Topics that have reached 100 pages.
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Mable
- Luigi

- Posts: 5806
- Joined: Sat Dec 21, 2013 4:23 am
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Contact:
Postby Mable » Sat Dec 12, 2015 12:13 pm
Boo Haunted House
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Marina
- Cecil

- Posts: 2381
- Joined: Sun May 25, 2014 7:01 am
- Flair: everything's still romantic, right?
- Pronouns: she/her/they/them
Postby Marina » Sat Dec 12, 2015 12:16 pm
Tinkerbell wrote:Boo Haunted House
Yes.
Spinda wrote:mt. ebott
No.
h2643 wrote:Mount Khon.
You win.
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litchh
- Eerie

- Posts: 719
- Joined: Sun Dec 29, 2013 6:10 am
Postby litchh » Sat Dec 12, 2015 12:46 pm
FanofSMBX wrote:litchh wrote:No, it's not the end
Looking good, but Rosalina and Peach both have 1x1 pixels and you should make sure to credit nin8halos for the original SMB2 Heart.
Oh, thanks, I didn't notice! This is why better not to hope on 8-bit pack by Captain Obvious + Two52 + Red Yoshi + Joe1
nin8halos is the one who will not forgotten by me 
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Witchking666
- Silver Yoshi Egg

- Posts: 1769
- Joined: Mon Dec 15, 2014 10:47 am
Postby Witchking666 » Sat Dec 12, 2015 2:07 pm
Hey guys!
this is level is the 22th level in my episode
it's called "3-2 Pumpkin Path" and it's placed in w3 Autumn Areas
Here it is:

the ! marks are warnings for falling fruit (the fruit hurts)
tell me what you think : )
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Erik
- Eerie

- Posts: 761
- Joined: Fri Dec 12, 2014 2:46 pm
Postby Erik » Sat Dec 12, 2015 2:15 pm
witchking666 wrote:Hey guys!
this is level is the 22th level in my episode
it's called "3-2 Pumpkin Path" and it's placed in w3 Autumn Areas
Here it is:

the ! marks are warnings for falling fruit (the fruit hurts)
tell me what you think : )
I don't think the poison fits all too well, and that blue thing early in the screen is asymmetrical, which looks stupid
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Willhart
- Banned
- Posts: 368
- Joined: Thu Apr 10, 2014 2:18 am
Postby Willhart » Sat Dec 12, 2015 3:05 pm
witchking666 wrote:Hey guys!
this is level is the 22th level in my episode
it's called "3-2 Pumpkin Path" and it's placed in w3 Autumn Areas
Here it is:

the ! marks are warnings for falling fruit (the fruit hurts)
tell me what you think : )
I do like the very autumny color and the pumpkins are really nice. I'm not sure if evergreens turn brown like that too, but maybe those ones are just a really dry, or sick from the poison. It does make for some good foresty atmosphere. Especially with the mix of green, yellow, and orange used on different areas.
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Alagirez
- Ludwig von Koopa

- Posts: 3617
- Joined: Tue Dec 02, 2014 2:28 am
- Flair: Legalize Awooo!
- Pronouns: He/Him/That wolf
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Contact:
Postby Alagirez » Sat Dec 19, 2015 2:58 am
Yoshi Challenge remake : Yoshinical Dominator
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RudeGuy
- Bowser

- Posts: 4994
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Sat Dec 19, 2015 8:20 am
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Emral
- Cute Yoshi Egg

- Posts: 9891
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sun Dec 20, 2015 8:02 am
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Sun Dec 20, 2015 8:07 am
That is pretty cool. Does it use Lua or just timed events and layers?
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Marina
- Cecil

- Posts: 2381
- Joined: Sun May 25, 2014 7:01 am
- Flair: everything's still romantic, right?
- Pronouns: she/her/they/them
Postby Marina » Sun Dec 20, 2015 8:24 am
PixelPest wrote:
That is pretty cool. Does it use Lua or just timed events and layers?
How would you even do that with just layers and events
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
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Contact:
Postby PixelPest » Sun Dec 20, 2015 9:58 am
Marina wrote:PixelPest wrote:
That is pretty cool. Does it use Lua or just timed events and layers?
How would you even do that with just layers and events
You could have invisible SMB1 axes generating every so often at certain points on the screen to show that the player can see the jumping piranha and then show a layer of what I'm assuming might be SMB1 hammer bros axes at the time the piranha plant hits its highest point. It would be difficult to time right but it's definitely possible.
Anyway, here's some screens from the first level of a Christmas episode I'm working on. This level takes place in a pear tree forest. The pears replace NPC-46 (the falling red block), with some additional NPC codes. The level is pretty calm and easy.
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h2643
- Reznor

