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Great, thanks! #smw{:TUP:}


 
So I'm needing a bit of clarification on what the meaning of "merging" is in relation to the intent of the rules. My initial understanding is that you could take two 8x8 tiles and basically just "merge" the two, dropping one over the other. Basically, taking the transparent part of the tile and filling it with the content of another tile. My aim is to create ledges that you could layer over one another. But my problem is the tiles I am using have transparent pixels in the corners, making the background show through instead of the ledge I am placing them on.

I can't do what I'm asking about since it's essentially editing an 8x8 tile? Can I recolor the transparent color of the tile?

You can fill in the transparent pixel(s) with a solid color (there are solid 8×8 in one of the graphics files, so this counts as a merge). You then can't merge that tile with anything else once you've done that.
Switch: SW-2766-9108-9399Twitter: @Vine_STYouTube: that ivy guy
I can't see any other uses of merging tiles... what do people do with tiles they merge together besides using them to fill in the transparent pixels of one tile with solid pixels of another? Can you diagonally cut two tiles in half and slap them together?
Originally posted by KP9000
what do people do with tiles they merge together besides using them to fill in the transparent pixels of one tile with solid pixels of another?

That's all you can do, besides recoloring.

Edit: Oh, and rotating and flipping.
<Hobz>: why dont we, instead of adding green doors, just add an option in the menu to 100% any level you want to
<Hobz>: the kinds of dickheads that'll do it to 100% the collab quicker are the same people that would just cheat regardless
<Hobz>: there are levels in vldc9 that i wouldnt goal sphere, but i also dont want to play to completion
<Hobz>: thats my 2 cents of an idea
<Hobz>: so maybe after a certain number of deaths, a menu unlocks for you to just skip the level
<Hobz>: because idk it always feels rude green dooring a level because it means that 90% of players wont even see it, they'll just skip it as soon as they can
<Hobz>: and thats not very fair, if the levels in the collab but nobody's going to play it whats the point
<Hobz>: i'll uh, throw that all in the discussion thread and see what other people think

I know Super Mario Galaxy 2 did something like this, and I dont remember how they handled it, but if skipping these levels added to the exit counter but maybe actually completing all levels contributed to some kind of bonus not open to people that skipped levels (not world x, that should be accessible by everybody), I think that'd be a good balance.

My firm stance is that we have to do all or nothing. Either all levels are skippable, or none of them are. We either accept hard levels as they are, or we don't accept them at all. Because as I said, what's the point of even accepting a level and putting it in the collab in the first place if you're going to encourage people to avoid playing it altogether?
r̲̲̲̲̲̲̲̲a̲̲̲̲̲̲̲̲t̲̲̲̲̲̲̲̲s̲̲̲̲̲̲̲̲p̲̲̲̲̲̲̲a̲̲̲̲̲̲̲̲w̲̲̲̲̲̲̲̲n̲̲̲̲̲̲̲̲
madeulook
Originally posted by Hobz
<Hobz>: why dont we, instead of adding green doors, just add an option in the menu to 100% any level you want to
<Hobz>: the kinds of dickheads that'll do it to 100% the collab quicker are the same people that would just cheat regardless
<Hobz>: there are levels in vldc9 that i wouldnt goal sphere, but i also dont want to play to completion
<Hobz>: thats my 2 cents of an idea
<Hobz>: so maybe after a certain number of deaths, a menu unlocks for you to just skip the level
<Hobz>: because idk it always feels rude green dooring a level because it means that 90% of players wont even see it, they'll just skip it as soon as they can
<Hobz>: and thats not very fair, if the levels in the collab but nobody's going to play it whats the point
<Hobz>: i'll uh, throw that all in the discussion thread and see what other people think

I know Super Mario Galaxy 2 did something like this, and I dont remember how they handled it, but if skipping these levels added to the exit counter but maybe actually completing all levels contributed to some kind of bonus not open to people that skipped levels (not world x, that should be accessible by everybody), I think that'd be a good balance.

My firm stance is that we have to do all or nothing. Either all levels are skippable, or none of them are. We either accept hard levels as they are, or we don't accept them at all. Because as I said, what's the point of even accepting a level and putting it in the collab in the first place if you're going to encourage people to avoid playing it altogether?


Super Mario Galaxy 2's "Super Guide" was the Cosmic Spirit, aka "Cosmic Rosalina"., first of all, and second of all, that sounds like a horrible idea. I'd rather just keep the GOALSPHERE system as is.

Having the players not cheat just to get to a reward that may not be worth it just wouldn't sound worth working to get to it at all. Plus, having the player play the levels all by themselves without a Goal Sphere door would be pretty ridiculous, because what if a Kaizo level or near-Kaizo level somehow got accepted and they had no choice but to play it to get to World X or complete the entire game legit? And, giving the player full control over what they want to skip would be ridiculous as well because people could just skip literally everything and say they completed the game.

