Electriking wrote:BTW, will patches for updates be released (if possible) because I'd rather not have to redownload the whole game every time it updates
I can't really do much about that but it's a quick download that won't break your save file.
I absolutely love the world map. I need to start working on learning lua so I can figure out how to do all these effects. I'm assuming mapSprites.lua handles most of it, but I still can't figure out how all the lua code translates into all of the little details on the map.
Also map boundaries! Finally we can have one-screen maps without always having the camera centered on Mario!
Noodle wrote:Why Japan? They always make Kaizo levels! I like normal levels! I hate Kaizo levels!
Yeah all of Nintendo of Japan's levels are all Kaizo! Good thing Nintendo of America always patches them!
Also I don't know if I said this already, but this episode is phenomenal - the world map is beautiful and most of the levels seem to be pretty good.
veggie pile tho
for i=1, 328 do
if i ~= 14 or i ~= 27 or i ~= 241 then
local s = Graphics.loadImage("tile-" .. i .. ".png")
for k,v in pairs(Tile.get(i)) do
v.width = s.width
v.height = s.height
end
end
end
This is an edit directly from this contest episode's code. (all tiles being multiple tiles at once.)
for i=1, 328 do
if i ~= 14 or i ~= 27 or i ~= 241 then
local s = Graphics.loadImage("tile-" .. i .. ".png")
for k,v in pairs(Tile.get(i)) do
v.width = s.width
v.height = s.height
end
end
end
This is an edit directly from this contest episode's code. (all tiles being multiple tiles at once.)
for i=1, 328 do
if i ~= 14 or i ~= 27 or i ~= 241 then
local s = Graphics.loadImage("tile-" .. i .. ".png")
for k,v in pairs(Tile.get(i)) do
v.width = s.width
v.height = s.height
end
end
end
This is an edit directly from this contest episode's code. (all tiles being multiple tiles at once.)
I actually built the entire map in the editor first and then sliced it up and added detail/colour in paint.net. The entire city world was drawn there in one piece. Here's a screenshot of the world map as seen in the editor (before i placed scenery tiles):
The dotted path lines you see are removed when the world map is loaded and are placed so that you can always access any level.
The map actually has a perspective error which I missed in editing. Can you spot it? In-game it's covered by scenery tiles.