- Posts: 2890
- Joined: Sat Dec 21, 2013 7:23 am
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Contact:
Postby h2643 » Sun Dec 20, 2015 10:06 am
PixelPest wrote:You could have invisible SMB1 axes generating every so often at certain points on the screen to show that the player can see the jumping piranha and then show a layer of what I'm assuming might be SMB1 hammer bros axes at the time the piranha plant hits its highest point. It would be difficult to time right but it's definitely possible.
what's the point in doing that when you have
LunaLua
In SMBX you would spend a lot of time just to make that for one NPC, while in LunaLua you only need a simple code to write (maybe not so simple, but it's still better than without LunaLua).
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Emral
- Cute Yoshi Egg

- Posts: 9891
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sun Dec 20, 2015 10:10 am
h2643 wrote:PixelPest wrote:You could have invisible SMB1 axes generating every so often at certain points on the screen to show that the player can see the jumping piranha and then show a layer of what I'm assuming might be SMB1 hammer bros axes at the time the piranha plant hits its highest point. It would be difficult to time right but it's definitely possible.
what's the point in doing that when you have
LunaLua
In SMBX you would spend a lot of time just to make that for one NPC, while in LunaLua you only need a simple code to write (maybe not so simple, but it's still better than without LunaLua).
To back this statement, here's my code:
Code: Select all function onLoop() --jumpies
------------I forgot the NPC.get line in this post whops. I get NPC 270
for k, v in pairs(boop) do
if v.ai1 == 1 and v.ai2 >= 34 and v.ai5 == 0 then --timer
bubble = NPC.spawn(202, v.x + 0.5 * v.width, v.y, player.section, false, true)
bubble.speedX = -2
bubble.speedY = -6
bubble = NPC.spawn(202, v.x + 0.5 * v.width, v.y, player.section, false, true)
bubble.speedX = 2
bubble.speedY = -6
v.ai5 = 1 --has shot this jump
end
if v.ai1 == 2 then
v.ai5 = 0
end
end
end
Last edited by Emral on Sun Dec 20, 2015 2:16 pm, edited 2 times in total.
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Mable
- Luigi

- Posts: 5806
- Joined: Sat Dec 21, 2013 4:23 am
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Contact:
Postby Mable » Sun Dec 20, 2015 11:58 am
Last edited by Mable on Sun Dec 20, 2015 3:28 pm, edited 1 time in total.
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Sun Dec 20, 2015 1:26 pm
Enjl wrote:h2643 wrote:PixelPest wrote:You could have invisible SMB1 axes generating every so often at certain points on the screen to show that the player can see the jumping piranha and then show a layer of what I'm assuming might be SMB1 hammer bros axes at the time the piranha plant hits its highest point. It would be difficult to time right but it's definitely possible.
what's the point in doing that when you have
LunaLua
In SMBX you would spend a lot of time just to make that for one NPC, while in LunaLua you only need a simple code to write (maybe not so simple, but it's still better than without LunaLua).
To back this statement, here's my code:
Code: Select all function onLoop() --jumpies
for k, v in pairs(boop) do
if v.ai1 == 1 and v.ai2 >= 34 and v.ai5 == 0 then --timer
bubble = NPC.spawn(202, v.x + 0.5 * v.width, v.y, player.section, false, true)
bubble.speedX = -2
bubble.speedY = -6
bubble = NPC.spawn(202, v.x + 0.5 * v.width, v.y, player.section, false, true)
bubble.speedX = 2
bubble.speedY = -6
v.ai5 = 1 --has shot this jump
end
if v.ai1 == 2 then
v.ai5 = 0
end
end
end
Wow. I didn't think it would be that "simple". Gotta love Lua!
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underFlo
- Wart

- Posts: 4456
- Joined: Mon Jul 14, 2014 10:44 am
- Flair: sup im lesbiab
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Contact:
Postby underFlo » Mon Dec 21, 2015 10:55 am
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ShadowStarX
- Bronze Yoshi Egg

- Posts: 1752
- Joined: Mon Jan 27, 2014 7:21 am
- Pronouns: he/him
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Contact:
Postby ShadowStarX » Mon Dec 21, 2015 2:49 pm
WIP level for my own project:
03 - Mazarine Meadows (Mazarine means dark blue)
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underFlo
- Wart

- Posts: 4456
- Joined: Mon Jul 14, 2014 10:44 am
- Flair: sup im lesbiab
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Contact:
Postby underFlo » Mon Dec 21, 2015 3:03 pm
menues/10
(font will be fixed when textblox is finished so i can use the ut font)
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Mon Dec 21, 2015 8:24 pm
Spinda wrote:
menues/10
(font will be fixed when textblox is finished so i can use the ut font)
That is downright hilarious and awesome.
Here's another level that's part of my Christmas-related episode entitled "Drowned Skysite". This is just the first section before the level is completely underwater. Progress is very slow :/

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