General discussion about Super Mario Bros. X.
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HeroLinik
- Larry Koopa

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Postby HeroLinik » Wed Apr 22, 2015 1:14 pm
FanofSMBX wrote:If you press down whilst in statue form, you drop like a Thwomp.
Haha I actually knew that for a long time! I must have been too used to pressing Down while transforming into a statue, as I do that all the time (blame SMB3 for that habit).
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RudeGuy
- Bowser

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Postby RudeGuy » Wed Apr 22, 2015 1:25 pm
You do know that when you select the venus trap fire when editing a level, it faces on a certain direction that can't be changed, right? Well, I discovered that it actually points to x:0 and y:0. I don't know why, probably because for default if the start points aren't into the level, they appears here.
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HeroLinik
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Postby HeroLinik » Wed Apr 22, 2015 1:30 pm
RudeGuy07 wrote:You do know that when you select the venus trap fire when editing a level, it faces on a certain direction that can't be changed, right? Well, I discovered that it actually points to x:0 and y:0. I don't know why, probably because for default if the start points aren't into the level, they appears here.
But for some reason if you open some of the levels in TI2 the Venus Fire Traps are facing in the other direction than when they're normally placed. Why is this?
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h2643
- Reznor

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Postby h2643 » Wed Apr 22, 2015 1:33 pm
bc Redigit.
Anyway, I found out that the hidden Airship piece NPC, which can be found in "The Lakitus are throwing Lakitus!" tab, isn't as glitchy as some people think: if you will add "noblockcollision=0" to NPC's text file, it won't go through walls, even when you ride it (I did this with my custom clown car)!
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FanofSMBX
- Ludwig von Koopa

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Postby FanofSMBX » Wed Apr 22, 2015 2:14 pm
Does that include with the ceiling?
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h2643
- Reznor

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Postby h2643 » Wed Apr 22, 2015 2:24 pm
No 
Well, you can't die by hitting the ceiling, can you? 
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FanofSMBX
- Ludwig von Koopa

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Postby FanofSMBX » Wed Apr 22, 2015 2:25 pm
h2643 wrote:No 
Well, you can't die by hitting the ceiling, can you? 
You can if there's a hole in the floor.
Or if there's lava underneath.
Or if there's a field of munchers.
Or if there's some grinders.
Or if there's instant warps leading to a pit.
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AToMIC
- Monty Mole

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Postby AToMIC » Wed Apr 22, 2015 4:33 pm
A block appears in a few of the beach levels in TI2, it's a flat sand block for the sand grass tileset. It however cannot be accessed without custom graphics or using block swap. Another thing... this is OLD. I was playing SMBx back in late 2010. I somehow must of spin-jumped at the right second, because I spin-jumped while warping down a pipe, and I came out the exit pipe spin-jumping (Mario was even spinning as he CAME OUT of the pipe). I have tried countless times for a repeat, but I think that was a once in a lifetime; because I could of been right on a millionth of a second,and also this was before 1.3/1.3.0.1.
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chainsawplayin
- Guest
Postby chainsawplayin » Thu Apr 23, 2015 12:50 pm
Interesting thing:
You can throw fireballs higher than in all mario games
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TLtimelord
- Red Yoshi Egg

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Postby TLtimelord » Thu Apr 23, 2015 11:58 pm
FanofSMBX wrote:h2643 wrote:No 
Well, you can't die by hitting the ceiling, can you? 
You can if there's a hole in the floor.
Or if there's lava underneath.
Or if there's a field of munchers.
Or if there's some grinders.
Or if there's instant warps leading to a pit.
Don't be clumsy when using the airship piece.
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HeroLinik
- Larry Koopa

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Postby HeroLinik » Fri Apr 24, 2015 3:28 am
Smiley Jake wrote:A block appears in a few of the beach levels in TI2, it's a flat sand block for the sand grass tileset. It however cannot be accessed without custom graphics or using block swap.
I think you are referring to block-183. He managed to get it in by swapping for a useless block.
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bossedit8
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Postby bossedit8 » Fri Apr 24, 2015 3:37 am
Back then you are be able to use it with no Problems but by updating from the old SMBX Version that was 1.1 (where Yoshis, Vegetables and further was implemented) to SMBX 1.2, that block can't be found in the Editor anywhere but to actually manage that block to be still on the use without any custom graphics we have to use the blocks swap, as we mentioned before. At The Invasion, those blocks are actually there by Default while The Invasion 2, those are actually custom graphics and not the unused sand tile.
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4matsy
- Buster Beetle

