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Posted on 07-13-13, 10:37 pm in The single levels thread!
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Karma: 3022 Posts: 187/653 Since: 10-22-12 |
This is a very late response but I just read it and feel the need to respond. Posted by Mega-Mario * Requires you to use a mini mushroom, bad design. What about if you get a powerup, say from your item slot, AFTER having taken the mini mushroom? You can't continue. I completely disagree that that is bad design. The setup near the mini pipes clearly shows that the mini mushroom is required to continue, and the only way to prevent yourself from continuing is by doing it purposely. As a level designer, I'm not going to go out of my way to prevent those kinds of instances and I wouldn't expect someone to do the same. ♪♫♩♬ |
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Karma: 3022 Posts: 190/653 Since: 10-22-12 |
For future reference, the numbers to the right of some sprites refer to the sprite set and slot required to use that sprite. Not having the correct slot/set can result in the sprite not showing up or even the game crashing. ♪♫♩♬ |
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Posted on 07-19-13, 03:24 am in Rips from Newer NSMB Titles
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Karma: 3022 Posts: 191/653 Since: 10-22-12 |
Posted by mrx But just wondering, how does randomization work? I don't know how to randomization, so I made object 92. It's made up of all four of the ground tiles and I usually do something similar with my other rips so that they look somewhat randomized. ♪♫♩♬ |
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Posted on 07-22-13, 04:40 pm in Your list of the best hacks?
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Karma: 3022 Posts: 198/653 Since: 10-22-12 |
Here is a list of complete NSMB hacks. There are also some incomplete hacks listed, but that list might not be up to date.
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Posted on 08-21-13, 03:32 am in Say something about who posts before you! (rev. 1 by TRS on 08-21-13, 03:36 am)
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Karma: 3022 Posts: 246/653 Since: 10-22-12 |
Missed the perfect opportunity to use the ninja smiley. (Just noticed you got 2 +1s in just this page of the thread re: thief) ♪♫♩♬ |
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Posted on 08-23-13, 11:25 pm in Suggestion: Popularity
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Karma: 3022 Posts: 252/653 Since: 10-22-12 |
They would be swiftly banned.
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Posted on 09-09-13, 05:42 pm in Newer Super Mario Bros Wii has been released!
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Karma: 3022 Posts: 271/653 Since: 10-22-12 |
Hiccup, something being bad (and by extension, good) is an opinion, not a fact. There is no need to attack him over it.
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Posted on 09-24-13, 01:13 am in Feather Day 2013 - What Went On
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Karma: 3022 Posts: 274/653 Since: 10-22-12 |
Sounds like I missed out. Oh well.
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Posted on 09-26-13, 09:43 pm in ;) Who Loves Mega-Mario? ;)
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Karma: 3022 Posts: 282/653 Since: 10-22-12 |
hes an okay guy
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Posted on 09-26-13, 10:03 pm in ;) Who Loves Mega-Mario? ;)
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Karma: 3022 Posts: 283/653 Since: 10-22-12 |
nevermind hes not that great
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Posted on 09-29-13, 07:40 am in ;) Who Loves Mega-Mario? ;)
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Karma: 3022 Posts: 288/653 Since: 10-22-12 |
What is this... "dignity"... you speak of?
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Posted on 10-17-13, 05:04 pm in Board changelog (rev. 1 by TRS on 10-17-13, 05:11 pm)
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Karma: 3022 Posts: 301/653 Since: 10-22-12 |
Ironically enough Dirbaio, it seems you've lost the most karma due to deleted posts/threads. I believe your karma was at 335 before this new system was implemented. EDIT: Minus deleted things, your karma should be at ~2400. ♪♫♩♬ |
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Posted on 10-20-13, 12:30 am in Board changelog
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Karma: 3022 Posts: 311/653 Since: 10-22-12 |
I've noticed where the people who have +1'd you the most are listed, it says "more..." but you can't actually find out more. This is also true with the list of people you've +1'd. Was this a planned feature? ♪♫♩♬ |
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Posted on 11-12-13, 12:06 am in Post bugs and suggestions in this thread
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Karma: 3022 Posts: 336/653 Since: 10-22-12 |
Please stop the rudeness and sarcasm, both of you. That's the stuff people get banned for.
