Cedrik wrote:You can stack Shy Guys, but not for example Gumbas.
That's because their tops are solid. And like RudeGuy said, this is very much intended and used in The Invasion 2's later levels.
Also, it was spammed a lot in the later levels of the original Invasion. (does anyone remember that Clown Car level with all the Shy Guys stacked on top of each other?)
Cedrik wrote:You can stack Shy Guys, but not for example Gumbas.
That's because their tops are solid. And like RudeGuy said, this is very much intended and used in The Invasion 2's later levels.
Also, it was spammed a lot in the later levels of the original Invasion. (does anyone remember that Clown Car level with all the Shy Guys stacked on top of each other?)
Yes.
But an other think. If you stack Sniffits, it is unfair.
You die so often.
Something that not many people seem to know: Using 2.0 you can make .png graphics that contain partial transparency and they will actually render correctly.
HenryRichard wrote:Most true to the original Mario designs, anyways.
Something that not many people seem to know: Using 2.0 you can make .png graphics that contain partial transparency and they will actually render correctly.
I can use this in normal gfx placement? Like, name a PNG file "npc-1", will work in the game?
HenryRichard wrote:Most true to the original Mario designs, anyways.
Something that not many people seem to know: Using 2.0 you can make .png graphics that contain partial transparency and they will actually render correctly.
I can use this in normal gfx placement? Like, name a PNG file "npc-1", will work in the game?
HenryRichard wrote:Most true to the original Mario designs, anyways.
Something that not many people seem to know: Using 2.0 you can make .png graphics that contain partial transparency and they will actually render correctly.
I can use this in normal gfx placement? Like, name a PNG file "npc-1", will work in the game?
Yes, but with pngs you don't use masks (m-files), you just make the background of the NPC completely transparent.
PixelPest wrote: you just make the background of the NPC completely transparent.
Which is something you should've done in all your sprites anyways, as it makes sprites easier to edit later on than when using black (and since SMBX's gif system interprets transparency as black, there's nothing you'd lose from it).
If all players die in the outro while the credits are playing (you can do this by removing the floor in the .lvl file) it will cause the credits to stretch across the screen.
Increasing the speed of wart's bubbles to something like 3 and placing wart higher up on a platform makes it easier to avoid the bubbles, because the distance between two bubbles will be higher. Since the normal bubbles are very hard to avoid, most designers make it possible to simply outrange him which completly destroys the point of wart's mechanic. This way you can force the player to dodge the bubbles by standing/jumping inbetween them, without making it too hard.