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VLDC12 - Discussion and Questions
Forum Index - Important - The 12th Vanilla Level Design Contest - VLDC12 - Discussion and Questions
Pages: « 1 2 3 4 5 6 7 8 9 10 11 »
I'm still running with the slowdown issue even with the lastest version of the base rom on zsnes, and I didn't add any sprites yet. But I thought of something, I changed Mario's position in the overworld in a way to not activate any events when I get the exit. Could it be related to this? Note that I've also set the sprite header to 8. And if I still have this level issue, do I have no other choice but to run the rom on a more accurate emulator like snes9x? And how do I record a video of my gameplay on snes9x?

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"SMW2 The Adventure Continues": Coming soon (maybe)
The latest version of ZSNES was created over 13 years ago. The emulator at this point has been completely abandoned and does not function properly in a modern SMW hacking environment. If you use ZSNES these days, you should expect your romhacks to run poorly. The slowdown you're encountering is a result of ZSNES being unable to handle modern SMW additions like SA-1. There is no other option than to use a different emulator like snes9x.

Change your emulator
I already have them both, but now what I need to know is how to record my gameplay on snes9x? Thanks for the tip.

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"SMW2 The Adventure Continues": Coming soon (maybe)
This thread isn't really for help with screen recorders but look up OBS Studio and some tutorials for how to use it.
Ok, thanks. Sorry for disturbing you with this detail.

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"SMW2 The Adventure Continues": Coming soon (maybe)
Well, I know I can only have one exit, but can I use multiple goals to lead to the same exit? (For example: a key hole and a secret exit goal tape, since they both activate the same exit)

Also, I played an entry were the path branched into 2 ways to complete the level, but the alternate route leads to the main goal tape exit, and I also wonder if this is allowed.
Where I can get those vanilla crystal graphics or tiles please?

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"SMW2 The Adventure Continues": Coming soon (maybe)
Originally posted by MORC
Well, I know I can only have one exit, but can I use multiple goals to lead to the same exit? (For example: a key hole and a secret exit goal tape, since they both activate the same exit)

Also, I played an entry were the path branched into 2 ways to complete the level, but the alternate route leads to the main goal tape exit, and I also wonder if this is allowed.

Even if the keyhole and goal tape lead to the same internal exit, that would be counted as two exits. For your second question, you can make a level that has two paths that eventually converge at the same goal, but you should really ask yourself if your level will be stronger by doing that. If you really think your level design skills are strong enough to carry two level-sized alternative paths and do it well, then try it. I hope it pays off.
Originally posted by MegaSonic1999
Where I can get those vanilla crystal graphics or tiles please?

Get them from the hills background (see: level 103)

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YouTube
Oh, didn't see that one coming, thank you!!! #smw{:peace:}

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"SMW2 The Adventure Continues": Coming soon (maybe)
Bit of a dumb question, but does "Not Used" count towards one of our 4 songs? Should I select the last song in the list if I plan to use it?
I'm not really sure what you mean by "Not Used" counting. The rule just means that you can choose any 4 songs in your level, regardless of what they are.
Are we allowed to use LM's function to make Map16 page 2 tileset specific?

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Check out Team Hack Fix/Translations' thread full of fixed and translated SMW hacks!
Since it's not an LM function that allows you to draw new tiles, yes. But, what benefit does that even convey? I'm not sure how that function even gets used.
Originally posted by FPzero
I'm not really sure what you mean by "Not Used" counting. The rule just means that you can choose any 4 songs in your level, regardless of what they are.

He means using a music that doesn't exist yet, but I doubt anyone would even care about "Not Used", since he plans to insert a music later that replaces that slot, so.

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YouTube
Originally posted by FPzero
I'm not really sure what you mean by "Not Used" counting. The rule just means that you can choose any 4 songs in your level, regardless of what they are.

He's probably asking whether using a deliberatedly empty slot counts as a music slot in our levels, as that's the only way you can make a level have no sound with AMK.

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Twitter
I wouldn't really classify "No Music" as a music track, so if you need silence that doesn't count for the number of music tracks being used.
You can't really use more than 4 tracks even if your level has 4 rooms, sooo...
I have a Discord server as well!

Back to working on my VLDC12 level!
Originally posted by 7 up
You can't really use more than 4 tracks even if your level has 4 rooms, sooo...

Not that he plans to exceed the number of allowed tracks, though. I'm certain that's not his intention.

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YouTube
Originally posted by FPzero
Since it's not an LM function that allows you to draw new tiles, yes. But, what benefit does that even convey? I'm not sure how that function even gets used.

I was just told that this feature allows for people to have an additional 1024+ FG Map16 tiles depending on tileset used. In which case, my answer is now No. You cannot use this feature.
Pages: « 1 2 3 4 5 6 7 8 9 10 11 »
Forum Index - Important - The 12th Vanilla Level Design Contest - VLDC12 - Discussion and Questions

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