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Posted on 12-16-13, 07:54 pm in RULES FOR POSTING A HACK -- READ THIS BEFORE POSTING HERE! (rev. 1 by TRS on 12-16-13, 07:55 pm)
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Karma: 3022 Posts: 352/653 Since: 10-22-12 |
Your thread is 5 months old, likely before the video rule was added.
------- Posted by MarioFanatic64 Let me clear this up. [post] Fair enough, although I disagree with this part: trailer=video video=trailer A trailer is a video, but a video is not necessarily a trailer. Either way, you should probably use the terminology in the rules to avoid confusion. EDIT: disabled layout; I don't like how it looks with this post |
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Posted on 01-21-14, 01:42 am in Rips from Newer NSMB Titles (rev. 1 by ImageBot on 11-21-16, 02:42 am)
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Karma: 3022 Posts: 364/653 Since: 10-22-12 |
Hey more backgrounds, from NSMBWii NSMBWii Underwater Top BG NSMBWii Clouds Bottom Background (I have no idea where this was used in-game, but it's there) NSMBWii Bonus Bottom BG ♪♫♩♬ |
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Posted on 01-22-14, 08:10 am in switch problem
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Karma: 3022 Posts: 368/653 Since: 10-22-12 |
So, I cleared out a level and recreated this with the settings in the first post. With nothing else in the level, it is as you state; the switch is already pressed and there are no bubbles. So this is actually two problems, but we only need to worry about one of them. The problem we care about right now is that you can't use pipe bubbles that way. Pipe bubbles don't have an input/output ID like you said; it has two input IDs. Bubbles start off on if both input IDs are 0, otherwise it will stay off until triggered by the correct ID. This means that even if the switch was fixed, the bubbles would still stay off (since one of the input IDs is not 0) and will turn on when you hit the switch. This is the opposite of what you want, but what you want is not possible as you have it. So here's how you fix it: 1) In the level editor window, press "z" to switch the dialog on the left to the zone editor. Click "add" to add a zone to the level, then move the zone to the entrance of the level so that when you enter the level, Mario is entirely within that zone. If you have no other zones, this should be zone 0. 2) Add sprite 168 (Event Controller - "If" (uses zones)) to the level. I don't think it matters where in the level you put it, but put it in the zone you just created just to be safe. 3) Edit the details of the sprite you just added to look like this: Target ID 1 \\ Activates ID 1
Switch Mode Activates Target
Usage Mode (don't touch) \\ I don't know what this does, leave it
Mario Powerup Any Mario \\ All Mario forms work
Mario Status In zone \\ Activates when Mario is in the zone
Enemy Zone ID 255 \\ Ignores enemies
Mario Zone ID [zone #] \\ Only works with the specified zone 4) Repeat steps 1-3 for all entrances to the level. The pipe bubbles start out deactivated. When you enter the level, sprite 168 stealth activates ID 1, turning the bubbles on. So when you reach the bubbles, they are on and can be turned off with the switch, which was also fixed with the process above. The problem with the switch was that since the bubbles are off to begin with, there's nothing to deactivate, so the switch stays pressed. ♪♫♩♬ |
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Posted on 06-15-14, 07:43 pm in Rips from Newer NSMB Titles (rev. 1 by ImageBot on 11-21-16, 03:00 am)
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Karma: 3022 Posts: 386/653 Since: 10-22-12 |
Have some new things. NSMBU Desert DOWNLOAD HERE. Uses two palettes. NSMBWii Bonus Room DOWNLOAD HERE. Uses four palettes. Will edit into first post soon. ♪♫♩♬ |
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Posted on 06-25-14, 10:43 pm in Happy third birthday, NSMBHD!
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Karma: 3022 Posts: 391/653 Since: 10-22-12 |
Posted by Freeze To impress people (and make them happy) now you need to do tons of ASM Hacks. Really, with the number of finished full-length original hacks there are (two according to this thread), finishing a hack would be impressive. ♪♫♩♬ |
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Posted on 07-18-14, 11:10 pm in implemented 16x16 grid for map16
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Karma: 3022 Posts: 410/653 Since: 10-22-12 |
There have been many times when I've went to set the tile behavior for a tileset only to find out my entire map16 is an 8x8 tile too high. This would help fix this 100% of the time.
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