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Tip: Remember, if you place a moon, midpoint, or Dragon Coin using direct Map16, it will always respawn when you re-enter that sublevel. Use the extended object instead.Not logged in.
Breaking levels with Capes
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - Breaking levels with Capes
Pages: « 1 2 » Thread Closed
A simple ceiling generator can fix those few issues, if one can't be appointed, the state will assign an invisible coin block roof. I'd think we should stray from changing the way any blocks act, it could have more effects than one you know, especially in a hack this cluttered.

I don't care if people want to just fly over the level, if they want to just waste their time instead of playing the game, I say go for it. I won't see it, I honestly won't care. The only reason I ever got rid of flying was b/c I didn't want to spend an extra hour drawing player GFX for flying (putting that in there before anyone says "then why you disable flight in all your hacks???"

If they get stuck, it is because they are stupid enough to try and fit themselves into that small hole. If they do that, they probably deserve to reset the game, then they'll think for once...

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Your layout has been removed.
If it is a easy fix, why not fix it? I think it would be disappointing to see such things in a game that has a lot of work in it.

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Oh, and I'm working on a secret project.

I already fixed most of these issues like a month ago, not sure why this is even a convo anymore
Layout by LDA during C3.
in case someone might see a cut offs and cry ;[

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Very very very shortly, this drab, workaday world and everything in it will be changed forever! Follow us into the golden country, into the empire of the senseless!

Locked levels don't have this issue.
And by saying locked, I mean cave, piramid, etc.
Not overworld-kind levels, which is all open.

The same person? Oh nevermind.

Completely useless thread nowadays, but I guessed this was a better place to ask about the "floor" generator for water levels. Is that implemented, or are we leaving our poor, you-deserve-it-for-swimming-under-everything, players the ability to get stuck in landmasses?

I was pretty sure I added a generator to the levels that needed it almost a year ago. Its been awhile So I don't remember for sure
Layout by LDA during C3.
In my opinion, breaks are okay unless they do one of the three:
1. Screw up the overworld (allow you access to an exit that you were supposed to grab a switch for, thus messing up the order of worlds)
2. Screw up the story (trigger a cutscene that is not meant to happen until a while later, or skip a very crucial cutscene
3. Break a puzzle level. Puzzle levels are meant to be solved using the mind. Skipping a puzzle is like getting an automatic 100 on a math test.

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don't click this link...
Originally posted by mathelete
3. Break a puzzle level. Puzzle levels are meant to be solved using the mind. Skipping a puzzle is like getting an automatic 100 on a math test.

On the other hand, though, fuck puzzle levels. So there's that.
Originally posted by HuFlungDu
Originally posted by mathelete
3. Break a puzzle level. Puzzle levels are meant to be solved using the mind. Skipping a puzzle is like getting an automatic 100 on a math test.

On the other hand, though, fuck puzzle levels. So there's that.

We need a like button or something.
I think if there's a very clever way to break a puzzle level, it should be left in since it in itself would be a puzzle. Just saying this about level design in general.

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Very very very shortly, this drab, workaday world and everything in it will be changed forever! Follow us into the golden country, into the empire of the senseless!

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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Originally posted by ZeNewDragon
Originally posted by HuFlungDu
Originally posted by mathelete
3. Break a puzzle level. Puzzle levels are meant to be solved using the mind. Skipping a puzzle is like getting an automatic 100 on a math test.

On the other hand, though, fuck puzzle levels. So there's that.

We need a like button or something.


Get the thoughts out of your head- this will never happen.

o_O This discussion is still going on?

It was supposed to be over months ago. Why exactly is this still going on?
R.I.P. eXcavator... You will always have a place in our hearts...
It's not really. Read the posts and you'll find that nobody's actually going to end up changing anything, or saying anything that would lead to such a thing.

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Very very very shortly, this drab, workaday world and everything in it will be changed forever! Follow us into the golden country, into the empire of the senseless!
Originally posted by 1337doom
I think if there's a very clever way to break a puzzle level, it should be left in since it in itself would be a puzzle. Just saying this about level design in general.


Well, if it is very clever, then yes, leave it in. After all, it's like a math problem that can be solved in more than one way. But if it's "fly over it with a cape", that's not clever.

I don't know if there are any puzzle levels in here, so my point might be...well...pointless.

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don't click this link...

Originally posted by Lightvayne
I already fixed most of these issues like a month ago, not sure why this is even a convo anymore

#smw{-_-2}
Layout by LDA during C3.
Pages: « 1 2 » Thread Closed
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - Breaking levels with Capes

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