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by EvilMariobot
2 years ago
Forum: contest center
Topic: SMW Central's VLDCX [time up]
Replies: 64
Views: 11607

Re: SMW Central's VLDCX

Okay, 2 questions about the moving ghost house holes. -Will they work with cement block tiles, or does it have to be tiles Mario can jump through from below for him to fall through? -If used with cement blocks, can you throw objects up through them? I believe it must be tiles that Mario can jump th...
by EvilMariobot
2 years ago
Forum: contest center
Topic: SMW Central's VLDCX [time up]
Replies: 64
Views: 11607

Re: SMW Central's VLDCX

just have a really thick wall between each segment. Decided to go with this so I don't have to keep track of so many sublevels. Thanks. Now, how do I transfer a level's palettes into a sublevel's? Nevermind, found a workaround. Okay, 2 questions about the moving ghost house holes. -Will they work w...
by EvilMariobot
2 years ago
Forum: contest center
Topic: SMW Central's VLDCX [time up]
Replies: 64
Views: 11607

Re: SMW Central's VLDCX

Ivy wrote: just have a really thick wall between each segment.
Decided to go with this so I don't have to keep track of so many sublevels. Thanks.

Now, how do I transfer a level's palettes into a sublevel's?
by EvilMariobot
2 years ago
Forum: contest center
Topic: SMW Central's VLDCX [time up]
Replies: 64
Views: 11607

Re: SMW Central's VLDCX

ExAnimations are ez First, in the red poison mushroom window, load in AN2 an ExGFX file that contains the frames of your animation. You can see the original animated tile frames in the 8x8 editor (question block with shadow button) by pressing Ctrl+Shift+PageDown and going down a few pages. They're...
by EvilMariobot
2 years ago
Forum: contest center
Topic: SMW Central's VLDCX [time up]
Replies: 64
Views: 11607

Re: SMW Central's VLDCX

Okay, let's talk ExAnimations. I'm looking for a simple two frame animation within two 8x8 tiles.
by EvilMariobot
2 years ago
Forum: contest center
Topic: SMW Central's VLDCX [time up]
Replies: 64
Views: 11607

Re: SMW Central's VLDCX

I want to use Switch blocks, but the "Add Objects" window doesn't display them, "Insert Manually" gives me the wrong objects which are garbled, to boot, and I can't use the Map 16 versions, because they aren't affected by Switch Palaces. Abandoning that idea. Guess I can save it for another level (...
by EvilMariobot
2 years ago
Forum: contest center
Topic: SMW Central's VLDCX [time up]
Replies: 64
Views: 11607

Re: SMW Central's VLDCX

Sorry for the double post.

I'm looking to make an invisible object that acts like a door, can I just make an invisible object and give it the "Act As" of the two parts of a door?
by EvilMariobot
2 years ago
Forum: contest center
Topic: SMW Central's VLDCX [time up]
Replies: 64
Views: 11607

Re: SMW Central's VLDCX

ok well you're not getting visual aid bcuz im on mobile export gfx and exgfx in lunar magic. this tells you the contents of each gfx file the active grab block is the same sprite tile used by turn blocks when you hit them i believe. they're gfx0 i think? just copy that file and rename it exgfx80. f...
by EvilMariobot
2 years ago
Forum: contest center
Topic: SMW Central's VLDCX [time up]
Replies: 64
Views: 11607

Re: SMW Central's VLDCX

You do replace the existing things in your sprite sheet, assuming you don't want to use anything that's being replaced. Just make sure to save and insert this modified graphics as an ExGfx. Since you are only doing reskins, you don't need to worry about keeping functionality of the sprites you are ...
by EvilMariobot
2 years ago
Forum: contest center
Topic: SMW Central's VLDCX [time up]
Replies: 64
Views: 11607

Re: SMW Central's VLDCX

Any advice on sprite replacement? This is a lot trickier. First you have to save the sprite file you want to edit as an exgraphics. For example, if you want to start with the Castle spriteset, open GFX03 in YYCHR. Notice that in Lunar Magic, castle sprites such as Bony Beetle and Dry Bones say SP4=...
by EvilMariobot
2 years ago
Forum: contest center
Topic: SMW Central's VLDCX [time up]
Replies: 64
Views: 11607

Re: SMW Central's VLDCX

Okay, I've got YYCHR up and running, and I have all the graphics before me. Now, how do I copy and paste them back in LM as things I can use as tiles and whatnot? Like I said, I'm going to need to use enemy sprites as tiles, and I'm going to replace some sprites with others. You need to make a fold...
by EvilMariobot
2 years ago
Forum: contest center
Topic: SMW Central's VLDCX [time up]
Replies: 64
Views: 11607

Re: SMW Central's VLDCX

Okay, I've got YYCHR up and running, and I have all the graphics before me. Now, how do I copy and paste them back in LM as things I can use as tiles and whatnot?

Like I said, I'm going to need to use enemy sprites as tiles, and I'm going to replace some sprites with others.
by EvilMariobot
2 years ago
Forum: contest center
Topic: SMW Central's VLDCX [time up]
Replies: 64
Views: 11607

Re: SMW Central's VLDCX

Also, Tile merging is apparently a thing, how do I pull that off? Ctrl+C from YYCHR, paste into photoshop, layer ontop of each other, and then put it back in, I think. This will almost definitely muck up the color mappings so that will have to be fixed in YYCHR[/quote] Unfortunately, that's no help...
by EvilMariobot
2 years ago
Forum: contest center
Topic: SMW Central's VLDCX [time up]
Replies: 64
Views: 11607

Re: SMW Central's VLDCX

I'm going on with placeholders for the moment, but one issue I'd like addressed is the fact the mist appears transparent in the editor, but becomes opaque when I test the level.

