Register - Login
Views: 99799181
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-03-22 06:19:25 AM
Jul - Posts by Garmichael
Pages: 1 2 3 4 5 6 7
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

Posted on 02-19-10 02:00:17 AM, in Views tutorial, please? Link

Originally posted by dirbaio


I sometimes think about making it ediable in the editor...



yesssss

____________________

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

Posted on 02-20-10 12:42:36 AM, in First Airship Level Link

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!

____________________

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

Posted on 02-24-10 06:09:41 PM, in Editor Development thread Link

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.


____________________

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

Posted on 02-24-10 06:21:26 PM, in My Hack - Springboard Power Mario Link

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.

____________________

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

Posted on 02-28-10 11:33:23 PM, in Sprite Data Reference (Long) Link

Does anyone know why using Sprite 282, the swinging Vine, crashes the rom?


____________________

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

Posted on 03-01-10 04:01:46 AM, in Sprite Sheet Quick Reference Link

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!





____________________

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

Posted on 03-01-10 04:20:03 AM, in Sprite Data Reference (Long) Link

I've discovered some settings for some sprites:



126, Draw Bridge Platform:

ID ID 0A B0 CD EF

ID: There are two IDs.
A: 0 = stop at up position, 1 = stop at down position (only if B = 1)
B: 0 = dont move, 1 = move
C: Amount of time the bridge stays open
D: Degree of openness. 8 = straight up.
E: Length of each side.
F: Time stays closed, 0 = doesn't open





119, Pendulum Platform:

00 00 00 00 AC BA

A: Speed. Second A first, then first A (ex: Fx x2 = Speed of 2F).
B: Size Scale
C: Starting position. 0 = Bottom, heading right. 4 = Far Right. 8 = Bottom, heading left. F = Far left.







78, Moving Platform On Touch:

ID ID 0A 0D CB SS

ID: Two id slots.
A: Length in tiles
B: Direction. 0 = up, 1 = down, 2 = right, 3 = left
C: Stops at top of screen. 0 = no, 1 = yes.
D: 0 = show, 1 = hide until activated
SS: Speed







187, Manual Control Platform:

00 00 DA C0 B0 00

A: Displayed Arrows.
- 0 = Left, Up, Right
- 1 = Left, Down, Right
- 2 = Left, Up, Right
- 3 = Left, Right
B: 0 = Show, 1 = hide (no ID, apparently)
C: 0 = normal, 1 = flash and disappear after a while
D: 0 = normal, 1 = Auto Start







249, Wall Jump Platform:

00 00 0C B0 A0 0D

A: Wait to be touched before moving
B: Length = 4 + B
C: Width = 2 + C
D: Speed







174, Moving Mushroom:

00 00 XY AB CD EF

F: Horizontal Speed
E: 0 = Normal. 1 = Falls when landed on
D: Verticle Offset. Moves E tiles down from
C: ?? Something to do with Up-and-Down effect
B: Degree of tilting angle
A: Width in Tiles
Y: Speed of verticle bounce effect
X: ?? Something to do with Up-and-Down effect





238, Purple Tilt Mushroom:

00 00 AB 00 00 00

A: Width
B: ??





239, Raising / Lowering Mushroom:

00 00 AB CD 00 00

A: Distance Mushroom will go down when Mario stands on it. Also, stalk height = A + 2.
B: Width (0 is same width as 1, but Mushroom is colored red)
c: After Maio gets off, 0 = Stay where it ends up, 1 = return to initial level
D: Distance Mushroom will go up when Mario stands on it. Net direction and distance = D - A





242, Expand / Contract Mushroom:

00 00 AB 0C 00 00

A: 0 = starts extended then retracts, 1 = Starts Small then extends
B: Length of Stalk
C: 0 = Wider when extended, 1 = shorter when extended





244, Bouncing Mushroom:

00 00 0A 00 00 00

A: Length of Stalk





99, Manual Moving Wheel:

ID ID 00 00 A0 B0

ID: Two ID Slots
A: Stick to Line
B: 1 = Hide until activated





283, Swinging Pole:

00 00 CB 0A 00 00

A: 1 = Stick to line, 0 = no line needed
B: Length = B + 3
C: 0 = Don't Move, 1 = Move Along Line





289, Expandable Block:

00 00 0A 00 00 00

A: After the fourth block comes out, all four turn to hard blocks if A is not 0





279, 1-Way Door:

00 00 0A 00 00 00

A: Direction
0 = Up, Right Arrow
1 = Up, Left Arrow
2 = Down, Right Arrow
3 = Down, Left Arrow
4 = Right, Up Arrow
5 = Right, Down Arrow
6 = Left, Up Arrow
7 = Left, Down Arrow





256, Rotating-Carry-Through-Wall Platform (Ghost House):

00 00 00 00 A0 00

A: 0 = start on left side, 1 = start on right side.





