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zioy
- Reznor

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Postby zioy » Fri Sep 12, 2014 5:56 pm
Galaxy, SMB1, and SMB2 all had built-in invisible multiple checkpoints.
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Julia Pseudo
- Luigi

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Postby Julia Pseudo » Fri Sep 12, 2014 7:34 pm
^
And Galaxy 2, for that matter, but they were visible flags. I'd dispute whether 3D games should be counted towards this though since the gameplay style is so different.
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zioy
- Reznor

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Postby zioy » Fri Sep 12, 2014 7:52 pm
Pseudo-dino wrote:^
And Galaxy 2, for that matter, but they were visible flags. I'd dispute whether 3D games should be counted towards this though since the gameplay style is so different.
Well SMB2 and SMB1 definitely had invisible checkpoints, and there wasn't just 1. Also SMW I believe had levels with 2+ checkpoints.
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Thundaga_T2
- Ripper II

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Postby Thundaga_T2 » Fri Sep 12, 2014 7:59 pm
KoolKat wrote:Pseudo-dino wrote:^
And Galaxy 2, for that matter, but they were visible flags. I'd dispute whether 3D games should be counted towards this though since the gameplay style is so different.
Well SMB2 and SMB1 definitely had invisible checkpoints, and there wasn't just 1. Also SMW I believe had levels with 2+ checkpoints.
The original SMW didn't, though I believe its possible to have more than one on a custom level.
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zioy
- Reznor

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Postby zioy » Fri Sep 12, 2014 8:02 pm
Thundaga_T2 wrote:KoolKat wrote:Pseudo-dino wrote:^
And Galaxy 2, for that matter, but they were visible flags. I'd dispute whether 3D games should be counted towards this though since the gameplay style is so different.
Well SMB2 and SMB1 definitely had invisible checkpoints, and there wasn't just 1. Also SMW I believe had levels with 2+ checkpoints.
The original SMW didn't, though I believe its possible to have more than one on a custom level.
I'm pretty sure I remember a few levels with multiple checkpoints.......
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Julia Pseudo
- Luigi

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Postby Julia Pseudo » Sat Sep 13, 2014 12:01 am
KoolKat wrote:Pseudo-dino wrote:^
And Galaxy 2, for that matter, but they were visible flags. I'd dispute whether 3D games should be counted towards this though since the gameplay style is so different.
Well SMB2 and SMB1 definitely had invisible checkpoints, and there wasn't just 1. Also SMW I believe had levels with 2+ checkpoints.
I am 100% positive that SMW levels only had one midpoint per level, since the ability to have more than one in a romhack is a relatively new development. SMB1 & 2 did have multiple checkpoints though.
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ASMagician Maks
- Cheep-Cheep

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Postby ASMagician Maks » Sat Sep 13, 2014 10:56 am
Blck_Guy wrote:
No, there wasn't. - Except for at Bowser's Castle, and also in New Super Mario Bros. Wii Bowser's Castle. - That's the only two games I've played of Mario with double checkpoints. IDK of any others.
Only NSMB2 Bowser's Castle had two checkpoints. First in the middle of the stage and second before Bowser.
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Lnik3500
- Guest
Postby Lnik3500 » Sat Sep 13, 2014 12:47 pm
I have a big suggestion that I think I'm not the only one who wants to see it... The suggestion: you should try to add a feature for events that allow that when the player step in that zone (like the water or the quicksand), an event will activate.
Example? The player is walking and when he step in the zone, an event like some blocks falling is activating...
note; if im not clear enought, basicly im suggesting to put a zoning thing like the water or quicksand but to activate event(s)
sorry for my bad english...
and one more suggestion is if you gonna keep the arrows thing to scroll even with the new scrolling bar
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aero
- Palom