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Postby 4matsy » Sat Apr 25, 2015 10:42 pm
- As Link, don't stab a character change block from the side; this will conveniently destroy whatever mount the new character happened to have!
- As leaf/tanooki Link, you have a scant few invincibility frames as you transform into a fairy. Try jumping straight up and hitting a spike a few blocks above your head as the fairy. Occasionally, fairy Link just bounces off the spike instead of getting hurt. o_O
- Also as leaf/tanooki Link, recreate this room setup (I used this gfx pack) and try to wedge yourself between the bottom of the big mushroom/cherry and the top of the left/right stack of vases. Link will get zipped down through the vases and floor and off the bottom of the screen, and die. XD Apparently changing back from fairy form doesn't like 1-tile-high hallways... :p
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AToMIC
- Monty Mole

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Postby AToMIC » Wed Jun 10, 2015 5:49 pm
I don't really understand why, but there are actually 4 or 8 paths that cannot be placed in SMBx. They seem like duplicate copies of the 8 corner paths. This often makes making custom path graphics a bitch because you end up customizing the duplicate gif instead of the one in SMBx.
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bossedit8
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Postby bossedit8 » Thu Jun 11, 2015 1:49 am
Smiley Jake wrote:I don't really understand why, but there are actually 4 or 8 paths that cannot be placed in SMBx. They seem like duplicate copies of the 8 corner paths. This often makes making custom path graphics a bitch because you end up customizing the duplicate gif instead of the one in SMBx.
They all are viewable in the main game in SMBX yet 4 of them are just not avaiable in the Level Editor to be placed for whatever reason. At least in the PGE Editor, those missing tiles can be used. It's so strange how it's inaccessable in the SMBX Editor yet ingame they can be seen even with custom graphics.
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h2643
- Reznor

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Postby h2643 » Thu Jun 11, 2015 5:17 am
If you set Bully NPC's speed on -1, it will run away from the player, instead of chasing him.
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bossedit8
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Postby bossedit8 » Thu Jun 11, 2015 6:42 am
h2643 wrote:If you set Bully NPC's speed on -1, it will run away from the player, instead of chasing him.
It's very funny how they are trying to chase you down but after you defeat him many times, he will run away just because he's so afraid to be killed by the Player. :P This brings me back to a contest Level that has to do with Coca Cola and being filled with SMB2 as a whole... for most at least. Every enemies run backwards, moonwalking around everywhere.
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RudeGuy
- Bowser

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Postby RudeGuy » Thu Jun 11, 2015 7:03 am
bossedit8 wrote:This brings me back to a contest Level that has to do with Coca Cola and being filled with SMB2 as a whole... for most at least. Every enemies run backwards, moonwalking around everywhere.
They didn't have speed=-1 (and I'm pretty sure it's only possible for the Bully), though, but the creator just did this with graphics.
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AToMIC
- Monty Mole

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Postby AToMIC » Thu Jun 11, 2015 11:19 am
bossedit8 wrote:Smiley Jake wrote:I don't really understand why, but there are actually 4 or 8 paths that cannot be placed in SMBx. They seem like duplicate copies of the 8 corner paths. This often makes making custom path graphics a bitch because you end up customizing the duplicate gif instead of the one in SMBx.
They all are viewable in the main game in SMBX yet 4 of them are just not avaiable in the Level Editor to be placed for whatever reason. At least in the PGE Editor, those missing tiles can be used. It's so strange how it's inaccessable in the SMBX Editor yet ingame they can be seen even with custom graphics.
Do they function in-game if they are used in the PGE editor?
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bossedit8
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Postby bossedit8 » Thu Jun 11, 2015 11:34 am
@RudeGuy07: Tecnically it is with speed=-1 because those Snifits are running backwards yet they shoot forwards while running backwards. I didn't really look into the folders though so it's not that sure if it's correct.
@Smiley Jake: Yes, they are.
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