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117: Dynamic Disarray - Frost

Complete

Originally posted by GN
Do you even need no 1UPs from stomping on enemies code anyway? I thought it was going to be made into a global change later on... though I might be wrong.


You're not wrong. I haven't applied the patch yet, but it'll definitely get in soon.

Looking forward to trying a final version of this.
Originally posted by S.N.N.
You're not wrong. I haven't applied the patch yet, but it'll definitely get in soon.

I was just thinking: Are only multiple 1UPs being disabled, or will all score sorts of things be disabled as well? I would prefer having only one 1UP to be gained from bouncing on enemies, as it would discourage 1UP farming, but still give skilled enemy-bouncers a reward for being good at playing. These bonuses would still be pointless in a Sky Pop section like this, where it would be preferable to not get any 1UPs at all.
aran - Graces of Heaven
^ Agreed. I would rather not have 1-ups Stomps to be fixed, since judging from the levels, these happen rarely. I would rather have the any 1-Ups associated with the bullet bills be fixed itself (and that shell generator in Carnival Capers)

This, by any chance, will not affect Stars, right? One of the bonus rooms in this level uses the ability to collect a 1-up from stars.
Originally posted by Giant Shy Guy
I give up; I retract from this project. I have lost motivation even though my level is, for the most part, done. Insert other things here.

I kid.

The name will be Dynamic Disarray.

In other news...I have a huge problem. I have ported thrice to the latest base rom now, because of one problem: the brick block does not work.

It inserts fine in BTSD; no problem. It's acts like setting is correct, 132 (Use block). I don't know what the problem is, but it make the level hard if these block don't break as big Mario, it ended up as another incarnation of the older version of 117.

I don't know what the problem is; the asm file is there, the Donut Block I inserted it with is fine - I don't know what's wrong.

Also, I'll have to ask someone else to create the Giant Shy Guy graphics...the one I made looks like blaghh. On the other hand, though, I'm finishing up the Jet Jim graphics; yay!

~~~~

EDIT:

So maybe I lied how my Giant Shy Guy sucked:



I tried to base it off my Snifit graphic for this hack (which I stupidly deleted along with my Luigi graphics for this hack. AGH!), and the Shy Guy used in Carnival Capers.

To help myself, I used this guy as my template.


and as you can see there is a disabled giant shy guy.
i think she said that we are always welcomed in her shed
^ Uhm...what?
Originally posted by Giant Shy Guy
^ Uhm...what?


you know as in no legs/can't walk
i think she said that we are always welcomed in her shed
Originally posted by cloudo
Originally posted by Giant Shy Guy
^ Uhm...what?


you know as in no legs/can't walk


I know what you mean! It was rhetorical!

How many times do I have to tell you, I will not add feet for consistency! It's feet are under its robe!

That comment you made was just snarky and rude; please avoid that.

Thank you.
How is the new Torpedo Ted graphics going? :)
Originally posted by Giant Shy Guy
Originally posted by cloudo
Originally posted by Giant Shy Guy
^ Uhm...what?


you know as in no legs/can't walk


I know what you mean! It was rhetorical!

How many times do I have to tell you, I will not add feet for consistency! It's feet are under its robe!

That comment you made was just snarky and rude; please avoid that.

Thank you.


if you saw this joke and by chance you are disabled i apologies in advance.
i think she said that we are always welcomed in her shed
Originally posted by cstutor89
How is the new Torpedo Ted graphics going? :)


Not so well. Not so well to the point I just said screw it.

I'm not scrapping the idea, but it's not like my level depends on it. The level will be okay for me whether it has the graphics or not (although I prefer the former). I'll just post it int the request thread. If no one claims it, then sll's good.

Dynamic Disarray

Probably final too.
If you can't get the graphics right, that's okay, someone would probably do that for you, unfortunately I'm not that great with graphics.

Anyways I played through the level and I think we're beating a corpse to ashes on this lol. I have only one complaint and that's with the Right Spikes on Screen 2 of C9. In Map16 change Tiles 36D0 and 36D1 to act as 341 not 130.
Originally posted by cstutor89
If you can't get the graphics right, that's okay, someone would probably do that for you, unfortunately I'm not that great with graphics.

Anyways I played through the level and I think we're beating a corpse to ashes on this lol. I have only one complaint and that's with the Right Spikes on Screen 2 of C9. In Map16 change Tiles 36D0 and 36D1 to act as 341 not 130.


Oooh forgot to set that.

Fixed!
Updated IPS Dynamic Disarray

I forgot to mention that there is one problem which I found a long time ago actually; the player can still hold items on the Sky Pop, which creates weird graphics.

So yeah...
Most of my problems with this level are gone, which is great. There is one minor nitpick I've had since the get-go, and that is as to why you're using blue coins AND yellow coins in the main area of the level. The green/yellow split in the magician room is significant because the green coins actually add time, but in the first room, it seems a little strange overall.

Other than that, I'm on the verge of clearing the level unless some others bring up some complaints (and please do - I'm sure I missed something, and I'm also sure GSG wants the level to be as good as possible).
Originally posted by S.N.N.
blue coins AND yellow coins in the main area of the level.


Those blue coins aren't used for decoration, actually. It's so the player can't break the level with P-Switches; if, that is, they're okay with hauling stuff all over the level. But nonetheless, I don't want the player to play it safe for the level. (I actually theorize that's why the SMW designers made the coin; to avoid P-Switch breaks)

And I know that there are no P-Switches before the P-Trick Room, and it's only possible to get 1 P-Switch (unless you have a cape and would double grab), but I decided that it'll be weird that only blue coins appear in a certain section, so I put it throughout the level.

I'm good with replacing the other ones with normal coins, and leave the ones that gives the player an easier time.

And yes, I want this level to be perfect.
I've tested every nook and cranny of the level and I couldn't find any strange spots in the level.

As far as the carryable turtle shell, I think you can eliminate that problem if you remove the Koopa from Screen 10. I think the difficulty is good enough that the Koopa can be there or not there and it would still be good.

For some reason the gradient disappeared, I couldn't find it on Level 117, any reason for that?
About the shell:
Do I really have to...? D:
Well...I'll think about it...

About the gradient:
Wait what? O.o
I think the code I tried to disable holding stuff in the level canceled it. (I need to revisit asm tutorials .-.)
I'll see if there's a fix for the carrying ability of Mario. IDK, it just seems a little bit easier to prevent carrying objects as Koopa exists only one time in 117.

Make sure to patch LevelASM everytime Sprites are put into the mix.
I'll take out the Koopa then. It seems a better choice.
Just thought you liked to know that it can be done that Mario can be forced to not be able to carry anything. If you want to, insert this code in the Levelcode.asm before the gradient code in 117:

Code
	LDA $D2
	CMP #$07
	BCC .skip_117
	LDA #$01    ;\
	STA $1470   ;| this makes mario always "hold an enemy." 
	STA $148F   ;/
.skip_117
	<Put Gradient Code here>


Anyways other than what SNN stated and the gradient not appearing, I think your level is ready to be inserted.

Complete