Tip: Layer 3 backgrounds and tides disappear when you hit a message box, so plan your level around that. For example, you can add a sublevel without layer 3 at the start/midpoint, and include your message there.
Request name: Raccoon Guy Type: Sprite Resources:HERE Long description: Raccoon guy's pattern is very simple, he can walk normally, but when mario jumps, the sprite jumps too (i mean, mimicking the player jump). However, the Raccoon guy can fall slowly due to his tail (like Raccoon Mario from SMB3). This is how the sprite works. The sprite have 24x24 size.
Request Name: Flying Kamek from SMW2:YI Type: Sprite Short Description: The Flying Kamek sprite from Yoshi Island (Extra 5 being one level it appears in). Resources:Kamek.zip | Includes a image to show how to assemble (just thought that'd be nice to include), graphics and palette. I flipped the
graphics horizontally for Kamek's larger sprites after making the image so there's that. Shouldn't matter much if at all. Links:video 0:06 - 0:10 Longer Description: Recreate the flying Kamek sprite from Yoshi Island that repeatedly flies in the background behind Yoshi and then rushes him from behind. Optional I suppose but for the ease of everyone else, allow the user to edit the tilemap for the sprite as well. This way if someone wants to use the bubble sprite (for example), they can or if they want to remap the entire sprite.
Request name: Character Select System
Short description: Allows you to select a "character" to play as. To be used with "MarioExGFX" and "Custom Mario Palettes". Select characters on the OW by pressing start.
The idea behind this patch is to emulate "Character Selection", something I've been wanting for a long time now, as I'm tired of using MarioExGFX to make different characters with little to no differences. Basically, you can input a character name, and designate ExGFX slots and palette information. Bonus points if each character can have ASM to modify their behavior, like Luigi could jump higher than Mario, but have less stable control.
Compatibility with "LX5's Power-Ups" would be appreciated too.
Description: This looks just like a regular thwomp from SMW, but every time it hits an object it changes from going horizontal to vertical.
Extra Bit can be counter clockwise or instantly "fall" maybe...
Decription: A shell-less koopa that turns into a configurable sprite, depending on the powerup it touches.
For example: Mushroom makes it a regular koopa, Fire flower makes it a parakoopa, and the Feather makes it a super koopa. I dunno it can be anything.
Extra bit lets you configure with custom sprites.
Resource: Regular SMW Koopa is fine, but because the sprite might be configurable and it can be literally anything...i'd just leave it at that.
(By the way, Is there a max on how many sprites we can request?)