Re: World Map - Tips On How To Do It Right
Posted: Mon Jun 30, 2014 9:16 am
Does using the big tiles actually mess up the player movement? I've never tried it.
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noJoey wrote:Does using the big tiles actually mess up the player movement? I've never tried it.
If approached from the left or right, yes. It'll end up treating the left and right halves of the big background as two separate spaces. The level in question can be entered from both spots, but the player's off-center positioning is awkward. It gets even weirder if you take a vertical path from that point onwards because you'll just traverse either edge.Joey wrote:Does using the big tiles actually mess up the player movement? I've never tried it.
Hmm I think this is not a bad thing at all. SMW did it, and to be honest, Forest of Illusion would suck if you knew where all the paths would go.Reign wrote:The thing that bugs me the most is placing paths over trees and other scenery objects.
SMBX doesn't have many world map scenery tiles and using cgfx on a world map is painful. You have to work with what you get.FanofSMBX wrote:The thing that actually bugs ME most is when in the actual levels, there a load of different and custom scenery objects, but on the map, you always see stuff playing double duty (for example, palm trees both in a water and desert world, or rocks both in a cave world and in a lava world - I mean the same palms and rocks)
Unless you add them after saving. That's why it's pain.GrätselBüchner wrote:Plus i think you can only replace scenery 1-31 because if you do the rest the game crashes.
FanofSMBX wrote:The thing that actually bugs ME most is when in the actual levels, there a load of different and custom scenery objects, but on the map, you always see stuff playing double duty (for example, palm trees both in a water and desert world, or rocks both in a cave world and in a lava world - I mean the same palms and rocks)
Lol, do you know that lava world doesn't exist in SMW?FanofSMBX wrote:The thing that actually bugs ME most is when in the actual levels, there a load of different and custom scenery objects, but on the map, you always see stuff playing double duty (for example, palm trees both in a water and desert world, or rocks both in a cave world and in a lava world - I mean the same palms and rocks)
Christian07 wrote:Lol, do you know that lava world doesn't exist in SMW?FanofSMBX wrote:The thing that actually bugs ME most is when in the actual levels, there a load of different and custom scenery objects, but on the map, you always see stuff playing double duty (for example, palm trees both in a water and desert world, or rocks both in a cave world and in a lava world - I mean the same palms and rocks)
I said SMW. Anyways those blocks are custom blocks from the SMW cave tilesets and the lava river is a mix of the SMB3 lava river and the SMW cave.GrätselBüchner wrote:Christian07 wrote:Lol, do you know that lava world doesn't exist in SMW?FanofSMBX wrote:The thing that actually bugs ME most is when in the actual levels, there a load of different and custom scenery objects, but on the map, you always see stuff playing double duty (for example, palm trees both in a water and desert world, or rocks both in a cave world and in a lava world - I mean the same palms and rocks)
Grätsel, you can look it up on youtube, a SNES, WiiU or an emulator. There's no lava in SMW. Except for in the levels.Christian07 wrote:I said SMW. Anyways those blocks are custom blocks from the SMW cave tilesets and the lava river is a mix of the SMB3 lava river and the SMW cave.GrätselBüchner wrote:
I think SMA uses non-auto aligned path and level tiles so the "hitboxes" are probably a little wonky because of that. I don't think they affect player movement strangely at all otherwise.Knux wrote:I recall that they can sometimes mess the player's position? I noticed it in SMA (super mario adventures).Valtteri wrote:noJoey wrote:Does using the big tiles actually mess up the player movement? I've never tried it.