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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Locked Door block help needed | |
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Knight of Time

Keese
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Posted on 10-27-05 03:46 AM Link | Quote
Okay, so this might not be much of a thread title, but I'm into a situation regarding a series of custom blocks I'm not sure if I'm the only one who has used them.

The custom blocks I am talking about here are the locked door related blocks (aka the block that clears the level flag to lock any locked door blocks in the level, the locked door blocks themselves, and the locked door key blocks for each of the locked doors). Besides myself, do any of you guys have these blocks in your hacks?

Anyway, onto the main part of this topic.

I recently got all of the locked door related blocks in my hack, and I plan to use them all at some point later on in my hack (possibly Bowser's Castle), but since I want to make it so that the player has to go beyond a locked door block to find the corresponding key block (meaning they would have to backtrack to the locked door block after finding the key block. In my second castle, I have one of the four locked door blocks (combined with the top of the door you need to make with the Map16, each of my locked doors is a modified version of a regular SMW door, with a lock on them that can be red, yellow, green or blue (Smallhacker, you've already seen the pics)), but I am planning to have the key block in another room of the castle. Anyone have advice here on what I could do for some obstacles (including any layer 2 related, the first area has one of the layer 2 scroll commands) in between the locked door and the key block I'm eventually going to put in?

Thanks in advance, and my apologies incase anyone finds this topic a bit complicated. I'll try and have pics of my locked doors tonight, or possibly tomorrow.
Kailieann

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Posted on 10-27-05 04:20 AM Link | Quote
So basically you did a 320 word post to ask "what's a good obstacle for a castle?".

I say go with the classics. Personally, I'm quite fond of the climbing nets from Iggy's Castle.
Knight of Time

Keese
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Posted on 10-27-05 04:26 AM Link | Quote
Originally posted by Kailieann
So basically you did a 320 word post to ask "what's a good obstacle for a castle?".

I say go with the classics. Personally, I'm quite fond of the climbing nets from Iggy's Castle.


Basically, yeah, that's what the topic is meant to be. It's almost like that whatever obstacle I use should be palindrome-like (one example of this, would be having two parts of the floor that rise and fall from the lava, with a Podoboo guarded chain hanging from the ceiling in between them. This is just one idea of mine, and of course, I have 4 spaces between solid ground and each of the moving floors, and four spaces in between each of the moving floors and the chain.

Of course, using a fence here might be worth it (especially if I was to use it with part of a Layer 2 controlled floor and/or ceiling). Thanks for the advice Kalieann.

HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 10-27-05 04:50 AM Link | Quote
Be careful using the fence with layer 2. If the fence moves, Mario may fall off.
Knight of Time

Keese
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Posted on 10-27-05 04:52 AM Link | Quote
Originally posted by Santa Claus
Be careful using the fence with layer 2. If the fence moves, Mario may fall off.


I'm not going to have the fence on Layer 2 (heck, seems like when using it on a layer 2 castle level with the layer 3 windows BG, parts of the fence excluding the edges can't be seen), however, I am planning to have parts there where you have to climb up and down to avoid spikes above and below the player. Anyone like that idea?
Kailieann

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Posted on 10-27-05 05:27 AM Link | Quote
Sounds neat.

Return to Dinosaur Land had a castle with L2 up/down scrolling nets. Falling off was a danger, but that was part of the challenge.

One thing I've been experimenting with is having nets on a static Layer 2 and being able to use the climbing net doors to sneak behind foreground blocks on Layer 1, but it seems to be bringing up a few graphical glitches.
I've been meaning to ask for help on that, but I haven't gotten around to it yet.


(edited by Kailieann on 10-26-05 08:28 PM)
Knight of Time

Keese
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Posted on 10-27-05 02:58 PM Link | Quote
Originally posted by Kailieann
Sounds neat.

Return to Dinosaur Land had a castle with L2 up/down scrolling nets. Falling off was a danger, but that was part of the challenge.

One thing I've been experimenting with is having nets on a static Layer 2 and being able to use the climbing net doors to sneak behind foreground blocks on Layer 1, but it seems to be bringing up a few graphical glitches.
I've been meaning to ask for help on that, but I haven't gotten around to it yet.


Funny, that idea about having a layer 2 static fence with climbing net doors to sneak behind foreground blocks is one of my ideas for a castle I'm planning to use later in my hack (FYI, when I first thought of this idea, I deduced that if I use it, it will have to be done in an auto-scroll level).

Edit: Okay, I have a pic of the locked doors I'm planning to use in my hack. If anyone wants to use any or all of the four locked door designs I made, you're most welcome to, just ask for my permission first, please.



Edit 2: Just trying to sort out some image trouble here...


(edited by Knight of Time on 10-27-05 06:51 AM)
(edited by Knight of Time on 10-27-05 06:52 AM)
(edited by Knight of Time on 10-27-05 06:53 AM)
(edited by Knight of Time on 10-27-05 06:54 AM)
(edited by Knight of Time on 10-27-05 06:55 AM)
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