.
I want a version of the Pink Triangle that you can carry
I think it was Sonikku who was working on this exact thing a month or two ago, I seem to recall seeing it on Discord. Someone correct me if I'm mistaken and I'm not sure if that's an abandoned project now.
E: Ok so it was Sonikku but much longer time frame between then and now I was thinking.
This is gonna be a weird one, but i'll post it anyways and give as much detail as possible
Basically, I want to have a pokeball that can catch enemies and then throw them out to use as something to jump on / throw
So, the details are this:
I would prefer if this is an UberASM type powerup, that way I could use other powerups with it
So, you can throw out 1 pokeball at a time using L or R (basically use the fireball routine for it, I can just change the GFX from a fireball to a pokeball later) And you can only have 1 out at a time.
If that pokeball hits an enemy, it stores it for the next time you use the button to toss out a pokeball, except next time you use it, it shoots out the enemy you caught instead (Doesn't matter how far, as I can edit the X or Y value it tosses at later)
After that it goes back to the regular pokeball routine, hopefully I made this simple to get the idea of what I want, and thank you in advance.