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| Acmlm's Board - I3 Archive - - Posts by Takfloyd |
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Takfloyd Newcomer Since: 06-19-06 From: Bergen Last post: 6150 days Last view: 6150 days |
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| http://img238.imageshack.us/img238/2695/level1065cl.jpg
Okay, look at this. It's a part of a level in my hack, but something is really weird... You se, in the area with the construction of cement blocks, sprites start messing up for no apparent reason. The sprite count there never exceeds 5-6, as the right brown swing is on the next screen. But what bothers me is that... you see that platforming area at the start of the picture? There are lots and lots of sprites there, and even a box with Yoshi! But not a single sprite is screwed there... So... any suggestions for which sprite memory setting to use? |
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Takfloyd Newcomer Since: 06-19-06 From: Bergen Last post: 6150 days Last view: 6150 days |
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| Thanks, it's really sophisticated, with keys being carried through secondary exits and stuff... the focus of my hack is level design that rivals Nintendo's own. But... now I have a new problem: I'm making a foresty water world, and I'm using the forest/cloud tileset. The problem is, when I place those tree trunks that are supposed to be in the foreground, I simply fall through where they cross the ledges! So... do I have to make them layer 3 or something? I didn't see an option to go with that tileset... | |||
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Takfloyd Newcomer Since: 06-19-06 From: Bergen Last post: 6150 days Last view: 6150 days |
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| Well, I must say that I assume that since SMW is recognized as one of the best, if not THE best platformer ever, and it has mediocre graphics, music and plot, there has to be SOMETHING about the level design that is SLIGHTLY incredible. You won't find ONE proper review not giving it a 9/10 or higher, and if the game was bad, we wouldn't still be hacking it a doxen years after its release. I'm not saying Nintendo's perfect, but their levels have a charm and feel that is hard to overcome simply by making hard and elaborate platforming sections or difficult puzzles. And I like the Forest of Illusion. Not gonna make a forest world anyway, but... y'know, if you hate the game, don't bash it in its own board.
Now... is anyone up for the challenge that is answering my question? Please? As for my hack, I'm gonna release a version 0,000000000001 beta soon, I guess. I'm not far from complete with the first world. |
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Takfloyd Newcomer Since: 06-19-06 From: Bergen Last post: 6150 days Last view: 6150 days |
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| Great. Now...doesn't ANYONE know how to do the tree thing I was asking about? | |||
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Takfloyd Newcomer Since: 06-19-06 From: Bergen Last post: 6150 days Last view: 6150 days |
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| It seems to me that someone here is playing on a crappy emulator, or doesn't know about filtering. So I'll explain it: Get a new emulator, set the filtering to 2xSuperSai(Kreed), and the game will look not only as good as that pic, but even better. Better still than on a real SNES! Usually only works well in fullscreen. | |||
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Takfloyd Newcomer Since: 06-19-06 From: Bergen Last post: 6150 days Last view: 6150 days |
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| Thanks! What a studid way do do it... and no explanation in LM either!
Still, the list of problems grows ever longer. I'm making this long vertical level, aaaand... No, it's not the tile garbage problem, it's a sprite thing. You see, those gray rotating triple platforms... they simply won't show up! And I don't mean they are messed up or anything, they aren't there AT ALL, even when there are no other sprites in the area! Can't they be used for vertical levels or something? |
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Takfloyd Newcomer Since: 06-19-06 From: Bergen Last post: 6150 days Last view: 6150 days |
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| If it was really that simple...
You see, I didn't verticalize a horizontal level, I made it from scratch. And the platform thingy shows up in the editor. It's in-game it fails. Now orry though, I got around that by using a different platform. |
| Acmlm's Board - I3 Archive - - Posts by Takfloyd |