![]() Register - Login |
||
| Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users Ranks - Rules/FAQ - JCS - Stats - Latest Posts - Color Chart - Smilies |
||
| Jul - Posts by luckwii |
| Pages: 1 2 3 4 5 6 |
| luckwii Member Level: 21 Posts: 1/111 EXP: 44256 For next: 5687 Since: 11-16-10 Since last post: 1210 days Last activity: 1217 days |
|
||
| Is it possible to add a feature so that I can import a single object and assign it as number? I have successfully got a full tileset in. But I can't get a single object in place as far as I can tell. I am trying to add a lot of outside tiles. Or, if there is anything that can make this easier to edit, import, and add foreign tiles. |
| luckwii Member Level: 21 Posts: 2/111 EXP: 44256 For next: 5687 Since: 11-16-10 Since last post: 1210 days Last activity: 1217 days |
|
||
| I am having trouble isolating the tiles themselves. I see what you are saying with the export/import. I am starting with 1-1 area 1. The tileset for that has behaviors that make things able to walk on, or be kind of background. I get that. But, they also have slope to them that is hard to eliminate. So, the entire tileset is kind of tied to the level 1-1 area 1 detail. How do I edit 1-1-1 with a clean tileset that where I can assign the objects in the scrolling object menu? This is starting to end up as a question for the question section... I will move the questions there. Can you reply there? Thanks for the editor. I appreciate what you have into it, getting it this far. |
| luckwii Member Level: 21 Posts: 3/111 EXP: 44256 For next: 5687 Since: 11-16-10 Since last post: 1210 days Last activity: 1217 days |
|
||
| Continuation of my question from suggestion section... I am starting with 1-1 area 1. The tileset for that has behaviors that make things able to walk on, or be kind of background. I get that. But, they also have slope to them that is hard to eliminate. So, the entire tileset is kind of tied to the level 1-1 area 1 detail. How do I edit 1-1-1 with a clean tileset that where I can assign the objects in the scrolling object menu? I have tried to import an entire tileset from scratch, but it seems it is bound to the old level design. Meaning, trees are still trying to be trees, slopes are still trying to be slopes. |
| luckwii Member Level: 21 Posts: 4/111 EXP: 44256 For next: 5687 Since: 11-16-10 Since last post: 1210 days Last activity: 1217 days |
|
||
Originally posted by Spenstar Yes I have been editing the tile behaviors. I have been testing on 1-1 area 1. I have a partial full tileset. But it is taking on the forms and values of 1-1-1. I haven't tried starting from scratch on a level and importing the full tileset. Would I be better off going that route? I am more testing all the editing features now. But, the tilesets are going to be the most important part of this hack as I will be using as little of the original Mario pieces as possible. |
| luckwii Member Level: 21 Posts: 5/111 EXP: 44256 For next: 5687 Since: 11-16-10 Since last post: 1210 days Last activity: 1217 days |
|
||
Originally posted by Spenstar That is what I was thinking. Maybe that will release the level specific tile constraints within the tileset groups. |
| luckwii Member Level: 21 Posts: 6/111 EXP: 44256 For next: 5687 Since: 11-16-10 Since last post: 1210 days Last activity: 1217 days |
|
||
Originally posted by dirbaio Yes, that would be very helpful, thanks. Could you also add a simple way to assign objects an object number after editing them in map16? |
| luckwii Member Level: 21 Posts: 7/111 EXP: 44256 For next: 5687 Since: 11-16-10 Since last post: 1210 days Last activity: 1217 days |
|
||
| Found some work arounds to get my tiles going. I have run into 2 problems I have spent hours on and can't figure out. 1. One of my levels looks fine in the editor, but when I pay it, the tiles are garbled on the DS. 2. I had the warp pipes working for many revisions now. But, all the sudden one level has two return pipes that crash the game (black screen). The entrance pipes work to the sub areas, but returning to the main level in either return pipe causes crash. Nothing about the pipes has been changed. |
| luckwii Member Level: 21 Posts: 8/111 EXP: 44256 For next: 5687 Since: 11-16-10 Since last post: 1210 days Last activity: 1217 days |
|
||
| Still having troubles with the editor. I can fully edit and understand all the features and abilities of tile editing. But, the trouble I am having mainly is when the editor show the tileset I made and want, yet the game ends up with a bunch of mixed up tiles. I have tried importing and exporting every possible way, but same result. I did notice that the original tilesets have an orientation on the map 16 grid. Has anyone here had issues when trying to move custom tiles into a different location on the map 16? I have been able to edit and assign objects in the tile editor fine. Also, I have all the tile behaviors correct. I have also made sure that I haven't accidentally layered over tiles in the editor/map itself. Anyone know how to fix the difference from editor to game? |
| luckwii Member Level: 21 Posts: 9/111 EXP: 44256 For next: 5687 Since: 11-16-10 Since last post: 1210 days Last activity: 1217 days |
|
||
