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06-29-24 01:56 PM
Acmlm's Board - I3 Archive - - Posts by pikaguy900
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pikaguy900

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Since: 08-10-06

Last post: 6353 days
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Posted on 08-22-06 11:05 PM, in Sprite Tool, public test release Link
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)
pikaguy900

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Since: 08-10-06

Last post: 6353 days
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Posted on 08-22-06 11:24 PM, in Sprite Tool, public test release Link
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

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Since: 08-10-06

Last post: 6353 days
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Posted on 08-22-06 11:50 PM, in Sprite Tool, public test release Link
Originally posted by Yoshi Master
Whatever happened to "Anything is possible with ASM!"? It would take some work of his own, pikaguy would need to be descriptive of what tilespace he would like to use with the sprite and it's actions. I'm sure if mikeyk is up for it, he could do it.

Well, I can't say exactly, since it could be any unused space in any sprite GFX file.
pikaguy900

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Since: 08-10-06

Last post: 6353 days
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Posted on 08-23-06 01:30 PM, in Sprite Tool, public test release Link
Originally posted by mikeyk
"anything is possible with asm" doesn't translate into "anything is possible with sprite tool". you cannot give mario new powers or change his abilities or behavior with sprite tool. what pikaguy suggested would involve changing a ton of things in mario's code. a lot more than has ever been done.

Okay. Like I said, it was an idea.
pikaguy900

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Since: 08-10-06

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Posted on 08-23-06 01:52 PM, in Is it possible to get more Layer 1 paths than in the Layer 1 Tile Selector? Link
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

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Since: 08-10-06

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Posted on 08-23-06 04:08 PM, in Is it possible to get more Layer 1 paths than in the Layer 1 Tile Selector? Link
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

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Since: 08-10-06

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Posted on 08-23-06 04:43 PM, in Is it possible to get more Layer 1 paths than in the Layer 1 Tile Selector? Link
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

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Since: 08-10-06

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Posted on 08-23-06 04:44 PM, in A demo of my hack Link
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

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Since: 08-10-06

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Posted on 08-23-06 05:16 PM, in Layer 2 above Layer 1? Link
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

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Since: 08-10-06

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Posted on 08-23-06 06:06 PM, in Layer 2 above Layer 1? Link
Oops. I keep forgetting about that feature. Maybe that's because I rarely use it. Thanks.
pikaguy900

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Since: 08-10-06

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Posted on 08-23-06 10:00 PM, in A demo of my hack Link
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

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Since: 08-10-06

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Posted on 08-28-06 08:50 PM, in Sprite Tool, public test release Link
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

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Since: 08-10-06

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Posted on 09-02-06 12:00 PM, in Sprite Tool, public test release Link
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

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Since: 08-10-06

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Posted on 09-02-06 05:59 PM, in BlockTool Omega UI overview + demo Link
I want to try this out. I like Block Tool!
Please?
pikaguy900

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Since: 08-10-06

Last post: 6353 days
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Posted on 09-02-06 06:18 PM, in BlockTool Omega UI overview + demo Link
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

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Since: 08-10-06

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Posted on 09-02-06 06:28 PM, in BlockTool Omega UI overview + demo Link
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

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Since: 08-10-06

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Posted on 09-03-06 05:01 PM, in Sprite Tool, public test release Link
Originally posted by Goldensunboy
I'm pretty sure that for the start and end signals of the Krac-shot Kroc zone, all you would probably need are two invisible sprites, except that it checks if Mario's 16-bit X position is greater than its. You'd need another one for the start of the zone, checking whether or not Mario's 16-bit X position is less than its. Also, in one of the Krac-shot Kroc's sprite tables, one of its attributes could tell whether or not it should follow Mario. The invisible boundary sprites could be processed offscreen, and turn that "chase Mario flag" byte for the Krac-shot Kroc on when it's in the boundaries. I guess it would have to check the sprite table with the sprite numbers to find the Krac-shot Kroc sprite's number for indexing to its table for the attribute byte.

I like the Krac-shot Kroc idea. *tosses FPI a cookie* If I knew more about how the game generates sprites, what the main sprite tables were, and how to display graphics properly (Mikeyk's tutorial was great, but a little bit of a letdown in the graphics section, I didn't understand it well), then I would have taken a crack at some simpler sprite(s?) long ago.

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)
pikaguy900

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Since: 08-10-06

Last post: 6353 days
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Posted on 09-13-06 01:54 PM, in Gah, switch palace troubles. Link
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

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Since: 08-10-06

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Posted on 09-14-06 09:22 PM, in Gah, switch palace troubles. Link
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

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Since: 08-10-06

Last post: 6353 days
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Posted on 09-14-06 09:26 PM, in Custom stuff on overworld Link
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


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