Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Fri Sep 12, 2014 5:56 pm
Galaxy, SMB1, and SMB2 all had built-in invisible multiple checkpoints.
Well SMB2 and SMB1 definitely had invisible checkpoints, and there wasn't just 1. Also SMW I believe had levels with 2+ checkpoints.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.
The original SMW didn't, though I believe its possible to have more than one on a custom level.KoolKat wrote:Well SMB2 and SMB1 definitely had invisible checkpoints, and there wasn't just 1. Also SMW I believe had levels with 2+ checkpoints.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.
I'm pretty sure I remember a few levels with multiple checkpoints.......Thundaga_T2 wrote:The original SMW didn't, though I believe its possible to have more than one on a custom level.KoolKat wrote:Well SMB2 and SMB1 definitely had invisible checkpoints, and there wasn't just 1. Also SMW I believe had levels with 2+ checkpoints.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.
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.KoolKat wrote:Well SMB2 and SMB1 definitely had invisible checkpoints, and there wasn't just 1. Also SMW I believe had levels with 2+ checkpoints.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.
Only NSMB2 Bowser's Castle had two checkpoints. First in the middle of the stage and second before Bowser.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.
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.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
GhostHawk wrote: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.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
You mean like the arrows on Mario Builder? That system was rather messy though.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?
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.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.
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.SnifitGuy wrote:What exactly have you gotten done on the level settings, btw?