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Thierry |
Posted on 10-09-15, 05:39 am (rev. 1 by ImageBot on 11-21-16, 03:17 am)
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この記号は… 解読できないよ…
Karma: 6012 Posts: 1683/2723 Since: 01-17-13 |
Hiccup |
Posted on 10-09-15, 10:26 am
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Birdo
Karma: 2754 Posts: 1472/2091 Since: 06-26-11 |
The way the mushroom platforms were anchored to the x/y of the actor was changed. If you move them all up by six and left by one they are in the right place. (But the in-pit up-down one's stalk doesn't reach the bottom of the screen, either due to oversight or a change in the length sprite data I guess)
And yeah, the dummied out tiles were probably mushroom platforms + stalks. And btw, saying alpha/beta is really non-constructive. There are way more than two non-final versions, and you can't logically split them into alpha and beta, without more knowledge than we have about the games development. |
Arisotura |
Posted on 10-16-15, 07:15 pm
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☭ coffee and cream
Karma: 10398 Posts: 1798/2766 Since: 06-26-11 |
Do the mushroom platforms still support double-width stalks? Apparently not.
What's amusing about those beta mushroom platforms is that only the graphics are gone. Most of the objects used are still properly defined. Sprite sets: check out unused level 2. There's a conflict there, you can't have all the sprites work at the same time. The beta engine did have sprite sets-- the beta levels do have the associated data block, it's just misconfigured. The sprite sets were there but different. That reminds me of the sprite ID reorganization in NSMB2, too. _________________________ Kuribo64 - zrghij |
Hiccup |
Posted on 10-17-15, 11:29 am
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Birdo
Karma: 2754 Posts: 1475/2091 Since: 06-26-11 |
So the unused levels use a (slightly) early level format? What are the differences? Does this include the unused cannon?
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