Also, Tile merging is apparently a thing, how do I pull that off?
by EvilMariobot
2 years ago
Forum: contest center
Topic: SMW Central's VLDCX [time up]
Replies: 64
Views: 11607

Re: SMW Central's VLDCX

Can you not use BG2 instead? (Maybe you're confusing it for layer 3? :p BG2/BG3 and such are GFX/ExGFX slots) Yes, I need Layer 3 mist to be mist. I'm not sure in which GFX file those are located, but if you want a little tip, you can make Lunar Magic extract all the graphics bundled into one singl...
by EvilMariobot
2 years ago
Forum: contest center
Topic: SMW Central's VLDCX [time up]
Replies: 64
Views: 11607

Re: SMW Central's VLDCX

I have actually done image editing trickery to make it look like this lol. Some of the tiles are tileset-specific. Also for the highlighted part, which is for mixing two tilesets together, set BG3 (by clicking the red poison mushroom and bypassing graphics if you don't know how that works) to one o...
by EvilMariobot
2 years ago
Forum: contest center
Topic: SMW Central's VLDCX [time up]
Replies: 64
Views: 11607

Re: SMW Central's VLDCX

You can probably get by with the one given out with MaGL3, but if you want the new one, grab it here. Thanks! I just didn't want to take the risk of screwing anything up (working with this gets screwy enough as is). Now, how do I put tiles from the 8x8 tile editor to the 16x16 tile map editor? Also...
by EvilMariobot
2 years ago
Forum: contest center
Topic: SMW Central's VLDCX [time up]
Replies: 64
Views: 11607

Re: SMW Central's VLDCX

I haven't even started and I've got problems :roll: . I'm being told that the VLDCX base ROM has been edited by a newer version of LM. I'm using the version given out for MaGL3, will there be any problems?
by EvilMariobot
3 years ago
Forum: let's play
Topic: MaGL 3 results: moral of the story: laziness always prevails
Replies: 1167
Views: 95125

Re: MaGL 3 results: starting the top third

raocow wrote:hope you guys like DEATH MONTAGES
So, Morsel Marceau up next?
by EvilMariobot
3 years ago
Forum: let's play
Topic: MaGL 3 results: moral of the story: laziness always prevails
Replies: 1167
Views: 95125

Re: MaGL 3 results: meow

what is it with people in this contest having pretty good first levels? my first level was a crappy cave level with tides and lava. maybe i was just dumb but i'm jealous of these lunar magic prodigies To be fair, several of them (Enjl, TaviTurnip) have experience in SMBX level design, while others ...
by EvilMariobot
3 years ago
Forum: let's play
Topic: MaGL 3 results: moral of the story: laziness always prevails
Replies: 1167
Views: 95125

Re: MaGL 3 results: the real illusions are the platforms

coneyislanddiscopalace.jpg Well, somebody here got the reference. :) coin flashing palette level was interesting but im surprised it ranked this high. o well im sure that person isn't complaining. Nope, seeing as how I'm near the high end of my expected placement. Okay, so Dev notes on Disco Infern...
by EvilMariobot
3 years ago
Forum: the cartridgé
Topic: Pokémon
Replies: 847
Views: 81553

Re: Pokémon

I'm still holding out hope for Litten's final form to be Fire/Dark to create a cycle of the last two starters. Fighting, Psychic, Dark.
by EvilMariobot
3 years ago
Forum: contest center
Topic: [SUBMISSIONS CLOSED] Make A Good Level Contest (SMW) 3 - Rules/Submissions
Replies: 72
Views: 19892

Re: Make A Good Level Contest (SMW) 3 - Rules/Submissions

Well, here's my shameless raocow appeal level.

Special thanks to Mandew for helping me with... more or less everything about these crazy @$$ programs.

Have fun and I hope I don't lose.

DAMMIT, give me a moment. The attachment didn't attach!
Okay, here we go.

https://www.sendspace.com/file/cjym6l
by EvilMariobot
3 years ago
Forum: contest center
Topic: Make A Good Level Contest (SMW) 3 - Discussion
Replies: 588
Views: 72183

Re: Make A Good Level Contest (SMW) 3 - Discussion

All graphics are loaded on a per-sublevel basis, so just use Super GFX bypass to change SP4 to what it needs to be (same as the other level that also uses roto-discs) Second issue: You could try using this as a suitable replacement. Insert both files as ExGFX and use Layer 3 bypass (green poison mu...
by EvilMariobot
3 years ago
Forum: contest center
Topic: Make A Good Level Contest (SMW) 3 - Discussion
Replies: 588
Views: 72183

Re: Make A Good Level Contest (SMW) 3 - Discussion

In the second room of my level, rotodiscs appear as footballs (I used the level "BACK DOOR" as the base for this room), how do I fix this. Also, is there a way to change the Layer 3 bg into windows, while still keeping the underground lava? One more issue: I need to know where a "Kill" block is so I...

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