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VLDC Tips and Tricks Tutorial

Originally posted by Leiras
- ExAnimation tutorial (so how can you do the effect, that you pass a certain points and e.g. torches are lighting on (as worldpeace did in his first room or as underway used it several times)


I played worldpeace's level yesterday. The animations don't trigger when you cross a certain point. They're just regular animations but the "off" animation lasts about as long as mario takes to fall to that torch. The torches actually animate normally from unlit to lit repeatedly but you can't see them go out cause you've scrolled past them at that point.

By the way can anyone give me an explanation for the fake water glitch?
Originally posted by Noivern
By the way can anyone give me an explanation for the fake water glitch?

If I recall correctly it goes something like this:
Originally posted by Patrick
- Sprite buoyancy has to be on (does not matter which).
- Level mode must have layer 2 with interaction.
- Horizontal layer 2 scrolling must be set to "none".

It also only works if Mario enters the level from a different level:
- Horizontal layer 2 scrolling in the previous room must be set to anything but "none"
- Screen number of door in previous room must be 04 or more.
- Previous room must be horizontal.

There might've been something else, but I'm not sure. Apologies if this sounds confusing.
there also seems to be a version of this glitch done with layer 3 tide, at least I remeber reading that somewhere.
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there is a third method involving layer 2 shenanigans but idk how it works, Lazy did it in his Jump half level (I think)

Also the tides trigger the glitch if the level is 1 or 2 screen lengths so not super useful, but it can be useful for allowing layer 2 to be utilized. This patch fixes it.
I'm pretty sure it works fine with tides, you just have to move them up so that the player can't actually reach the water part. Sprites still act as if the water's covering the whole level, but you can't interact with it.

Here's a random example level (fully vanilla outside of the graphics). Specific setings I used are initial Y position 1F0 (and X position 000, shouldn't matter too much I think). You can still mess around with the L3 scroll settings, tilemap, graphics and such, so you can have a L3 + L2 BG if you want to.

It's still a Layer 3 tides level, so you can do some fun stuff with message boxes disabling the "water" as well.
Is there a vanilla way to cause the death of a non-boss sprite to trigger the end of a level?
*everything stops*
Yeah, that's me. You're probably wondering how I got into this situation...
*cut to next post*
I don't think there's a vanilla way to do so...
There's a custom sprite that does exactly that, but then it wouldn't be vanilla.
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Originally posted by The Koopa Resistance
Is there a vanilla way to cause the death of a non-boss sprite to trigger the end of a level?


Place a boo boss way up above the screen (so you cant see it) and place 3 shells around it so it will get hit. Once it dies, if there are any sprites left on the screen, those sprites have to be killed in order for the level to end, thus replicating the idea that killing a certain sprite ends a level. Of course, it requires waiting around since big boo has to die first.
I thought killing boo boss made all sprites disappear?
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Or you can have throw blocks guarding a level exit. If there are too many sprites on the screen, you have to get rid of at least one sprite to be able to pick up a throw block.
Originally posted by white_moth
I thought killing boo boss made all sprites disappear?


Idk, I think one of the bosses requires all sprites to be killed. I am probably completely wrong but yea.

Or use ft's method! Sumo bros lightning on tile 1f0 is a good easy way to take up sprite memory (used in lazys level)
Originally posted by GbreezeSunset
Originally posted by white_moth
I thought killing boo boss made all sprites disappear?


Idk, I think one of the bosses requires all sprites to be killed. I am probably completely wrong but yea.

Or use ft's method! Sumo bros lightning on tile 1f0 is a good easy way to take up sprite memory (used in lazys level)


Big boo makes all sprites disappear once it dies, and it ends the level once it despawns.
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Originally posted by GbreezeSunset
Idk, I think one of the bosses requires all sprites to be killed. I am probably completely wrong but yea.

There's no such boss though lol.
Windowless ride, feeling alive
Are you alive or just breathing?
hah! gotcha guys, I was testing your smw knowledge and you all passed!

oops
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I hate tests
Try making levels based on themes from other non-Mario resources (like Freedom Planet) instead of making them from scratch.
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It would be awesome to see a nice tutorial on mixing tilesets, both for sprites and level objects. #smw{:TUP:}
YouTube | Music
Originally posted by white_moth
It would be awesome to see a nice tutorial on mixing tilesets, both for sprites and level objects. #smw{:TUP:}

That would be awesome - I've been wondering how that's achieved (without the use of ExGFX)
If you open #lm{sgfxby} in a level, there will be two spots labeled FG3 & FG4 (Or maybe BG3 & BG4). Change these to what you like and go into #lm{16x}, press both #lm{8xt} and #lm{8x} and look at the bottom of the 8x8 GFX sheet for your extra GFX.
Originally posted by Leiras
- ExAnimation tutorial (so how can you do the effect, that you pass a certain points and e.g. torches are lighting on (as worldpeace did in his first room or as underway used it several times)


worldpeace did it by just timing the animations as stated earlier, the setup I used is a bit more complicated. Basically I used this setup to trigger an on/off switch (yes, that's an on/off switch on top of the ledge, the baby yoshi gets pushed into it and triggers it without making a sound itself, which a shell would have). The problem with this is that the on/off switch still makes a sound when it's hit so Vitor helped me figure out a way to disable the sfx for that on a per level basis. I'm not really certain about how it works, but you can see the sample group for AMK in my .zip and the sample (MUTE.brr) that was put in place of the instrument used to produce the on/off sfx (it also disabled a few other sfx like the midway point sfx, which I also used in the level).

I kinda doubt you'd want to use this process in a normal level since it sorta limits other stuff (i.e. midway point sfx and probably some others). There are also about 12 or so baby yoshis in my level as a result of this (I forgot to block one off and some people found it and were like 'wtf is dis doing here'), which is probably somewhat of a burden on the sprite limit as well.

Kudos to Vitor, glitchmr and Lazy for helping me out with this whole thing btw.