I'm afraid your idea is totally flawed, and VLDC9's Goal Sphere system was perfectly fine. If it ain't broke, don't fix it.
I have nothing else to say now. Huh...
It is not "totally" flawed; in fact I don't really think it's flawed, it's a pretty good idea. Did you even read this part?
Quote
<Hobz>: so maybe after a certain number of deaths, a menu unlocks for you to just skip the level <Hobz>: because idk it always feels rude green dooring a level because it means that 90% of players wont even see it, they'll just skip it as soon as they can
...cuz you're acting like he said "yea let the player mark the entire game as beaten at will" which is not at all what his idea is about.

Besides, it isn't about whether the goal sphere system was broken, it's about not encouraging people to avoid playing levels that made it into the collab, which could've been left out altogether anyways if they really were too hard.
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Originally posted by MaxodeX
It is not "totally" flawed; in fact I don't really think it's flawed, it's a pretty good idea. Did you even read this part?
Quote
<Hobz>: so maybe after a certain number of deaths, a menu unlocks for you to just skip the level
<Hobz>: because idk it always feels rude green dooring a level because it means that 90% of players wont even see it, they'll just skip it as soon as they can


Actually that's the most flawed part.

The point of green doors is to make world X as accessible as possible to regular players while still requiring it to be unlocked. For that reason, if we implement any system to allow players to obtain exits and/or dragon coins without playing the level properly, it has to be immediately obvious that the option is available as soon as the player enters the level. Otherwise, the player might decide to give up on the level before they realize it can be skipped, and since they've given up on the level they will never come back to it.
Maybe give an additional reward for players that have gone through every single entry without skipping any? Not World X, but something that might give players some incentive to give the goal sphere levels a try.

Even something simple like global enemy reskins would be cool, kinda like SMW post-Special World. maybe something for the player graphics (play as Luigi?) as well.
Originally posted by Aeon
Maybe give an additional reward for players that have gone through every single entry without skipping any? Not World X, but something that might give players some incentive to give the goal sphere levels a try.

Even something simple like global enemy reskins would be cool, kinda like SMW post-Special World. maybe something for the player graphics (play as Luigi?) as well.


Umm...
I have nothing else to say now. Huh...
Originally posted by Falconpunch
Originally posted by Aeon
stuff


Umm...


Uh...

That was just a random suggestion, I'm not exactly good at coming up with this kind of reward but I wanted to at least start with something. I went with enemy/player reskins mostly because it's simple and shouldn't take too much time/work to get done. The actual "important" part of the post is suggesting some sort of reward for beating the normally skippable levels.
On the one hand I kinda like Hobz idea, everyone has a different tolerance for levels and some levels in the collab aren't gonna be that fun - plus considering the number of entries this year, I don't think there would be much harm in something comparable to the super guide/etc. system from the actual core mario games.

Yoshi coins wouldn't count as collected, and the exit markers on the OW would probably have a different colour or something. I can also think of some extra content that wouldn't get unlocked.


On the other hand, it kind of devalues existing completion bonuses by making it possible to skip every last level in the collab.
Originally posted by WhoNeedsAUsername
do I have to use the base rom? Can't I just, y'know, use a 100% vanilla rom?

Please use the base ROM, as it will be accurate to how your level will play in the compilation. Also, wrong thread.
Since we are able to merge two tiles and we are allowed to recolor (not the same recolor though)...

Does this mean we are able to recolor the tile FIRST and THEN merge it or do we have to merge it THEN recolor?
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Originally posted by Hobz
post


Ew, I don't really like your idea, honestly. I don't have much to comment right now (it's kinda obvious for me that's not a good thing and no points are needed), but I dislike it.

I may change my mind if most of the people agree with, but looking so far, I think there's more dislikes than likes currently.

Originally posted by chineesmw
Since we are able to merge two tiles and we are allowed to recolor (not the same recolor though)...

Does this mean we are able to recolor the tile FIRST and THEN merge it or do we have to merge it THEN recolor?


You can do both cases.

By the way, regarding the ask vivi thread: will reply it tomorrow. I'm tight in time. k i did it. but will only make a new revision of the base ROM after I get my sleep!
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So, I have this neat space vanilla-like effect, but the thing I don't like is how the stars are not behind the Layer 1 objects.

It just doesn't seem correct to me. It's a bit horrible.
100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


Originally posted by MarkVD100
words and a gif

If that's Layer 3, couldn't you turn off priority in the tilemap? Alternatively, uncheck the "Force Layer 3 above other layers and sprites" box in Layer 3 settings.
I really need a layout. :<
Originally posted by MandL27
If that's Layer 3, couldn't you turn off priority in the tilemap? Alternatively, uncheck the "Force Layer 3 above other layers and sprites" box in Layer 3 settings.


Thanks! The Layer 3 settings thing took me a tiny while to find.
100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


Are you aware that layer 3 will disappear as soon as you hit that message box?
Just asking, cause that is a huge oversight. If this message doesn't add anything valuable you might be better off without it.
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