Very good chocolate hack! I like the overworld, the custom powerups, and how each level introduces a bunch of enemies (or a powerup). The overworld has a lot of empty space, but I don't think it's all that boring. Is that a Big Boo Boss in the last screenshot of the temple level?
Is that a Big Boo Boss in the last screenshot of the temple level?
Correct, and defeating it leads to the next level I'll show, which is the Green Switch Palace! ...I think you'll be able to tell what to do here.
Now, I'll have to figure out how to change the powerup that the green switch blocks give you, because I don't want the player to have a cape until near the end of the game. Of course, I'll also have to figure out how to fix the cape so that you can actually fly with it when the custom powerups patch is inserted...
Well, anyway, I'll probably get the Spicy Secret and Spicy Sands 5 done after this. Yay. asm coding time My current(?) hack (outdated, possibly)
I've had some life issues, but now the Spicy Pyramid is finished at last! ...Not that anyone really cares about my hack.
This pyramid is a lot bigger than the previous one...
And here we have animation issues with the gears even though I've never experienced that before.
Here's some more animation issues, along with a new design for the Mario-only blocks.
Great, we have grinders going behind the foreground yay
Try not to slip and fall here!
And with that, world 2 is complete. I have an unpolished demo ready, but it could be a bit until I actually submit a real one. Anyway, now I'll begin working on world 3, so that will be fun. Until next time... asm coding time My current(?) hack (outdated, possibly)
Okay, here's another update.
I haven't been able to start my next level until today because of... sprite issues, but I did manage to get this new title screen done. I think. It probably still looks awful.
yeah I have nothing more to show so bye I guess lol asm coding time My current(?) hack (outdated, possibly)
After yet another long wait, here's Lemon Shore 2. It introduces a bunch of different things, and the first half is autoscrolling...
Just a peaceful day at the beach with these Rexes.
OH HEY BOSS BASS WHAT'S UP I WAS TOTALLY FINE UNTIL YOU SHOWED UP
yep this is a lot worse now
Oh, and now there are Hammer Bros, too. Luckily, they're idiots and immediately jump into the water.
hey look remember these bridge things
I'll try and cut down on the long waits from here onward. I hope.
Well, that's about it for now, but I will say the next level is more than halfway done, so I might post that and the level after it in the next update. Peace! asm coding time My current(?) hack (outdated, possibly)
If you want to fix the animation issues with the gears, check out this snippet from Lunar Magic's help file:
Originally posted by Lunar Magic
The first 8 ExAnimation slots all actually run on different frames. However, the next 8 slots all run in the exact same frames as the first 8 slots. And so on. This means slots 0,8,10,18 animate in the same game frame, as do 1,9,11,19, then 2,A,12,1A, etc. [...] if your concern is for keeping certain animations in sync, you can either place them within the same group of slots that do animate on the same frame, or transfer more tiles in those same slots.
-------------------- Kinda in hibernation for a while. I hope to be back in full swing soon.
Well, it's been a long time since I last updated this. The good news is, I finished the Sunken Ghost Ship and updated the overworld a lot. However, I don't have time to send screenshots, because I have to get straight to the bad news:
I don't have music for the Lemon Resort! (Dun dun duuuuuunnnnn!)
Also, lots of issues have been springing up that I can not fix because I don't know ASM. I'll show them below...
You can't kill stunned red/green/yellow shell-less koopas by walking into them, and you bounce off of them when you stomp them.
All the custom powerup blocks spew out green shell-less koopas...
...or, they did, until I entered the new Top Secret Area that I'll never show you how to find...
Stepping on these things deploys your reserve item... but only if it's one from vanilla SMW.
The background gradient for each level only loads after the fade-in has finished, which is very noticeable.
There's this background issue that I can't fix without installing a patch that breaks the game since I use the vanilla boss battles.
You cannot fly with the cape, at all.
Well, this is easily fixable... if I had the Sprite Respawner, which I can't find...
Sprites and quicksand don't mix well...
And lastly, the invisible solid block sprite hurts you.
So, yeah. It seems like my only option for some of these is to port to a new ROM, which I definitely don't want to do.
Oh, here are the screenshots that I didn't want to send in case you really wanted them.