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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Knight of Time
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Knight of Time

Keese
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Since: 03-18-04
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Posted on 06-09-04 01:30 AM, in Which Mario cartoon you like? Link
Super Mario Bros. Super Show was the only Mario cartoon I was able to watch on TV back in the 90s, and since I got to see (and record) over half of the episodes, it is my favourite among the three.

At least I also get to watch the only video of Super Mario Bros. 3 (I think)...
Knight of Time

Keese
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Posted on 06-10-04 03:14 AM, in American League East Division Link
As a fan of the "blue and white", I say the Yankees (they are one of my favourite teams) will take the AL East pennant this year.

Even though I think the Red Sox are a great team too, I got to go for the Yankees a bit more than the Bosox.

Go Yanks!!
Knight of Time

Keese
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Posted on 06-16-04 11:05 PM, in Secondary entrance trouble Link
Hi.

In one of the levels in my SMW hack, I have a pipe that Mario can go down to reach a bonus room (it is somewhat similar to the coin heavens found in the original SMB). But whenever he exits the bonus room, and ends up back in the level, he goes up through an "off-screen" pipe and loses a life.

How can I fix this unusual problem?

Thanks in advance.
Knight of Time

Keese
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Posted on 07-08-04 12:12 AM, in Tide help! Link
Hi.

In my first castle level of my hack, I have Layer 3 on as a low tide (not to mention I have it forced under the other layers).

However, when I go to play the castle level, the tide doesn't appear!

How can I fix this (incase anyone is wondering, I have the floor, ceiling and walls in blue, but I hope this colour has nothing to do with why the tide won't appear )?

Thanks in advance.
Knight of Time

Keese
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Posted on 07-08-04 01:46 AM, in Tide help! Link
Originally posted by cpubasic13
Originally posted by Kyouji Craw
1. Why do you have a tide in a castle?



Maybe he is using the tide setting for the Layer 3 smash. If that is the case, you have to add the sprite.

I don't think that normal tides would work in castles, though, due to the layer 3 smash. But you can.

1. Click Super ExGFX Bypass.
2. Check the top check box.
3. Change the level index to normal 1.
4. Add tides.

That should work.


KC: The tide in this level (and in three others) is part of the theme of the first world in my SMW hack, aka Koopa Lake.

cpubasic: Unfortunately, changing the level index was not a good idea IMO...

Hey, how do you make the background appear in places where there is water (e.g. like in the first area of the third castle in DW: TLC)?

Edit: Oddly enough, a rising tide (or high and low tides) work fine in a castle level...

I just can't understand why a low tide won't work...

:confused:


(edited by DarkPrince on 07-07-04 04:53 PM)
Knight of Time

Keese
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Posted on 07-08-04 03:31 AM, in Tide help! Link
Originally posted by Golden Yoshi
To make the BG appear in the water, go to Level > Change Properties in Header, then change the level mode to 1E. This makes layer 1 translucent so you can see the BG.


Oh. Is there a way to make everything but water translucent on a level containing water (not a tide, though)?
Knight of Time

Keese
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Posted on 07-08-04 03:55 AM, in Tide help! Link
I just realized I made a minor typo with the last question I asked in this topic...

:o

What I should have asked was:

Is there a way to have translucent water (not a tide though) on a level without making the floor, walls and ceiling translucent as well?
Knight of Time

Keese
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Posted on 07-08-04 04:55 PM, in Line Guided Platform Problems Link
I'd be glad to help you.

The kind of line guided platform that doesn't move until Mario (or Luigi) jumps on it is the Checkered/Brown platform, aka Sprite 63.
Knight of Time

Keese
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Posted on 07-08-04 10:11 PM, in Big Boo boss question Link
Hi.

I have a question about the Big Boo boss.

When he is put in at the end of a Ghost House, is there a way to "manipulate" the battle so that beating him takes you to the standard exit of the Ghost House (that is, if the Ghost House in question has no secret exit)?

Thanks in advance.
Knight of Time

Keese
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Posted on 07-09-04 05:41 PM, in Big Boo boss question Link
Wow, I never would have thought FuSoYa himself would reply in a topic of mine...

'is very surprised'

Hey, just curious, but is it possible to have Mario battle two Big Boo bosses at the same time?
Knight of Time

Keese
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Posted on 08-19-04 10:34 PM, in Sprite palette help! Link
Hi.

In one of the forest levels I am making in my hack, I made the decision to use timed lifts (aka the kind that have a countdown of 1 or 4 seconds before they drop), while also deciding to change the green parts (two shades of green) of the platform to a couple of shades of forest brown so that their top colour would be more appropiate for the forest level (I also happen to have Enable Custom Palette on for the level).

However, after I finished the colour editing for the timed lift, I noticed that any other sprite that can have the two shades of green that were originally in the timed lifts in my level, such as Yoshi, now have their green colours changed as well...

Is there a way I can change the palette of the timed lifts, without causing any sprite with the two shades of green to have their shades of green be turned to the two shades of brown, and also without affecting the palette of any other timed lifts I might decide to use in a different level?

Thanks in advance.
Knight of Time

Keese
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Posted on 08-19-04 11:05 PM, in Sprite palette help! Link
Originally posted by Juggling Joker
Recolor the tiles necessary so they use the last 8 colors of the palette, and work from there.


Okay, but what palette (if there is one) do I need to select to edit the shades of green in the timed lifts without editing any standard sprites that have the shades of green in them as well?

