Banner
Views: 1,003,279,732
Time:
28 users online: AnEvilGhost, ASSATAKKU, BearAndBoarFan, cyphermur9t, Daffster,  DeppySlide, Exodust,  Falconpunch, Francium, Freitasth, Fullcannon, George, Impetus, JupiHornet, katun24, KungFuFurby, LuigiTron, MarioBaggins,  NopeContest, PhantasyReal, Positron, Ringo,  Segment1Zone2, Teaser, TS_N, Ultima, Uncle Steve-Pup, underway - Guests: 86 - Bots: 151 Users: 54,835 (2,032 active)
Tip: Check the Documents section. Tutorials and other useful information can be found there.
Not logged in.
General Discussion
Forum Index - Sunken Ghost Ship - Old Contests & Events - Morton's Empire - General Discussion
Pages: « 1 2 3 » Link
I really don't think this was necessary but seeing how people discussed in another threads I decided to do this instead.

yes a sequel is happening fuk u
Yup, that's pretty much what I had in mind.
Will there be cape feathers in the game?

--------------------
The power of the switch you have pressed will turn ◻ into ◼. Your progress will also be saved.
I haven't planned around cape feathers, but probably not. I may see what to do anyways.
Speaking of powerups, is there a powerup filter? My level would become incredibly breakable if you could just bring powerups from other levels. Note that this isn't a requirement at all; I could just put some powerup-removing blocks at the beginning. Still, I'd like to know if there is one.

Also, I don't know whether or not this has been brought up already, but how is Morton's hitbox gonna work? From what I can tell, Morton's graphics are 32x32, but he still uses Mario's 16x32/16x16 hitbox. How will you be able to tell which parts of Morton are vunerable and which aren't?
Originally posted by Lazy
is there a powerup filter?

Like Counter Break? No, there isn't.

Quote
how is Morton's hitbox gonna work? From what I can tell, Morton's graphics are 32x32, but he still uses Mario's 16x32/16x16 hitbox. How will you be able to tell which parts of Morton are vunerable and which aren't?


once i get the 32x32 interaction patch working the hitbox's gonna be 32x32
Originally posted by Erik557
the hitbox's gonna be 32x32

Wouldn't that potentially mess up levels that were made with Mario's hitbox in mind?
You may be right. Still, I could never get that patch working (it's two months from now since I started) :P
I made a new status bar:


I know you guys wanted it more compact, I'm sorry. We could put it on the bottom tho.

And for some reason Super Status Bar is messing with the cutscenes. ¯\_(ツ)_/¯
Originally posted by Erik557
I made a new status bar:


I know you guys wanted it more compact, I'm sorry. We could put it on the bottom tho.

And for some reason Super Status Bar is messing with the cutscenes. ¯\_(ツ)_/¯


controversial much

I like it.

Also, would it be possible to get HDMA added to my level? I think it would really add to the aesthetics (only for the first half of the level though).

--------------------
( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)
Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery


Not bad, but it seems unevenly squished to one side of the screen. Also needs more variations of colors. Right now I'm seeing a lot of white...
Layout by LDA during C3.
Von Fahrenheit's ASM Pack changes

So Von Fahrenheit finished his ASM pack. It includes cool stuff like a new status bar and easier parallax and wavy codes.
The pack in action:


The new status bar


This is what happens if you get too many lag on screen: the NMI gets no time to update itself and thus it writes random colors (or something like that)

I forgot to capture other stuff but its easy to use.
I'll post the manual sometime soon.
Alright, I guess I should explain the glitch. There are two ways to completely avoid it:
1. Don't use colors 0x00-0x0B for your backgrounds. This status bar uses a total of 12 colors, which is not much (SMW's status bar uses 16 colors).
2. Don't put enough enemies in your level to generate lag. The glitch can never happen if there is no slowdown.

Update time
I added macros and a detailed readme to the ASM Pack. You don't need to know any ASM at all to use the features as long as you check the readme. My guess is that the new base ROM will come prepatched with the ASM Pack, in which case you only need Lunar Magic to use the expanded layer 3 tilemap.

LINK

Note: If you use any of the new features you also have to submit your level_init_code and level_code with your level.

allow shy guy emojis in post footers you cowards!
Since the thread for the level got closed, I'd just like to say that the level I took [the one Nin dropped] is almost complete, and that I should have it done by tomorrow, or, at the latest, the 14th.

I apologise for the delay, school and whatnot completely ate my free time.

--------------------
( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)
Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

I wanted your opinion in something: do you think it's fine the way I'm asking for progress? I think I'm giving a good amount of time to finish, but I probably am being too demanding.
Originally posted by Erik557
I wanted your opinion in something: do you think it's fine the way I'm asking for progress? I think I'm giving a good amount of time to finish, but I probably am being too demanding.


we do have a collab to finish here

No; you give a time scale of two weeks - people should adhere to that.

--------------------
( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)
Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

I guess I'll be taking ExGFXC0-C3, Map16 Page 12 & 4E, Songs 4D-4F, Sprites 17-1A, Sublevels 50-53, and Secondary Exits 0B-10.

--------------------
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

Are you a sample porter and wanna help with 100 Rooms of Enemies: The Nightmare Edition? Private Message me or Mellonpizza for details. Expect trading "resources" in exchange. 4 more left.




All are ok, but please use the claims thread next time.
Pages: « 1 2 3 » Link
Forum Index - Sunken Ghost Ship - Old Contests & Events - Morton's Empire - General Discussion

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

Copyright © 2005 - 2022 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks