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Modfying L/R scrolling to make it more useful.

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I've seen a lot of people complain about blind jumps over the years. Sometimes even if you place a coin, an enemy walking on the ground or even a plant growing from the ground it never seems like enough of an indication that the pathway below is safe.

There will always be that group who will fumble around unless the level is spelled out for them, so if it could by applied without much hassle I have a solution to combat at least some of the ignorance.

My idea is to simply modify L/R scrolling to let you get a peek at the world not only left and right, but up and down, as well. I know it's triggered by pressing the corresponding shoulder button, which puts any alternate direction in a bind. You could, however, press R and L together to enable up/down scrolling. I believe this could also let people hide secrets in more obscure places and add a little more freedom to level design.

I apologize if this has been suggested before, but smwcentral does not appear to have a search function for the forum these days. Maybe I'm just beign stupid right now and can't find it? Either way, I hope this is considered.
Baboom.
Your layout has been removed.
It's definitely a good idea. I wouldn't mind seeing it happen in some way, shape or form.

..though obviously, we should at least try to alleviate as much of the blindness as we can first.
Could that not potentially screw up quite a number of levels, though, since they weren't at all designed to take such scrolling into account?
It probably wouldn't be too hard to fix up most of the levels and if we do experience major issues, we could just disable it fully or to a degree in a few levels.
SMWC's official dentist since 2011.

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Maybe have the code run in specific levels using LevelASM or whatnot?
I vote fix the levels instead. Editing the controls like that could very quickly get very confusing.
<blm> zsnes users are the flatearthers of emulation
I think this is pretty useless.

Originally posted by Magiluigi
I think this is pretty useless.

Really, it kind of is. If the testers have played fine without such a mechanic thus far, why do we even need it? Seems just silly and unnecessary to me.

Yeah, honestly I don't care for the idea. I see it causing more problems than its worth. Maybe next time. #smw{:|}
Layout by LDA during C3.
I think it'd be better mapped to holding up or down like lots of other platformers anyways.
Exactly, this is what I've been suggesting for a long time. It was cool to actually see someone (kinda) puff it off, but the current path for up and down scrolling needs improvement.

And yes, I do believe that this hack if not most hacks need this up and down scrolling system. I cannot tell you how many times I have been playing a hack where I don't know if its safe to drop off a ledge or lets say that I'm very curious about something that's above me, yet I have no way to looking up there to see what it is.

I know some of you don't see why its important, but there are plenty of plat formers on the SNES which have this incorporated into them.

If it does get coded into the game please take a look at these screenshots because the current patch needs to be corrected. In its current state the up and down scrolling patch actually does nothing useful to benefit the player as it only scrolls by a tiny amount.



Its funny, no wonder people think its useless and that's because in its current state it is useless. It needs to be done BETTER!
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Originally posted by Fellowroot
Its funny, no wonder people think its useless and that's because in its current state it is useless. It needs to be done BETTER!

#ab{-_-}
As wii has tried to tell you twice:
Originally posted by wiiqwertyuiop
Look in the ASM file at the defines, it is changeable.




Also, no, I don't think SMWCP2 is in dire need of this. Making gameplay changes this late in development would most likely feel tacked on.


 
This hack did not compensate for such an ability. If people wanted this it should have been done during the start.
Originally posted by WhiteYoshiEgg
Originally posted by Fellowroot
Its funny, no wonder people think its useless and that's because in its current state it is useless. It needs to be done BETTER!

#ab{-_-}
As wii has tried to tell you twice:
Originally posted by wiiqwertyuiop
Look in the ASM file at the defines, it is changeable.




Also, no, I don't think SMWCP2 is in dire need of this. Making gameplay changes this late in development would most likely feel tacked on.


I have almost no ASM knowledge.
Your layout has been removed.
Ten bucks say you never opened the .asm and took a look at it.
You can change a number that is clearly defined as what it is right next to it, right?
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Originally posted by leod
Ten bucks say you never opened the .asm and took a look at it.
You can change a number that is clearly defined as what it is right next to it, right?


Actually, I have looked at it a few times. Some of the things that are commented on I understand, but there are several things that I don't understand.
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My guess is you need to increase either !RiseTime or !RiseSpeed/!LowerSpeed (or all three) to make the camera go higher/lower.

Either way, it's editable, and the fact that some people may not know ASM doesn't mean the patch is inherently useless to everyone.


 
Originally posted by Giant Shy Guy
This hack did not compensate for such an ability. If people wanted this it should have been done during the start.

Although I agree that the function isn't really necessary in SMWCP2, I have to point out that just because it wasn't thought up at the start of production, it doesn't necessarily mean nobody wants it. More, nobody had considered it.
SMWC's official dentist since 2011.

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