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Postby aero » Sat Sep 13, 2014 1:01 pm
Lnik3500 wrote:I have a big suggestion that I think I'm not the only one who wants to see it... The suggestion: you should try to add a feature for events that allow that when the player step in that zone (like the water or the quicksand), an event will activate.
Example? The player is walking and when he step in the zone, an event like some blocks falling is activating...
note; if im not clear enought, basicly im suggesting to put a zoning thing like the water or quicksand but to activate event(s)
sorry for my bad english...
and one more suggestion is if you gonna keep the arrows thing to scroll even with the new scrolling bar
Yeah I'll be adding arrows to move around the level later on, but yeah that is a pretty good idea with zone events. I'll keep it in mind.
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Blck_Guy
- Guest
Postby Blck_Guy » Sat Sep 13, 2014 6:23 pm
GhostHawk wrote:Lnik3500 wrote:I have a big suggestion that I think I'm not the only one who wants to see it... The suggestion: you should try to add a feature for events that allow that when the player step in that zone (like the water or the quicksand), an event will activate.
Example? The player is walking and when he step in the zone, an event like some blocks falling is activating...
note; if im not clear enought, basicly im suggesting to put a zoning thing like the water or quicksand but to activate event(s)
sorry for my bad english...
and one more suggestion is if you gonna keep the arrows thing to scroll even with the new scrolling bar
Yeah I'll be adding arrows to move around the level later on, but yeah that is a pretty good idea with zone events. I'll keep it in mind.
speaking of whitch....
Can there also be arrows that can make and guide any block or NPC block (Like a moving plateforme) and only visible in the Level Editor and not in gameplay?
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Fuyu
- Fry Guy

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Postby Fuyu » Sat Sep 13, 2014 10:47 pm
Blck_Guy wrote:speaking of whitch....
Can there also be arrows that can make and guide any block or NPC block (Like a moving plateforme) and only visible in the Level Editor and not in gameplay?
You mean like the arrows on Mario Builder? That system was rather messy though.
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Thundaga_T2
- Ripper II

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Postby Thundaga_T2 » Sat Sep 13, 2014 11:51 pm
Can there be spawn zones for certain npc's like Lakitu where he will spawn once the player enters that area, then if Lakitu is defeated, another will appear after a set time (customizable maybe)? This way you can have levels where Lakitu will persist in chasing the player even if defeated. This might also come in handy for other types of npcs should you add them like Boss Bass (that fish that swallows you whole), fire chomps, and even enemies that come from the skies like para-bomb-ombs, super koopas, and bullet bills.
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Julia Pseudo
- Luigi

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Postby Julia Pseudo » Sun Sep 14, 2014 2:52 am
^
Yeah, that kind of thing would probably be useful. I don't think Fire Chomps ever spawned like that, though, they just were used mostly in auto-scroll levels so it might've seemed like it.
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Thundaga_T2
- Ripper II

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Postby Thundaga_T2 » Sun Sep 14, 2014 4:29 am
Pseudo-dino wrote:^
Yeah, that kind of thing would probably be useful. I don't think Fire Chomps ever spawned like that, though, they just were used mostly in auto-scroll levels so it might've seemed like it.
I dabbled in the Reggie level editor for New Super Mario Bros Wii, the game did indeed have spawning zones for them, because if you killed one, another takes its place after a while. Even if you reach the end of the stage where it stops scrolling and kill them there, they will continue to spawn.
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Lnik3500
- Guest
Postby Lnik3500 » Sun Sep 14, 2014 6:44 am
I just thought a new suggestion, maybe you can put the background and foreground option but with the blocks and tiles???
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Lnik3500
- Guest
Postby Lnik3500 » Sun Sep 14, 2014 9:09 am
oh and how about being able to resize almost everything like to make a level that all the blocks and npc's can be bigger than mario to make like a level with giants (in Super Mario 64 for example...)
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aero
- Palom

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Postby aero » Sun Sep 14, 2014 5:51 pm
Mini-update:
Mario is now properly layered in relation to foreground and background bgos, and now spawns in the correct location.
Fixed a performance problem when loading Mario's animation frames.
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Julia Pseudo
- Luigi

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Postby Julia Pseudo » Sun Sep 14, 2014 7:18 pm
^
Ooh that's exciting, it's great to hear whenever you have any progress GhostHawk.
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Lnik3500
- Guest
Postby Lnik3500 » Sun Sep 14, 2014 7:38 pm
I hope you don't discontinue it because it as come really good and I hope you release the demo (winter I think?) Until then, I wish you good luck and thank you again to have presented it to us 
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Fuyu
- Fry Guy

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Postby Fuyu » Sun Sep 14, 2014 9:14 pm
SnifitGuy wrote:What exactly have you gotten done on the level settings, btw?
He's done with payables. I think that's it. Give him time, it's not easy to program a fan game such as SMBX from zero.
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