Tip: Make sure that ALL exit-enabled pipes, doors, etc. have a screen exit defined, or they'll take you to Level 0, the "endless" bonus game. Unless Start+Select is enabled, the only way out of it is to reset the game.
We should also probably have one of these for specifically Pit hacks.
EDIT: Forgot how large the image was. Linked to prevent pagestretch.
EDIT7: I'm aware of the fact that the last part is impossible. Working on that.
Want to see some of my cool swords? Well, too bad, right now you only get to see one of them, and it's my avatar. Might set up some kind of gallery/portfolio at some point, though.
Here's an exploitable glitch I found by accident that I just might require in this level in Super Mario FML. The ending is bland right now, but this is so much better! If Mario touches the sphere at the wrong time, he'll die.
EDIT7: I'm aware of the fact that the last part is impossible. Working on that.
could you not post it until it's fixed then? or were you just trying to get a high spot in a to-be-stickied thread so people will notice you?
ontopic, not sure if this will make the cut as an upcoming level for my hack, so i'd like some opinions. the glass blocks are munchers, and there's a used block beneath the eating block (the normal looking used block) on purpose.
it's incomplete, there will be some stuff at the top where the eating block will connect and some more kaizo stuff. however, i may scrap this level, so i haven't added it the top part in yet. i can't decide whether or not to invest time in it or make something different. any ideas?
Also, most of those blocks are in place to make the multi-shelljumps possible. I noticed that without them there, it was impossible to get enough height.
Want to see some of my cool swords? Well, too bad, right now you only get to see one of them, and it's my avatar. Might set up some kind of gallery/portfolio at some point, though.
That bill generator is just there to be a nuisance, although I MIGHT do something with it at some point.
Want to see some of my cool swords? Well, too bad, right now you only get to see one of them, and it's my avatar. Might set up some kind of gallery/portfolio at some point, though.
hurrr.... well i have a new vid that is a preview to the third level to my Kazu Kaizo, but i am debating on whether or not i should release it... see the problem is, while recording it, i found a complete game breaker that broke the newest part making it ridiculously easy, and i dont see a way to prevent it so it seems my only option its to trash that part even though it was sooooo hard and cool... my other option is to submit a preview that doesnt include the break, and see what you guys think of it and show the version with the break so you can vote or something if it is worth it to keep it in...
wat do you guys think?
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GoldenSonic15
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Location: Doomsday Zone
Nameless, that level doesn't look that hard. Its just the munchers that makes it look threatening. Though I am pretty sure it is hard. Make sure though, that the player can not have access to the side of the springboard at the end there, because then I am pretty sure the player can grab the spring, and reach the exit in time, giving him a mushroom. That, or apply the counter break P patch.
Just by looking at that level, I can already see a pretty major break that pretty much ALL TASers will use: TWO keys. TASers won't just dump the key in the pit to their right. They also won't hesitate to zoom straight through the rest of the level using the key you gave them via keyjumping. I learned that one the hard way.
Second, in the beginning, it is NOT possible to get up to the note block. Why? Because if you get a bounce from a spinjump off a koopa of any type, it's gonna be rather tiny. Tiny as in, 3 pixels MAX. Sometimes 16. Put a non-killing ledge nearby unless you want that part to be impossible. And impossible isn't tolerated, even in Pit Hacks.
EDIT: Actually, now that I think of it, send me that hack please. I shall see if it's Kaizo difficulty.
Want to see some of my cool swords? Well, too bad, right now you only get to see one of them, and it's my avatar. Might set up some kind of gallery/portfolio at some point, though.
Just by looking at that level, I can already see a pretty major break that pretty much ALL TASers will use: TWO keys. TASers won't just dump the key in the pit to their right. They also won't hesitate to zoom straight through the rest of the level using the key you gave them via keyjumping. I learned that one the hard way.
Second, in the beginning, it is NOT possible to get up to the note block. Why? Because if you get a bounce from a spinjump off a koopa of any type, it's gonna be rather tiny. Tiny as in, 3 pixels MAX. Sometimes 16. Put a non-killing ledge nearby unless you want that part to be impossible. And impossible isn't tolerated, even in Pit Hacks.
EDIT: Actually, now that I think of it, send me that hack please. I shall see if it's Kaizo difficulty.
ummm it is kaizo, a very easy too. and that is possible, you dont need the koopa...
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thefinalboss726.blogspot.com
http://www.youtube.com/TheFinalBoss726
Just by looking at that level, I can already see a pretty major break that pretty much ALL TASers will use: TWO keys. TASers won't just dump the key in the pit to their right. They also won't hesitate to zoom straight through the rest of the level using the key you gave them via keyjumping. I learned that one the hard way.
Removed the second key.
Originally posted by .Evil Henix.
Second, in the beginning, it is NOT possible to get up to the note block. Why? Because if you get a bounce from a spinjump off a koopa of any type, it's gonna be rather tiny. Tiny as in, 3 pixels MAX. Sometimes 16. Put a non-killing ledge nearby unless you want that part to be impossible. And impossible isn't tolerated, even in Pit Hacks.
That's what the note block under the second koopa is for.
Originally posted by .Evil Henix.
EDIT: Actually, now that I think of it, send me that hack please. I shall see if it's Kaizo difficulty.
That, is definitely Kaizo. And it's actually somewhat giving me a headache.
And you might actually need that second key. Oh, and you need to fix the sideways muncher animations, as shown in the below image:
As you can see, the second key would be quite useful here, mostly for the original purpose of it. (Or what I think was the original purpose.)
Oh, the fireballs need some remap16'ing. Make 'em act like munchers. Otherwise it's WAY too easy, cuz 1 tile high segments of lava act like water. It's that way with anything that behaves like lava.
Want to see some of my cool swords? Well, too bad, right now you only get to see one of them, and it's my avatar. Might set up some kind of gallery/portfolio at some point, though.
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