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Tips Overhaul!
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Originally posted by Tahixham
Tip: Don't put a coin over a question block unless you apply this hex edit. It will create an invisible solid block above the ? Block if the block is hit first.

This should be a technical tip, not a level design tip

New tip:

You can use a regular 4Kb FG/BG file as AN2 but you cannot use a 6.5Kb ExAnimation file as FG/BG.

(Please reword this properly)
[Pit]TASers will try to find a way to spawn a Reznor in your pit hack. Disabling sprite slot 7 will prevent a Reznor spawn.
I'll take care of the other tips soon, but I just want to get through one of them quickly.

Originally posted by CourtlyHades296
[Pit]TASers will try to find a way to spawn a Reznor in your pit hack. Disabling sprite slot 7 will prevent a Reznor spawn.

That tip is unpractical. There's no easy way to prevent someone from spawning a Reznor (and how do you disable sprite slot 7, anyway?).
Originally posted by Katerpie
That tip is unpractical. There's no easy way to prevent someone from spawning a Reznor (and how do you disable sprite slot 7, anyway?).


Disabling sprite slot 7 is easy using Lunar Magic's "Change Properties in Sprite Header" dialogue. Just use a Sprite Memory setting that doesn't allow sprites to spawn in slot 7 (setting 08, for example). And while this technically doesn't prevent someone from spawning a reznor, it prevents that the reznor finishes the level, which, in the end, is all you really care about anyway. So yes, there's an easy way to prevent Reznor breaks and the tip is legitimately useful.

Edit: To be a bit more constructive, here's how I'd reword the tip.

Using Lunar Magic's "Change Properties in Sprite Header" dialogue, you can adjust the sprite slots in which sprites can spawn. By using a sprite memory setting that doesn't use slot 07, you can easily prevent Reznor breaks in your hack.

The tip maybe affects too small of an audience to be presented on the main page, though. But if you want to have tips specifically for pit hackers, this is the level of complexity that's needed for a tip to be of any interest.
Originally posted by CourtlyHades296
[Pit]TASers will try to find a way to spawn a Reznor in your pit hack. Disabling sprite slot 7 will prevent a Reznor spawn.


While I don't know a lot about Pit hacks, I can safely say that a tip like this would be a good reason to keep the Pit icon.
Come help save Super Mario World Central Production 2 here!
Originally posted by xHF01x
Disabling sprite slot 7 is easy using Lunar Magic's "Change Properties in Sprite Header" dialogue. Just use a Sprite Memory setting that doesn't allow sprites to spawn in slot 7 (setting 08, for example). And while this technically doesn't prevent someone from spawning a reznor, it prevents that the reznor finishes the level, which, in the end, is all you really care about anyway. So yes, there's an easy way to prevent Reznor breaks and the tip is legitimately useful.

I didn't know that was possible. I'll retract my statement then.

To y'all who want to bring up more tips about pit hacks, feel free to suggest them here. We'll keep track of the previous tips as well.
I don't know if this is a good idea, but adding YI and SM64 hacking tips would be nice.
Originally posted by BlueToad
I don't know if this is a good idea, but adding YI and SM64 hacking tips would be nice.

Idea: Would it be feasible to code the tips so that YI and SM64 tips show up while you're viewing the relevant pages, like those forums and sections?

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Currently porting: Sparkster - Steel Works (Note: I've got an exam this week, so my porting progress won't be as speedy as it used to be.)
OLDC Judging: In progress
Twitter
Originally posted by K.T.B.
Originally posted by BlueToad
I don't know if this is a good idea, but adding YI and SM64 hacking tips would be nice.

Idea: Would it be feasible to code the tips so that YI and SM64 tips show up while you're viewing the relevant pages, like those forums and sections?

I agree
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Tip:
Perhaps, one could select a category of tips they're interested in? Like check the ones they're interested in or uncheck what they don't wish to see? That is probably easier to do.

I saw this in the Tip ropebox:
Code
Tip: The lowest row of 16x16 tiles in a level do not appear, 
unless the "Allow viewing full bottom row of tiles" box is checked in 
the #lm{MARIO69} menu. Be mindful of this when designing levels!


The #lm{MARIO69} icon did not display properly.
Yeah, that's a known bug with the site. It's currently being discussed in the Issue Tracker forum.

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Currently porting: Sparkster - Steel Works (Note: I've got an exam this week, so my porting progress won't be as speedy as it used to be.)
OLDC Judging: In progress
Twitter
Originally posted by Scrydan
Perhaps, one could select a category of tips they're interested in? Like check the ones they're interested in or uncheck what they don't wish to see? That is probably easier to do.

Believe it or not that was actually something I brought up in the initial planning thread for these new tips, though it ended up being that we just needed to focus on shipping the actual tips themselves out before adding any new features. I myself would very much like to see this added.
I love love love yoshi and eggs #smw{<3}#smw{<3}#smw{<3}
Originally posted by Scrydan
Perhaps, one could select a category of tips they're interested in? Like check the ones they're interested in or uncheck what they don't wish to see? That is probably easier to do.
is that it or what was on the smw lunar magic and the sprite hex meybe try the sprites
The former is probably lingering confusion from this announcement sharing a news post with the Yoshi egg event.

Really makes one wish the staff team would more clearly separate things and not end news posts by saying "and by the way, another event". #ab{^^;;;}

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Originally posted by BlueToad
????

BlueToad, please don't respond to spam posts, since it only draws more attention to it than what needs to be. In future, instead of posting a response, your efforts are better spent reporting it to one of the Forum Moderators.
Something few people may know:

Tip: By pressing Shift while placing event tiles, they will be made "silent" and will not appear until a map transition happens. Always use silent event tiles to draw paths in other maps (i.e. a Vanilla Dome event while the player is on the main map), or glitchy tiles may appear.
Originally posted by Koopster
Something few people may know:

Tip: By pressing Shift while placing event tiles, they will be made "silent" and will not appear until a map transition happens. Always use silent event tiles to draw paths in other maps (i.e. a Vanilla Dome event while the player is on the main map), or glitchy tiles may appear.

This is something I genuinely was unaware of. I support adding it to the bunch.
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