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06-01-24 02:14 PM
Acmlm's Board - I3 Archive - - Posts by ghettoyouth
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ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6426 days
Last view: 6426 days
Posted on 09-29-06 04:57 AM, in Stranded demo release Link
thanks again

Originally posted by Sukasa
Elevator? If you're using the one from SMW Central, let me know... I coded that, and the version I have is fine, if you're usin gmine then perhaps theirs is outdated.


no, it's just a vertical level with a "layer 2 rise up" sprite

Originally posted by Stifu
You can't add extra power-ups, can you ?


I wish I would know how to do that =/

Originally posted by asdf
Just where are those stairs, anyhow? I wanted to take those stairs, but said stairs don't exist. Lazy freak daughters of wh...but seriously, though, add a stair section in as an alternate route. It would make the level more interesting.


this gives me an idea...*opens LM*

Originally posted by Sypher (anime_player)
What did you use to edit all the graphics?


yy_chr, but it could be done with every good tile editor


(edited by ghettoyouth on 09-29-06 03:58 AM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6426 days
Last view: 6426 days
Posted on 09-29-06 09:17 AM, in Stranded demo release Link
don't use fucking zsnes...


(edited by ghettoyouth on 09-29-06 08:17 AM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6426 days
Last view: 6426 days
Posted on 09-29-06 12:04 PM, in Stranded demo release Link
he used the latest wip version of zsnes, so it's not my fault...


(edited by ghettoyouth on 09-29-06 11:04 AM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6426 days
Last view: 6426 days
Posted on 10-07-06 07:02 AM, in Hmm... I had an idea. Link
I'm sure I found a ram adress a while ago where you can change the various types of fade in/out...*searches his notes*

Edit: found something interested, change x2167 to 00 to kill the blurry effect


(edited by ghettoyouth on 10-07-06 06:02 AM)
(edited by ghettoyouth on 10-07-06 06:28 AM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6426 days
Last view: 6426 days
Posted on 10-21-06 08:02 AM, in Here's a challenge. Link
Originally posted by Pac
Not if you put blocks 1E2 or 1E4 under the sloped tiles. However, you can't have a vertical wall running into a slope.


you can! *cough* custom block *cough*


(edited by ghettoyouth on 10-21-06 07:03 AM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6426 days
Last view: 6426 days
Posted on 10-21-06 11:05 AM, in Here's a challenge. Link
Originally posted by Pac
Originally posted by ghettoyouth
you can! *cough* custom block *cough*
Yes, a fast movement block that will force Mario horizontally away from the slope, but it doesn't work very well at all. With certain jumps, Mario can fall in and slide back out; it's just too messy.

Unless that wasn't what you had in mind...?


I meant something totally different

A block that acts like those blocks you put under a slope if Mario is on top of it. All other sides should act like block 130.


(edited by ghettoyouth on 10-21-06 10:05 AM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6426 days
Last view: 6426 days
Posted on 10-27-06 12:51 PM, in Confused... Link
try JML

Originally posted by Kiwisauce
(e.g. is it possible to call this subroutine from a block?) Any help would be greatly appreciated.


yes, but it will be only executed as long as mario touches the block


(edited by ghettoyouth on 10-27-06 11:51 AM)
(edited by ghettoyouth on 10-27-06 11:53 AM)
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Acmlm's Board - I3 Archive - - Posts by ghettoyouth


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