Tip: When determining a time limit, remember that players won't be as familiar with the level as you are. If you normally complete the level with the timer around 100, others might run out of time on their first try.
Time for another one of these things. Since I don't have anything particularly interesting to release this year either, I'm going to spend this C3 uploading ASM stuff I've created since the last one. Feel free to request things you want me to release, as long as it isn't 1. stuff I've coded for SMWCP2 (those are going to be released along with the hack anyway) or 2. stuff I've already released.
Also, since C3 is lasting four days this time, I'm not going to be uploading everything at once, but rather gradually over the course of the event. I'll be keeping a list in this first post of all the releases. Here's the first one:
People have been asking me to release these things for ages now, so here they are. These blocks allow you to have multiple sets of separate ON/OFF switches and blocks in a single level. Make sure to read the readme included with the download, since the setup process is kind of complicated, and feel free to ask if there's something that's unclear.
Ah very nice, while Trigger Blocks were trying to emulate this (especially with the "Switch" Trigger) yours are clearly the superior choice. Trigger Blocks and On/Off blocks (yours) can be used to make quite the puzzles, and while some hackers will abuse these and create obsessively large puzzles revolving around them, most will use these correctly.
Very nice resource YCZ, and I believe this'll be put to a lot of good use in the recent years to come.
Originally posted by Atma
Really going for that "Touhou in SMW" idea eh YCZ?
I don't see the Touhou reference in either the video or the post... am I not transparent enough?
I've played neither MariAri nor Nitroid, so those don't remind me of anything like that. One can't have too many things introducing people to the wonders of custom ExAnimation, though. It seems like the switches would look better with some bounce sprites.
For those interested in exAnimation codes, you can find out more about LM's exAnimation stuff in the help file. Alternatively, I have an online version here that I uploaded back when someone couldn't open the help file ^-^
Alright, I probably should stop derailing the thread <.<
Location: Rio Grande do Sul, Brazil
I believe this is the first submission this C3, and it doesn't disappoint. This will definitely be used in a few later levels of my hack, especially when I get better at making puzzle levels.
You hear dice being thrown...
My SMW ROMhack: Super Market Roll Drums is active once again! Second 2014 C3 Demo Here ([thread][demo])
Lunatic Lolo, an Adventures of Lolo 2 hack: 20/54 Levels ([C3 thread][demo])
I'm not going to lie: I certainly wasn't expecting to get this much attention over a pack of simple blocks. Thank you very much for the kind comments!
Anyway, time to move on to the next release. This probably isn't going to be useful to as many people given that Spritetool is still much more popular than Tessera, but as long as at least someone gets some use out of this, I'm satisfied.
You may or may not recognize just about all of these as sprites I used in The Cookie Crisis; I originally converted them for the explicit purpose of using them in my hack. I was going to go through the rest of the sprites included with Spritetool and convert those as well, but like with so many other of my projects I quickly got distracted by other things.
If you download these, you'll quickly notice that some of them has extra features added through use of the extra bytes. Most notably, the Thwomp isn't just the normal Thwomp disassembly included with Spritetool, but rather a combination of just about all the most common Thwomp varieties: you can set it to smash horizontally, vertically or diagonally, stun Mario when it hits the ground, only activate when the ON/OFF switch is set to ON, keep smashing back and forth once activated, and use any one of four different tilemaps defined within the ASM file.
Note that all of these require that the shared subroutine patch included with Tessera is applied, and that the ramdefines.asm file you'll find included with this pack is placed in the main Tessera folder.
For once, something playable! This is a little ASM project I've been working on for the last week; I just finished it up earlier today. A public release would be kind of pointless given the nature of the sprite, but if people request it I'll put up the code for you to have a look at.
So what exactly is it? Download and find out! (or watch the video if you are too lazy to apply an IPS patch)
This is the last of the things I was planning to release this C3, so don't expect more updates after this one. However, as I said in the first post, you can always request that I release stuff as long as it isn't something I've coded for SMWCP2.