278, Ground Pound Ghost House Goo:

00 00 AB 00 00 00

A: Height = A + 1
B: Width = B + 1





260, 261, 262, 263, Long Castle Spikes:

00 00 AA BB CC D0

AA: Time stays in 'out' position
BB: Time stays in 'in' position, after first extension
CC: Speed of extension and retraction
D: 0 = slow start, 1 = no slow start



____________________

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

Posted on 03-01-10 07:23:01 AM, in Connected pipe - I have made a how to: Link



Make a Path with same ID as the pipe entrance.


It would be more clear if you changed that line to


Make a Path with the same ID as the pipe entrance's Connected ID



____________________

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

Posted on 03-01-10 08:11:36 PM, in Connected pipe - I have made a how to: Link

: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..

____________________

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

Posted on 03-02-10 08:36:00 PM, in Editor Development thread Link

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.

____________________

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

Posted on 03-05-10 03:09:12 AM, in Custom Block Design for Object 12, if anyone wants it. Link

Agreed! Those are sexy blocks!

____________________

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

Posted on 03-08-10 05:35:34 AM, in The Custom Tileset Thread (last edited by Garmichael at 03-08-10 02:54 AM) Link

Originally posted by midori no kaze
Why is it that all the new topics I see get posted on this fora have so low quality? ... ._.



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.

____________________

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

Posted on 03-08-10 04:13:13 PM, in My Hack - Springboard Power Mario Link

That springboard machine you have is pretty clever!

____________________

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

Posted on 03-26-10 05:34:49 AM, in New Retro Mario Bros. 3 Link

Thats a beautiful tileset!

____________________

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

Posted on 05-12-10 01:24:59 AM, in Help/Questions thread. ASK QUESTIONS HERE! Link

Originally posted by Link 70222
I don't know if this has been asked already, but why do bullet bills do nothing when I place them? Should the sprite data not be all 0s?



Bullet Bills require a Zone. Not sure which value in the sprite data is the id for a zone, tho.

____________________

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

Posted on 12-03-10 01:53:31 AM, in What about a Team? Link

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

____________________

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

Posted on 05-13-11 09:40:34 PM, in Level Contest Game [Pipe world! Monday 23rd May] Link

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?

____________________

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

Posted on 05-15-11 08:48:17 AM, in Level Contest Game [Pipe world! Monday 23rd May] (last edited by Garmichael at 05-15-11 05:52 AM) Link

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.




____________________

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

Posted on 05-15-11 06:25:40 PM, in Level Contest Game [Pipe world! Monday 23rd May] Link

Does this mean you're in?

I already have an idea for the first challenge.

____________________

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

Posted on 05-16-11 05:12:57 PM, in Level Contest Game [Pipe world! Monday 23rd May] (last edited by Garmichael at 05-16-11 02:17 PM) Link

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.



Proposed Critique Form

Challenge Requirement Met: 10 Points

Design: 20 Points
This is the general quality in design. When critiquing, ask questions like:
Is it fun? Is it well laid out? Does it match the theme of the challenge?

Polish: 20 points
This is the general level of polish. When critiquing, ask questions like:
Are there glitches not caused by emulation? Is there missing trim for the terrain or other tiles? Question mark blocks with powerups inside butted up against the roof? Are there any soft-locks (this is the term for when under certain circumstances, the player can't finish the level unless they die and start over).



Notice that no where in the critique form does is imply that you should award points for using custom tile sets or other art. This is primarily a level design challenge. However, be warned that if you import ugly or glitched art, your Polish score should take a hit.


This critique form is open to suggestions!



____________________

Pages: 1 2 3 4 5 6 7
Jul - Posts by Garmichael


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

31 database queries, 45 query cache hits.
Query execution time: 0.082785 seconds
Script execution time: 0.038368 seconds
Total render time: 0.121153 seconds