DavidDayton said:Hmm. I was just thinking it would be nice to put them all together into a single patch when we were done...
Other question: can you make levels that use game specific SMB1-3 mechanics with this editor? In other words, can one make a SMB3 level, or are we forced to use the lesser SMW engine?
Most of them look uneditable by normal means in Lunar Magic, but it seems like the Lemmy/Wendy pipe rooms can be modified?Koren said:It's the former, but you can change those by messing with ASM code. As I said before, I'd like to know what is allowed/forbidden on that matter...
There are visual differences beyond Luigi?dark10x said:One other question, is it required that we use All Stars and World? Could we not just use Super Mario World by itself? I don't wish to mix sprites, to be honest, as I don't care for how they look in All Stars plus I only own SMW by itself.
What I mean is, there exists an entirely different set of tiles created specifically for All Stars (in order to match the appearance of the originals). I wanted to make certain that we could simply stick entirely to SMW assets (I'd assume so, but the OP mentions both).There are visual differences beyond Luigi?
jarosh said:again, WHY are we supposed to use the mario all stars + world rom? what if someone uses mario world only? are the levels gonna be compatible? i think not. if i remember correctly they changed certain things about mario world in "all stars + world".
handofg0d said:I think the 2 months is plenty of time to do 10 levels and 2 bosses, BUT, I also think that is a lot for judges to play through, I say, cut it in half.
5 levels, 1 castle/boss.
DavidDayton said:Other question: can you make levels that use game specific SMB1-3 mechanics with this editor? In other words, can one make a SMB3 level, or are we forced to use the lesser SMW engine?
beelzebozo said:i'm not talented enough to participate in this,
Enk said:I thought 10 stages was small enough, but I guess not. So I will compromise. How about I change it to an even 8 stages, 2 castles, 2 bosses. Keep in mind the judging will take place over the course of a month and 10 days. 8 stages is not that bad and can be quickly ran through.
mclem said:Levels do vary somewhat in size; Star Road 3, anyone? (Or was it 4?). I was leaning towards more shorter levels in my vague masterplan, allowing for each level to be a bit more coherently crafted towards the intended theme. *IF* I complete the project - and I wouldn't stake any money on it since I've got a habit of being waaaay too ambitious! - I'll almost certainly go beyond that cap. And I intend secret levels too!
Oblivion said:Are the star levels longer, really? I thought all the levels were pretty much the same size.
So that brings about the next question, how long do the levels have to be?
BitchTits said:<stupid question>
The 8 levels total is inclusive of the two castle levels, right? 8 Levels, at least two of which must be castles with bosses?
</stupid question>
You're one step ahead as usual. *tips hat*beelzebozo said:mine come out of a holster when you and jarosh are in the room, hombre
bishoptl said:Stickied for great justice. This sort of thread deserves visibility.
I don't think that'd be much of a problem. So maybe someone takes a keyhole exit from one of your stages and ends up at one of dark10x's levels that was accessible only by keyhole.mclem said:I'm not sure about making them into a compilation, it may limit us to standard progression if one level has to follow another. I'm thinking more about trying to aim for the original feel, and so I'd be intending to get some non-linearity into the level progression. It might be best to simply make a compilation in the form of one-zip-of-lots-of-patches.
nincompoop said:So nobody else has garbled sprite graphics? This is just a couple of examples.
http://xs231.xs.to/xs231/08371/garbled1676.png[/IMG]
http://xs231.xs.to/xs231/08371/garbled2351.png[/IMG]
I think it might be a problem with my ROM, since I had to hex edit it just to get the editor to recognize it. Can anyone help?
xxjuicesxx said:Anyone know if theres an option to switch the level to an up and down level?
I don't want the traditional start at the left and head right level.
I showered this morningRanger X said:Tks Bish. I just noticed this thread tks to your stinking.
_leech_ said:How do you change the background scenery with one from another level?
xxjuicesxx said:You have to be on the level you want to add the background to then goto Level --> Copy background image and choose the background you want.
Before you need to find what level background you want and enter that into the box.
Pg Up and Down goes between levels for quick viewing. This editor really needs to add a whole bunch of PREVIEW options like for the music and backgrounds and such. I mean really it just expects you to have a bunch of levels and musics memorized?
_leech_ said:Thanks for the tip! Unfortunately when I copy the new background over it comes up as a scrambled mess, even if it delete the background before copying. Hmm...
edit: Nevermind, seems to work with some backgrounds and not others.
bishoptl said:I showered this morning
-PXG- said:"This ROM does not have a 0x200 byte header"
That is the error I get whenever I try to load the ROM!
HALP!
xxjuicesxx said:I'm having some trouble with getting the punch door to get me on the other side of the netting, also I can't quite figure out how to designate which side of the netting coins, enemies and those vine enemies are on.
Any ideas?
Also coins cant go in water? When I add a coin in the area around the coin you can see air. I dunno if that makes sense...