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Garmichael Member Level: 26 ![]() Posts: 61/121 EXP: 91210 For next: 11065 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.7 years |
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Originally posted by dirbaio yesssss ![]() ____________________ |
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| Jul - Posts by Garmichael |
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Garmichael Member Level: 26 ![]() Posts: 61/121 EXP: 91210 For next: 11065 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.7 years |
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Originally posted by dirbaio yesssss ![]() ____________________ |
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Garmichael Member Level: 26 ![]() Posts: 62/121 EXP: 91210 For next: 11065 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.7 years |
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Very cool!
True, the level design is lacking a bit, I think its awesome that you've got a tileset for aiships in progress. I cant wait to see more from this set! ____________________ |
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Garmichael Member Level: 26 ![]() Posts: 63/121 EXP: 91210 For next: 11065 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.7 years |
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A couple suggestions for the editor:
I think it would be useful to have the whole camera system enabled as its own icon on the top toolbar. I get quite a few comments on my youtube clips about making the camera unsnap from the base, allowing the camera to freely follow mario around as he goes vertical. This could be a simple checkbox. Also, the same bit in the Hex determines how far from the base the camera will pan up before stopping, with a value of F0 telling it not to stop panning until it reaches the top of the view. The Cameras (as you're aware) are set up with individual IDs, and the views have a section for which Camera ID to use. Being able to set up multiple cameras would make it easier to test a view by just switching which camera id to use. Another suggestion has to do with the Paths. "Unknown 6" is the value used when the path is connected to a Connected Pipe ID. This value is set to 0, 1, 2, or 3, when it is one of the ends of the path for the connected pipe and determines which direction the pipe is facing for that node. 0 = Facing Down. 1 = Facing Right. 2 = Facing Up. 3 = Facing Left. Instead of having a numerical input for this value, it would be nice to have a dropdown with the four directions. ____________________ |
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Garmichael Member Level: 26 ![]() Posts: 64/121 EXP: 91210 For next: 11065 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.7 years |
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I thought a few things about this level were cool. I liked how you hid the first and second coin, and I like the door on the hill shown in your first screen shot. However, most of the level is too... 'weird' and doesn't really make sense. there are other issues I have. like the places where you allow two power ups to spawn from adjacent blocks.. the way there isn't really a cohesive flow to the level.. The position of the flagpole at the end.. Its just that the whole level feels like its strange for the sake of being strange. I like the 'feel' of it, where you're basically roaming around on stuff high in the sky, and I dont really have a problem with the direction of it, like the water section, but it just feels kind of bare. The aesthetics could use some work, too.
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Garmichael Member Level: 26 ![]() Posts: 65/121 EXP: 91210 For next: 11065 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.7 years |
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Does anyone know why using Sprite 282, the swinging Vine, crashes the rom?
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Garmichael Member Level: 26 ![]() Posts: 66/121 EXP: 91210 For next: 11065 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.7 years |
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Hey guys, I've put together an image of all the sprites in New Super Mario Bros.
The image is large, but I'm going to post it here anyway, so this thread can be a reference. It is every sprite with the exception of bosses and a few uniques (if you're going to mess with those, you're going to have to find those sprites in their home levels and mimic the environment, so a quick or those sprites reference is useless). Ive put a transparent box with a red border on top of each sprite. This box indicates where the blue numbered sprite box should be placed. If you cannot see the image below because your browser does not support PNGs, you can download it Here. Enoy! ____________________ |
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Garmichael Member Level: 26 ![]() Posts: 67/121 EXP: 91210 For next: 11065 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.7 years |
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I've discovered some settings for some sprites:
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Garmichael Member Level: 26 ![]() Posts: 68/121 EXP: 91210 For next: 11065 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.7 years |
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It would be more clear if you changed that line to
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Garmichael Member Level: 26 ![]() Posts: 69/121 EXP: 91210 For next: 11065 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.7 years |
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:O
That would be amazing if you can figure out how to control that! One idea I've had for a long time for a Mario hack would be to make sort of a metroidvania level design (obviously without the powerup keylock idea).. this hack idea would probably work better in SMW tho.. ____________________ |
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Garmichael Member Level: 26 ![]() Posts: 70/121 EXP: 91210 For next: 11065 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.7 years |
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Duuude! A DS port of the editor would be prettty sweet!!
