Tip: Press F2 on the level editor to see subscreen boundaries. This will help you avoid glitching dragon coins by putting them on the subscreen boundaries.
Is there a a workaround to the fact that a block set to act like a ledge fails to work right? I really want to be able to use multiple styles of slopes in a level, and not want to have to make a separate ExGFX just to have the slopes in the right place for the origional map16 tiles.
I suppose, could I use ExAnimation to overwrite the places where the origional slope graphics were stored on a per level basis?
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