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Acmlm's Board - I3 Archive - - Posts by pikaguy900 |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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I recently thought of this, and here's the idea:
I call it an "Ice Koopa". What it does is shoots ice at you, and if the ice touches you, you get frozen. You could be stuck in the position you were in, and there could be custom graphics over Mario that looks like a big chunk of ice, making it look like he's actually frozen in the ice. At this time, you cannot move, and technically, you're taking damage. If you get hit, a "counter" will increase by 1, and it starts at 1. You take the appropriate amount of damage for each number. (In other words, if the number is 1, you take damage once. If you're not Small Mario, and the counter is 2, you lose a life, since you take damage twice, meaning you take damage as Big/Fire/Cape Mario, then you take damage again as Small Mario, though it happens all at once, meaning once you're free, you lose a life.) However, after a while, you escape the ice, and the damage is dealt. However, you can force the ice to break sooner if you keep trying to move or jump. Just press any button to try to get free. It's fun, and it's great for cold areas! The palette would be once that's Light Blue, like Normal Palette 4. Edit: Oh yeah, it also looks the same as a Normal Koopa, only different tile locations, so you can have them look different. Plus, if you stomp on it to get it out of its shell, it can still fire ice at you. If you use your Cape's Spin ability, you can bat the ice back at the Koopa, which makes it frozen. At that point, it starts to "melt". (It acts like the Throw Block sprite, only with different tiles, and with Graphics like the Ice Blocks in SMB3.) You can pick it up and throw it too. (edited by pikaguy900 on 08-22-06 10:09 PM) |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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Well, like I said, it's an idea, and ideas can be turned down, attemtped but failed, and even impossible. Still, it wouldn't hurt to try. | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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Originally posted by Yoshi Master Well, I can't say exactly, since it could be any unused space in any sprite GFX file. |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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Originally posted by mikeyk Okay. Like I said, it was an idea. |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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Is it possible to add more path tiles to the Layer 1 Tile Selector? I want an extra "climb" path tile so I can put it on Layer 1 without getting rid of the current Layer 1 tile already there (In other words, have it have the same 8x8 tiles as the Layer 1 tile that's already there.), but there's only 1 layer 1 "climb" path tile that doesn't curve to the left. Is it possible to add more, like in a very unused space at the end? | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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In LM, you know how there are paths in the layer 1 tile selector (seen by clicking on "View Layer 1 Mario Paths"). One of them allows Mario to "climb" striaght up. I want to copy this Mario Path to another location so I can put 8x8 tiles on it so I don't make the other "Climb" Mario Path look wrong. Because it is a Mario Path, it can't be replicated on Layer 2. | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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Oh. I forgot that the certain Layer 1 tile I'd overwrite could be used on Layer 2 without looking wrong. Thank you for reminding me. Although, this would be a good idea one day... | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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I did that, but the words were pushed to the left one, making the first letter (obviously of the next word) appear on the right side of the name. | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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I've noticed how in some hacks, it seems like Layer 2 is transparent and/or over Layer 1. Is there a way that I can place Layer 2 over Layer 1? (Please don't answer the Transparent Layer 2 part. I figured that out by reading the Help File. I'm going to read it more to see if my real question is answered.) | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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Oops. I keep forgetting about that feature. Maybe that's because I rarely use it. Thanks. | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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I did that after finding out what happened, and I got the result I previously mentioned- Some levels have garbage tiles instead of "Level Name". | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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If I remember that Cannon enemy correctly, it shoots out cannonballs that you can stomp on, and I don't think it could be defeated by simply jumping on it... | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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True, but the fact that the lock-on only stayed where you were at the time of the lock-on, the level was too easy. Still, that would make a good custom sprite. However, the Crack-Shot Krok (That's what it was called.) stopped moving the target when you reached the sign that showed that the target can't continue. If you go backwards past that sign, the target follows you. Maybe a sprite "Target Stop" would be better than using the Turn of Generators sprite. | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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I want to try this out. I like Block Tool!
Please? |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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It looks... odd. Oh well. Like you said, it's only a demo. Although, the descriptions of the blocks are funny. I'll open that up whenever I need a good laugh. Which is always. | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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Oh. Well, they're still funny. How long do you think it'll take to finish this? I'd like to see new blocks that have never been seen before! | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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Originally posted by Goldensunboy I don't think that's a good idea. Let's say you're in a vertical level with both of these sprites in it. If your X position is greater than the stopping sprite, even if you're many feet under it, the Crack-Shot Krok would stop anyways. How about we change that to... The Crack-Shot Krok sprite stops before the "Stop" sprite, but only if your X and Y positions are greater than or equal to the X and Y positions of the stop sprite. However, if you go back behind it, even if you're above it, the Crack-Shot Krok keeps firing. There should be a Negative X+Y Sprite that stops it when your X and Y positions are less than or equal to the X and Y positions of the Sprite, a Negative X that does the same thing, only it reacts to a greater Y instead of lesser Y, a Negative Y that does the opposite of the previous one-Reacts to Lesser Y and Greater X, and even ones that ignore Y position, Ignore X Position, and maybe even ones that do what the others do, but if you go behind the sprite after going past it, the Crack-Shot Krok won't start back up. (edited by pikaguy900 on 09-03-06 04:02 PM) |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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Just remember, the way the original game did it, the level you must clear to open that Switch Palace was on another Submap, so it used Layer 1 Event Editor to change the tile. Don't try that if you're trying to change a tile that is revealed on the same submap as the level you clear to make it appear, since Layer 1 Event editing only shows up when you go to another Submap or enter a level. | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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I was merely stating how to use the Event Editor for Layer 1, since there are people who refuse to read the help readme, and I don't want this person using the event editor the wrong way, so their hack won't look bad at that point. | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6353 days Last view: 6340 days |
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Get a tile editor, like YY-CHR, export the GFX of the hack to the GFX folder, open your tile editor, and choose a .bin file. (I think Layer 1 overworld tiles are on 1D,. If not, it's somewhere around that.) |
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Acmlm's Board - I3 Archive - - Posts by pikaguy900 |