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Tip: Switch palace switches normally disappear if you replay the level. However, if you insert them as direct Map16 and use the hex edit at $00EEB2 in the ROM map, you can replay the level without a problem.
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Dark Side of the Kingdom ~ Team Hack | Looks like it died?!
Forum Index - SMW Hacking - Works in Progress - Dark Side of the Kingdom ~ Team Hack | Looks like it died?!
Pages: « 1 2 3 418 19 » Link
@Schieber1234: You hit them from below like you would hit a ? block.

I'll take levels A and 118.

Have a couple questions though...

1. Can I use a custom night palette of mine for Level A? I understand that the world is, in-fact, a river and it'd be kinda odd for the first level in it to be set during the night and the rest during the day.

2. Is Yoshi being used at all in this hack?

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You know me if you know me.
can i claim sublevel 3A?
i am reworking on level E i really think the original was bad.:(

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Nobody will understand my pure hate for the redrawn tilesets.

@ThreeStripes: But in the level he means, you can't. You have to use the new attack thingy that was inserted with a patch :/

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My YT channel
Originally posted by ThreeStripes
I'll take levels A and 118.


Waaait, you can just claim one level at once. Did you read the guidlines? Look at the first post ^^
Post here if you want A or 118.

Originally posted by ThreeStripes
1. Can I use a custom night palette of mine for Level A? I understand that the world is, in-fact, a river and it'd be kinda odd for the first level in it to be set during the night and the rest during the day.


Yup, you can.

Originally posted by ThreeStripes
2. Is Yoshi being used at all in this hack?


Yes.

Originally posted by Mr. Blue Yoshi
can i claim sublevel 3A?
i am reworking on level E i really think the original was bad.


Good that you are redoing it ;) And also, you don't have to claim sublevels.

Originally posted by Schieber1234
But in the level he means, you can't. You have to use the new attack thingy that was inserted with a patch :/


JDC means that you can get stuck in there when you let them spin and don't destroy them. You can let them spim with shells etc. I think JDC doesn't know about the Wario Dash. Hooray, you managed to confuse each other.
Whoops, my bad. Did go over the guidelines, but apparently that rule went over me. So I'll take 118 for now since I've already started it.

I'll edit this post with progress screenies in a bit.

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You know me if you know me.
Well then ;)
asdfg people, stop posting so quickly!

And nothing new to post, so I'll just leave quietly...
Maybe you should mention the dash in the first post so people know about it. I'd like to see it used, really.
@K3fka, quick question about the dash. Can it be used on turn blocks while small (or at all while small, I haven't experimented much with it)?
i have an idea for a boss for cheep-cheep lake,for the castle,a giant urchin(possibly king) that you need to take a shell from a shell genarator and throw at it like the bee porcu-puffer, but he is in one place,while a genarator of small urchin's that go on a strait line(like a eerie)keep's atacking,atack it X number of times blah,blah,blah the usual atacking it.

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Nobody will understand my pure hate for the redrawn tilesets.

I did some updates on the lists, I changed the date configuration and did some major stuff on the Boss lists. Also, all leaders, could you please remember to update the "Last Updated at X by X" at the top of each list when you update? Thanks.
Oh, I REALLY was dumb...
Anyways, fixed Version with a really really small map16 change also: Here.

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My YT channel
Originally posted by Egadd
@K3fka, quick question about the dash. Can it be used on turn blocks while small (or at all while small, I haven't experimented much with it)?

No, it cannot. Unfortunately, it's not much of a simple edit, either. While only a few small changes to the code itself would be requires, we'd need an additional graphic for Wario dashing while small (I commissioned Construct101 to draw said frame but only for big Wario, and it replaces one of the frames from when Mario gets exploded from one of the castle destruction scenes).

That being said, if we can get someone to make a new frame, the edit would be simple.
Here's an idea for the code of the small Wario dash.

I understand it might be a bit complicated, but why shouldn't you make the small Wario dash weaker than the big one? I.E. maybe it only knocks the koopa into a shell ala the original Super Mario Bros? Just a thought.

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You know me if you know me.
Originally posted by ThreeStripes
Here's an idea for the code of the small Wario dash.

I understand it might be a bit complicated, but why shouldn't you make the small Wario dash weaker than the big one? I.E. maybe it only knocks the koopa into a shell ala the original Super Mario Bros? Just a thought.

Well, the way the dash works is that it makes the game think the player is sliding, so that's how it can kill enemies. I don't really know what to do to create a weaker version. I mean, I guess it would be possible yo hack the interaction routine, but I really don't want to put in all that effort. :/
I think the Wario Dash is good how it is.
When the hack's finished in the future we're going to test how good it works with the whole levels.
will there be a replacement on the glitched cement blocks's graphics?
because i want to know for the level i'm making! also since the baby yoshi's are alcy(i think)does that mean that the hack is going to have a patch that makes baby yoshi's always small?

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Nobody will understand my pure hate for the redrawn tilesets.

Thank you for getting those issues fixed with your level Schieber1234. It is ready to insert into the baseROM. (unless EGadd finds some more issues I am not aware of).

@Mr BlueYoshi: How about using the horizontal or vertical log objects?
i made my level,it is in my files,
the new version is completely diferent to the first,
other than the sprite gfx being water and having dolphins,
the first was a bland porcu-puffer moving tide level,
thank goodness i made a new one:D

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Nobody will understand my pure hate for the redrawn tilesets.

Wow! That is much, much better Mr Blue Yoshi. =D

Problems
-Screen 0: I can jump "into" the right hand side of the wall here near the yoshi coin which is a bit odd. I'd advise either having that be a normal ledge.
-Screen B: A tiny bit of slowdown here


Review
This is a much better level. You've got a good variety of enemies here and they have been used well. There's no useless enemies this time round unlike the first IPS which is a definite improvement.
Percentage: 82%
Pages: « 1 2 3 418 19 » Link
Forum Index - SMW Hacking - Works in Progress - Dark Side of the Kingdom ~ Team Hack | Looks like it died?!

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