How possible would it be to call the visual sprite information in the editor if its running off the ds rom with the ds hardware? Sorry if that sounds dumb, im pretty noobish when it comes to this aspect of things. ____________________ |
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Garmichael Member Level: 26 ![]() Posts: 71/121 EXP: 91210 For next: 11065 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.7 years |
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Agreed! Those are sexy blocks!
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Garmichael Member Level: 26 ![]() Posts: 72/121 EXP: 91210 For next: 11065 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.7 years |
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Originally posted by midori no kaze I think this is a great idea for a thread... In fact, if anyone can link me to a png of the tileset with the background hills used in the Advanced Mario hack, I'd appreciate it. ____________________ |
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Garmichael Member Level: 26 ![]() Posts: 73/121 EXP: 91210 For next: 11065 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.7 years |
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That springboard machine you have is pretty clever!
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Garmichael Member Level: 26 ![]() Posts: 74/121 EXP: 91210 For next: 11065 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.7 years |
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Thats a beautiful tileset!
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Garmichael Member Level: 26 ![]() Posts: 75/121 EXP: 91210 For next: 11065 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.7 years |
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Originally posted by Link 70222 Bullet Bills require a Zone. Not sure which value in the sprite data is the id for a zone, tho. ____________________ |
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Garmichael Member Level: 26 ![]() Posts: 76/121 EXP: 91210 For next: 11065 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.7 years |
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Honestly, the only reason I wouldn't want to join a team is because many of the custom levels violate my soft rules about level design, and frankly, aren't really that good. It would be fun to work with other people who I think are good level designers, but Im pretty picky about what works and what doesn't
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Garmichael Member Level: 26 ![]() Posts: 77/121 EXP: 91210 For next: 11065 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.7 years |
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Hey everyone. It's been a while since I've been here posting a few levels. I kind of quit making levels cuz I lost interest, but I'm up for making some again.
To revive my interest, I was thinking about making a contest. 4 Rounds. Each round with a different design challenge, such as "Make a level with nearly equal under water and above water parts" or "Make a vertical non-castle level." Each round lasts 1 week. At the end of the week, a poll is opened with each contestant's name, and any member may vote for the level they thought was the best. At the end of four rounds of voting, the monthly winner is the player who got the most votes for their levels. How does this sound? Anyone up for it? ____________________ |
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Garmichael Member Level: 26 ![]() Posts: 78/121 EXP: 91210 For next: 11065 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.7 years |
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Alright, if we can get a total of five players (including myself), then we'll kick it off for this month. Depending on when we get the fifth player, we'll either do one or two rounds. We currently have four players.
@gridatttack: I would encourage the use of custom backgrounds, but this shouldn't be necessary. This is a design contest, not a bells-and-whistles contest. I also think that everyone should post a Youtube clip of their level, but also have the level patch downloadable. I am contemplating a different style of declaring the winner: Have each player critique each other player's level and rate it based on a few criteria. The player with the highest combined score wins. ____________________ |
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Garmichael Member Level: 26 ![]() Posts: 79/121 EXP: 91210 For next: 11065 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.7 years |
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Does this mean you're in?
I already have an idea for the first challenge. ____________________ |
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Garmichael Member Level: 26 ![]() Posts: 80/121 EXP: 91210 For next: 11065 Since: 06-24-09 From: Seattle, Wa Since last post: 10.8 years Last activity: 10.7 years |
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Excellent!!
In the future, I will create a thread for that week's contest. In favor of not cluttering up the board, I'll post this week's contest right here! Normally, there will be a contest for each week, and at the end of the month, whoever has the highest combined critique score wins. This month, there are only two weeks left, so we'll only have two design and critique cycles. [May Round 1] NSMB Level Design Contest Challenge: Create a "Pipe World" level. Requirements: At lest 10 pipe systems that Mario can enter (Note: both 'ends' of a pipe count as one pipe system). Deadline: 11:59pm Pacific time zone Friday night (May 20, 2011) Post your embedded Youtube clip right here in this thread when you're finished. Also, I would highly, highly encourage that everyone post their level files here as well, and before watching that player's Youtube clip, to download and play each other player's level.
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| Jul - Posts by Garmichael |
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Acmlmboard - commit 47be4dc [2021-08-23]
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