Topics that have reached 100 pages.
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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 » Tue Jan 03, 2017 9:41 pm

Remake.
O_o
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Fuyu
- Fry Guy

- Posts: 3137
- Joined: Sat Dec 21, 2013 2:40 pm
- Pronouns: He/Him
Postby Fuyu » Tue Jan 03, 2017 9:54 pm
Oh, that looks really nice. I'm not aware of whatever gimmick that purple cloud presents though, I suppose it harms the player(?).
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Witchking666
- Silver Yoshi Egg

- Posts: 1769
- Joined: Mon Dec 15, 2014 10:47 am
Postby Witchking666 » Wed Jan 04, 2017 2:10 am
Wolfy Werewolf wrote:
Remake.
O_o
Oh hey its that 1.4 shell dash level by Darkmecha!
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RudeGuy
- Bowser

- Posts: 4994
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Wed Jan 04, 2017 5:39 am
Wolfy Werewolf wrote:
Remake.
O_o
aside for the fact that you've obviously copypasted the graphic folder of one of darkmecha's levels, is there any reason of why you're using both the lava and the purple gas? (assuming the purple gas insta kills the player)
also i tuink you should've taken a more interesting screenshot
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Snessy the duck
- Mouser

- Posts: 2699
- Joined: Sat Sep 20, 2014 6:04 am
Postby Snessy the duck » Wed Jan 04, 2017 1:02 pm
Intuition wrote:A little something I've been working on.

I think it would be a good idea to put the level name at the bottom, cause that way it doesn't get in the way that much, and it would allow you to add a star and score counter to the top of the hud. Also, is that the reserve box left to the level name. If it is, then does it act differently from the normal one?
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Emral
- Cute Yoshi Egg

- Posts: 9891
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Wed Jan 04, 2017 1:15 pm
I would move the level name to the pause menu and give coins and lives smaller icons that are distinguishable from their NPC counterparts, or take out lives altogether.
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Snessy the duck
- Mouser

- Posts: 2699
- Joined: Sat Sep 20, 2014 6:04 am
Postby Snessy the duck » Wed Jan 04, 2017 1:20 pm
Enjl wrote:I would move the level name to the pause menu and give coins and lives smaller icons that are distinguishable from their NPC counterparts, or take out lives altogether.
That's a pretty good idea actually. I could see how the coins and 1-up could be kinda confusing, so new icons that aren't neccesarily smaller would be good.
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Emral
- Cute Yoshi Egg

- Posts: 9891
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Wed Jan 04, 2017 1:43 pm
Snessy the duck wrote:Enjl wrote:I would move the level name to the pause menu and give coins and lives smaller icons that are distinguishable from their NPC counterparts, or take out lives altogether.
That's a pretty good idea actually. I could see how the coins and 1-up could be kinda confusing, so new icons that aren't neccesarily smaller would be good.
I think they should be smaller. Having them this large produces nothing but clutter in the HUD.
Also I read you had a png file for every level name. Now, I must ask... why not draw them with textblox as text?
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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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Postby PixelPest » Thu Jan 05, 2017 8:28 am
Or even Text.printWP would be enough in this case most likely and much simpler
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Mr10crossing
- Cheep-Cheep

- Posts: 13
- Joined: Sat Sep 05, 2015 5:47 pm
Postby Mr10crossing » Thu Jan 05, 2017 5:41 pm
I managed to make a somewhat close version of an Amazing Flyin' Hammer Brother using simple LunaLua and SMBX events. I don't know if this has already been done, so if someone has already done this, please tell me.

Last edited by Mr10crossing on Fri Jan 06, 2017 12:10 am, 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 » Thu Jan 05, 2017 10:09 pm
The hammer throwing code seems wrong. Shouldn't it be throwing hammers in both directions?
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Mr10crossing
- Cheep-Cheep

- Posts: 13
- Joined: Sat Sep 05, 2015 5:47 pm
Postby Mr10crossing » Thu Jan 05, 2017 10:48 pm
Yeah, I know. I couldn't figure out how to make it throw on both sides as I am not a big expert on LunaLua. The only way I could find that would be closer to the original is making his throwing rate faster by editing its AI with a memory offset.
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Emral
- Cute Yoshi Egg

- Posts: 9891
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Thu Jan 05, 2017 10:50 pm
Besides that, the platform's movement is very inaccurate.
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Mr10crossing
- Cheep-Cheep

- Posts: 13
- Joined: Sat Sep 05, 2015 5:47 pm
Postby Mr10crossing » Fri Jan 06, 2017 12:03 am
I know, but to be honest I didn't really put a lot of effort in making the platform path. I only made 6 events for it. Just wondering, is there any way to make the parabolic movement with LunaLua?
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Fuyu
- Fry Guy

- Posts: 3137
- Joined: Sat Dec 21, 2013 2:40 pm
- Pronouns: He/Him
Postby Fuyu » Fri Jan 06, 2017 3:31 pm
Yes. You can attach the platform to a layer and toy with its speedX and speedY movements.
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
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Postby Wohlstand » Fri Jan 06, 2017 7:06 pm
Mr10crossing wrote:I managed to make a somewhat close version of an Amazing Flyin' Hammer Brother using simple LunaLua and SMBX events. I don't know if this has already been done, so if someone has already done this, please tell me.

You must have some sort of the porabolic trajectory, calculated relatively by formula f(x) = (x/8)^2. Then offset result to the center position.
So, how to calculate: Just take the sin(ticks) and result will be:
Code: Select all wx = sin(ticks/myspeed) * 128; // 128 means how far from center platform will move
x = wx + centerX;
y = centerY + ((wx/8) * (wx/8)); // 8 means the angle of parabola, you can calibrate values to take best result
If you changing position by the speed changing every time moments, I suggesting you store current position and after calculation set the speed equal to difference previous position and newly calculated (delta). In result, you will have nice parabolic motion.
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RPG_Magician
- Snifit

- Posts: 216
- Joined: Tue Sep 06, 2016 7:22 am
Postby RPG_Magician » Sat Jan 07, 2017 3:30 am
To be honest, there's nothing 'Bewildering' about this overworld.
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Snessy the duck
- Mouser

- Posts: 2699
- Joined: Sat Sep 20, 2014 6:04 am
Postby Snessy the duck » Sat Jan 07, 2017 5:21 am
RPG_Magician wrote:
To be honest, there's nothing 'Bewildering' about this overworld.
The name thing is takin up way too much of the screen, and the overworld itself is a bit cluttered.
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Nepgya
- Swooper

- Posts: 79
- Joined: Fri Jan 06, 2017 1:31 pm
Postby Nepgya » Sat Jan 07, 2017 5:39 am
First level of my episode, Mushroom Kingdom Downfall. It uses some mushrooms, platforms and some p-switches here and there.
Feedback is appreciated.
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Snessy the duck
- Mouser

- Posts: 2699
- Joined: Sat Sep 20, 2014 6:04 am
Postby Snessy the duck » Sat Jan 07, 2017 5:43 am
Tsutsumi-Chan wrote:
First level of my episode, Mushroom Kingdom Downfall. It uses some mushrooms, platforms and some p-switches here and there.
Feedback is appreciated.
It looks pretty decent, if a little flat sometimes. Also, welcome to the forums!
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