I've been looking through the section in the Help file on Colours X of Palettes X, but it has me a bit confused when it comes to the colours for tileset specific sprites...
Knight of Time

Keese
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Posted on 08-19-04 11:33 PM, in Sprite palette help! Link
Originally posted by Keikonium
Okay, what you need to do is look at the horizontal row of palettes that has the green that the platforms has. Now, the part you edited brown should be back to the original green. Then if you follow that palette line horizontally to the right you should come to 8 black squares. Change these to the shades of brown that you want and save. Now open up TLP, YY-chr and open up allgfx.bin. Copy the same area that has the platforms. Make it an ExGFX file and set the right palettes. Hopefully thats correct, someone let me know if its not.

If you dont understand that, but it is correct, I could do it for you


Um, which of the 8 black squares do I have to change, all of them, or just the fifth and sixth ones from the left?

Edit: Slight typo...


(edited by DarkPrince on 08-19-04 02:37 PM)
Knight of Time

Keese
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Posted on 08-20-04 04:38 PM, in Sprite palette help! Link
Originally posted by Juggling Joker
Using YY-Chr to edit the tiles is a waste of time. Lunar Magic's 8x8 editor has a color remapping option, which is quite freakin handy if I do say so myself.


Ack, I should have known that using YY-Chr would be a waste of my time.

Though I am not angry at you, Keikonium, I'm afraid inserting the ExGFX file "ExGFX80.bin" has messed up the graphics in every level in my hack (including levels from the original SMW I have yet to edit).

How can I undo this terrible mistake?

'is almost ready to faint thanks to this disaster of an event'
Knight of Time

Keese
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Since: 03-18-04
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Posted on 08-28-04 03:49 AM, in ASM help with certain unstompable enemies Link
Hi.

I may not be that much into ASM, but I have a question to ask which I know has to do with it, regarding a situation I wish I could put in some castles/fortresses of my hack.

Is it possible to make certain unstompable enemies (e.g. Podoboos, the spiked ball in the Ball and Chains, Thwimps, Thwomps) impossible to bounce off with a spin jump, in the way that Mario/Luigi would get hurt (and likely not bounce off the enemy) if he tried to spin jump on one of the enemies?

If so, can someone possibly help me out here, please?

Thanks in advance.
Knight of Time

Keese
Level: 19

Posts: 36/125
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Since: 03-18-04
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Posted on 09-13-04 10:45 PM, in Trying to make some animated water current type custom blocks for a level- please help! Link
Hi.

Ever since I saw the water currents found on some of the water levels in SMAS SMB3, and then decided to try making some animated versions of the fast versions of Movement Blocks designed to act like water (incase anyone who hasn't chatted with me over AIM lately is wondering, the animations I have been attempting to get for these Movement Blocks are streams of bubbles moving in the same direction that Mario/Luigi would be forced to move in if he got caught in the current, much like those from SMAS SMB3), I have made several attempts to make the design I want (including a few today that were almost successful, but glitched ) with some help I got today and yesterday (yes, I have read the Q&A topic for the answer to this question, but with the result I am trying to get, I am getting nowheres), but unfortunately for me, it seems like making the custom animated tile I want may be harder than I thought.

Could someone here possibly give me a hand here (the Q&A has gotten me lost at an unnecessary time regarding this situation)?

Thanks in advance.

BTW, incase anyone is wondering, the 8 x 8 tile I am using as part of this custom animated tile is 10F (the bubble shaped tile).
Knight of Time

Keese
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Since: 03-18-04
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Posted on 09-13-04 11:11 PM, in Who Will win....World Cup of Hockey Link
As another one of the Canadians here, I say that Canada will triumph over Finland.

I myself was feeling overjoyed when one of Canada's players, Brad Richards, brought the Stanley Cup to my home province, but I'm definitely going to be even happier if he and co. win tomorrow's game.

Go Canada, and go Brad!!
Knight of Time

Keese
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Since: 03-18-04
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Posted on 09-14-04 02:45 AM, in Annoying sound "bug": How to fix this? Link
Hi.

I'm not sure if anyone else has had this happen to them on their computer, but has anyone here ever run into a situation where some sort of "bug" occasionally (and sometimes quite often ) makes "sound effects" and "music" (surprisingly, this doesn't seem to affect midi files) somewhat louder, as if a VERY annoying buzzing sound ends up appearing and disappearing?

If anyone has experienced this problem, could you please tell me how this can be fixed?

Thanks in advance.
Knight of Time

Keese
Level: 19

Posts: 39/125
EXP: 34051
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Since: 03-18-04
From: Canada

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Posted on 09-14-04 03:04 AM, in Annoying sound "bug": How to fix this? Link
Originally posted by Ailura
It would help if you told us which soundcard you have.

You could try updating to the latest drivers, but it could be hardware related.

Which OS are you using BTW?


I wish I knew what kind of sound card this computer uses, but I'm afraid I have no idea (I can't seem to find what kind of sound card the computer uses in the Control Panel). However, I do know that the sounds and stuff were working fine at least two months ago.

As for the OS, it's Windows 98.

Hey, can sound be messed up a bit at times if the cord that enables sound on the computer (I am very sure there is one) is in partially, and not in all the way?
Knight of Time

Keese
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Since: 03-18-04
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Posted on 09-14-04 07:17 PM, in Trying to make some animated water current type custom blocks for a level- please help! Link
Originally posted by Juggling Joker
Are you having trouble designing the graphics, or getting the ExAnimation to work? Probably the second one, but it wasn't abundantly clear from what you said.


I have the graphics made for the tile frame by frame made in the 16 x 16 tile editor, so yeah, it is the ExAnimation I am having troubles with here...

Edit: I just got the result I was looking for, thanks to YY-CHR. I, however, have one new question:

If the kind of Movement Blocks I was using was Medium instead of Fast, would Mario/Luigi be able to fight the current by moving in the opposite direction of the current successfuly?



(edited by DarkPrince on 09-17-04 07:07 PM)
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