Or the snake blocks are already slippery if you’re in a slippery level.
You can combined them if you like, while the slippery level setting is a good suggestion users may not want the whole level slippery.
Name: Better Thwomps
Type: Patch
Tool: Asar patch
Description: A customizable all-in-one patch to make Thwomps better. This would include:
1. Better proximity detection so they don't activate from screen borders
2. Left and right side block interaction (vanilla is left side only)
3. When rising up from crushing they ignore new blocks above them. Adding interaction would be nice.
4. Better facial expressions as Mario approaches.
Request: Jumping Rex Type: Sprite
Description: Make a Rex that can be placed in a pipe or any surface amd make it look at various sides, that when Mario gets closer, it jumps like a surprise attack and roams in the place like a Rex does. Extra: Optionally make it compatible with the Yellow Chasing Rex
I'll try to do this. No promises though.
Originally posted by hash
Name: Better Thwomps
Type: Patch
Tool: Asar patch
Description: A customizable all-in-one patch to make Thwomps better. This would include:
1. Better proximity detection so they don't activate from screen borders
2. Left and right side block interaction (vanilla is left side only)
3. When rising up from crushing they ignore new blocks above them. Adding interaction would be nice.
4. Better facial expressions as Mario approaches.
Request name: (Almost) Precise(?) bullet bill generator
Type : Sprite
Tool : GIEPY
Description: Based off disassembly bullet bill generator, but it check player's position and try to shoot bullet straightly to player.
(Basically, just bullet bill generator except now with more precise.)
You can customize this with asm file like disassembly bullet bill generator, so you can make like precise torpedo generator etc.)
(Visual indication would be more welcome like lock-on symbol etc.)
That's the aimed bullet bill generator, although it isn't a generator in SMW's sense but actually an UberASM code.
Alright, works fine.
But is there no way to manually set when this generator activate other then activate as soon I enter the level?
Oh.. I feel like a complete noob. Thanks RussianMan, I can't believe I missed those entirely.
Request name: ceiling dropping spiny
Type:sprite
Tool: geipy
Short Description: quite simply the spinies from newer games which can be found walking on ceilings, and when mario aproaches they drop down in their shells and move back and forth like a kicked shell.
Full idea: i could see this sprite being used in multiple ways.
For example, the sprite could go into its shell, but the shell could be spikes upward, or spikes downward (the typical state in newer games) depending on the extra bit, and if the shell was spikes down a spin jump would kill it like a regular shell, while when spikes up, it can only be jumped on by a spin jump (like a regular spiny).
Another example of use could be the spiny not only walking on ceilings, but instead it could behave like the spiketops in that they could move on and around any solid surface they contact (such as walls or blpck platforms) while still behaving like the dropping spiny therefore allowing puzzles of some sort or simply more variety and difficulty in levels.
Also as a quick side note, im surprised it hasnt been done already as there are numerous sprites which have functions that when mixed act like that enemy such as (bouncing spiny/bouncing spiny egg, ceiling beetle and default spiketops, and chasing spiny)
Originally posted by Flamesofshadow
Request name: ceiling dropping spiny
Type:sprite
Tool: geipy
Short Description: quite simply the spinies from newer games which can be found walking on ceilings, and when mario aproaches they drop down in their shells and move back and forth like a kicked shell.
Maybe you can watch this video and you can see it in action or you can PM to Chris and then he will answer your request.
or check his filebin and find it in SMB3_Sprites.zip (it's trasm sprite, but GIEPY should insert it without a problem)
Originally posted by hash
3. When rising up from crushing they ignore new blocks above them. Adding interaction would be nice.
Request: A patch that runs a defined amount of time off the timer when the player uses Select to make an item drop from the reserve box.
The timer should never be reduced below the defined amount of time.
For instance, if the defined time (x) is 50 seconds, pressing Select would dispense the item and 50 seconds are removed from the timer. If pressing Select would the player has 50-100 seconds (If the timer is <x*2), the player gets the item and the timer is reduced to 50 seconds). If the player has less than 50 seconds left, the player should be given the item with no penalty and no change to the clock.
Request: A patch that runs a defined amount of time off the timer when the player uses Select to make an item drop from the reserve box.
The timer should never be reduced below the defined amount of time.
For instance, if the defined time (x) is 50 seconds, pressing Select would dispense the item and 50 seconds are removed from the timer. If pressing Select would the player has 50-100 seconds (If the timer is <x*2), the player gets the item and the timer is reduced to 50 seconds). If the player has less than 50 seconds left, the player should be given the item with no penalty and no change to the clock.