| I figured out the tile problems from someone that uses the editor as well. It was because I used map 16 tiles that used to be NSMB slope tiles. Putting my tiles outside of the originals places fixed the problem. As for the pipes, it may be that a tile I am trying to use isn't compatible. It is just strange that leaving entering a pipe causes a crash. |
| luckwii Member Level: 21 Posts: 10/111 EXP: 44256 For next: 5687 Since: 11-16-10 Since last post: 1210 days Last activity: 1217 days |
|
||
| I changed my camera view in my custom level 1-1 area1. I copied and pasted the block 2 data from level 2-5 area1. But now no matter what I do, I can't get the progress path to work. Is there anyway to keep the camera following me in the level, and have the progress path work again? Not only doesn't the progress follow, but I can't get the level to end. |
| luckwii Member Level: 21 Posts: 11/111 EXP: 44256 For next: 5687 Since: 11-16-10 Since last post: 1210 days Last activity: 1217 days |
|
||
| Ready to release a beta of my hack including the first level. Just can't get it to end. If anyone know the fix for the end problem and why the progress path is screwed up? |
| luckwii Member Level: 21 Posts: 12/111 EXP: 44256 For next: 5687 Since: 11-16-10 Since last post: 1210 days Last activity: 1217 days |
|
||
|
Fifth beta release: http://www.mediafire.com/?abxsi25sgj4j1m0 ![]() Spoiler: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
| luckwii Member Level: 21 Posts: 13/111 EXP: 44256 For next: 5687 Since: 11-16-10 Since last post: 1210 days Last activity: 1217 days |
|
||
Originally posted by Link 70222 Give me a couple more weeks and I'll send you my full set. A lot of the work I am doing is creating a tileset with Photoshop. It is very tedious. Right now, I have a little less than 1/4 of the game tiles together. |
| luckwii Member Level: 21 Posts: 14/111 EXP: 44256 For next: 5687 Since: 11-16-10 Since last post: 1210 days Last activity: 1217 days |
|
||
Originally posted by Friedslick6 Yes I will have really large levels. I am trying to write in a cool way to make the levels flow well. I plan on keeping the game very close to the progression of Metroid, without being just a boring copy. |
| luckwii Member Level: 21 Posts: 15/111 EXP: 44256 For next: 5687 Since: 11-16-10 Since last post: 1210 days Last activity: 1217 days |
|
||
| I am trying to edit my tileset for my hack. I have done it a few times successfully. But for some reason now, every time I try and edit a new tile in, it changes the colors of all the other tiles. Almost as if the tileset is corrupt. Any idea how to fix this, or what is going on? |
| luckwii Member Level: 21 Posts: 16/111 EXP: 44256 For next: 5687 Since: 11-16-10 Since last post: 1210 days Last activity: 1217 days |
|
||
Originally posted by Friedslick6 Well, don't forget NSMB doesn't have the Metroid power-ups, or a lot of the gameplay. So if I went exactly how Metroid does, there wouldn't be that much more to do. It will be very close to the original game. Of course, I am going to use all the tiles from the original. |
| luckwii Member Level: 21 Posts: 17/111 EXP: 44256 For next: 5687 Since: 11-16-10 Since last post: 1210 days Last activity: 1217 days |
|
||
| I got my tilesets working again. It seems that you only get one shot at editing in Photoshop. Now I just need the question I asked before to release my beta version. When you change block 2 so the camera changes, do you need to change block 10 or 12? I still can't get my progress path to move. It just keeps blinking, and then the level doesn't end. Can someone please answer this? I am working on this hack 4 hrs. a day on weekdays, and 8 hours+ on weekends. So it is not as though I am not trying or being lazy. Thanks. |
| luckwii Member Level: 21 Posts: 18/111 EXP: 44256 For next: 5687 Since: 11-16-10 Since last post: 1210 days Last activity: 1217 days |
|
||
Originally posted by dirbaio Maybe I corrupted my block 10? If you edit it in the editor will it only effect the rom you are working on? Or is it possible that if I open a completely different rom the hex change will transfer to it. So if I changed block 10 on my hack rom and I close it, when I open a clean rom will I be able to double check what block 10 is supposed to be? I just want to be sure I didn't accidenty screw up block 10. I know this isn't what you answered. I am going to check the paths more. I just want to make sure I didn't screw up block 10 when I was messing with it before your reply. |
| luckwii Member Level: 21 Posts: 19/111 EXP: 44256 For next: 5687 Since: 11-16-10 Since last post: 1210 days Last activity: 1217 days |
|
||
| I did use a clean rom and matched it in block 10. I just wanted to make sure there was no way that the editor would transfer the changes into the new rom when I opened it. |
| luckwii Member Level: 21 Posts: 20/111 EXP: 44256 For next: 5687 Since: 11-16-10 Since last post: 1210 days Last activity: 1217 days |
|
||
| Updated the patch. Still not beta worthy yet. I can't get the freakin progress path to follow. Or the level to end. Other than that, there are a few issues to correct like the second vertical part needs to be gold. I haven't made that tileset yet. http://www.mediafire.com/?kfqktvkk2e2eim0 |
| Pages: 1 2 3 4 5 6 |
| Jul - Posts by luckwii |
![]() |
Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.278167 seconds |
| Script execution time: | 0.083698 seconds |
| Total render time: | 0.361865 seconds |