Banner
Views: 784,038,217
Time:
18 users online:  anonimato, anonimzwx, Atomic-Citrus, Carld923, chickaDEE Magazine, Darkbloom,  dtothefourth, ECS.98, Hat Kid, lx5, mikairanutshack,  Ninja Boy, Nowieso,  Pinci, Pitchin Luigi, rosysunrise_, WhiteYoshiEgg, yogui - Guests: 58 - Bots: 453 Users: 41,011 (1,569 active)
Latest: Huuys
Tip: Check for glitched graphics in all frames of an object or sprite (i.e., the ON/OFF block changing, etc...).Not logged in.
[DEAD] 2-7: Lakitu's Workshop (Now with demo)
Forum Index - Events - Collaboration Projects - SMWC Island - [DEAD] 2-7: Lakitu's Workshop (Now with demo)
Pages: « 1 »
Trying again with this collab thing.



This time I'm aiming for a sort of castle/cave hybrid with a mechanical theme; at the very least it doesn't feel like a rehash of one of the original levels like my previous attempts.

Comments, feedback, and alternate titles are welcome.

EDIT: If anyone has an explanation for why the boo guys are misaligned in the third screenshot and how to fix it, I'd appreciate it.

E2: Demo IPS available. Apply to a headered 1.0 ROM.
The boo guys are misaligned because they are not compatible with the wood castle tileset

however, there is a fix for that
Code
header
lorom

org $0D8492
	JMP hack

;must be free space in the bank $0D
;consumes 0xE bytes

org $0DFFF0

hack:
	CPY #$0A
	BEQ +
	CPY #$0E
	BNE ++
+	JMP $8496
++	JMP $84A0


NOT made by me, made by Romi

--------------------
- Yoshi's Island graphics enhanced patch
I like this idea. I'm hoping you'll incorporate some of the layer 3 items from the castles (falling walls, seesaws, etc) since they've been vastly underused in the hack thus far.

Keep up the good work.
Thanks. I may be working slowly due to computer issues popping up recently, but I'll try to have a demo up by the end of the week.

Now for some noob questions: How do I apply a patch like the one doggycharly posted? Is it similar to SMW patches?
Also, how would I change the thread title? I'm thinking of naming the level something like "Lakitu's Workshop". Thanks.
You have to apply it using SPASM.
Edit your first post and you can change the thread title there.

As for the patch: do what ZeNewDragon did. Paste that code into levelcode.asm (comes with SPASM) under your level number, and then apply it using Asar.

EDIT: ..but in this case, that's actually a standalone patch. Just create a .asm file, paste the contents inside of it, and apply it.
So I tried copying the entire code into level_code.asm and patching level.asm, but Asar is complaining that "a bank border has been crossed". Is it possible that it's trying to access a part of the ROM that's been modified by another tool, or that I need to modify a value in the patch?

Disregard the above, I figured it out. Thanks, guys!


Should I provide the asm file when I upload the level?
Nah, it's already available right there.
It is, but I'm prone to forgetting things that aren't directly in my inbox. When you send in your level, send anything that will make it easier on me to insert it into the base ROM (the .asm file, the .ips, any additional info regarding middle rings, etc).
Major update time!


The first sublevel, outside the workshop.


Inside the workshop proper. It appears that insta-kill spikes are the only object type in the castle tileset that works well with the Wall Lakitus.


Right before the first checkpoint. There was a bandit here, but I killed him before I remembered to get a picture.

Demo IPS available: here! Apply to a headered 1.0 ROM.
From the start through the first checkpoint; four red coins and one flower available.
I forgot to change the level title, and I have no idea where I set the midpoint entrance (I'm sure I entered the coordinates of the middle ring in the midring editor, but it spawns Yoshi in an empty screen... but I digress)
At this stage I'm primarily looking for feedback on the overall design, difficulty curve, etc.
It's pretty good so far, but I feel that the first half is a little harder than the second half (or at least, what I've played). I think this would be a perfect chance to use that Fishing Lakitu from 4-8 in the original game - it was vastly underutilized, and I could see you easily designing a part in the second half based around it.

Anyway, a few things to note:


This part is a bit empty. Throw some coins + a Koopa there or something.


You can just ride the Lakitu down to get this flower, rendering the bridge ultimately useless. I'm not sure of what the best solution for this would be.


Likewise, you can just shoot an egg up there and avoid riding the Lakitu at all. This one is an easy fix though - just raise the platform a bit, or obstruct the opening with cement blocks in order to force the player to ride a bit higher.

Loving the atmosphere so far. Looking forward to seeing more!
Pages: « 1 »
Forum Index - Events - Collaboration Projects - SMWC Island - [DEAD] 2-7: Lakitu's Workshop (Now with demo)

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2019 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 7

Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Talkhaus
  • SMBX Community
  • GTx0
  • Super Luigi Bros
  • ROMhacking.net
  • MFGG
  • Gaming Reinvented