Ah! I managed to miss that. Thank you, Hoeloe!
Search found 928 matches
- 3 years ago
- Forum: SMBX2 (Current - 2.0 Beta 4)
- Topic: LunaLua Help
- Replies: 40
- Views: 23942
- 3 years ago
- Forum: SMBX2 (Current - 2.0 Beta 4)
- Topic: LunaLua Help
- Replies: 40
- Views: 23942
Re: LunaLua Help
Is it possible to check if the player/game is in a frozen state from powering down? I'm manipulating layers with LunaLua using an in-code timer, but if the player takes damage, the layers stop but the timer keeps running, massively desynching things. I need to make the timer stop if the player's una...
- 3 years ago
- Forum: let's play
- Topic: JUMP ½ - Half a jump is still a jump
- Replies: 1070
- Views: 150307
- 3 years ago
- Forum: let's play
- Topic: JUMP ½ - Half a jump is still a jump
- Replies: 1070
- Views: 150307
Re: JUMP 2^x/2^(x+1) x≥0 - Half a jump is still a jump
lazy what was in the Mysterious Door of Mysteriousness after the first switch, given how it's clearly possible to get in, but extremely difficult
- 3 years ago
- Forum: let's play
- Topic: JUMP ½ - Half a jump is still a jump
- Replies: 1070
- Views: 150307
Re: JUMP 2^(-1) - Half a jump is still a jump
Oh, one last thing: That dragon coin raocow couldn't find caused a lot of other people a lot of problems. To me personally, the coin guide that appears and leads you to the left when you hit the P-Switch is a pretty clear hint though. Author bias maybe? Possibly- I watched the video and I genuinely...
- 3 years ago
- Forum: let's play
- Topic: JUMP ½ - Half a jump is still a jump
- Replies: 1070
- Views: 150307
Re: JUMP x/y y=x+x x≠0 - Half a jump is still a jump
That puzzle was absolutely amazing
The reward feels kinda disappointing, though. I mean...DEMO! Why use anything else!? Unless it gave you a raocow skin.
The reward feels kinda disappointing, though. I mean...DEMO! Why use anything else!? Unless it gave you a raocow skin.
- 3 years ago
- Forum: let's play
- Topic: JUMP ½ - Half a jump is still a jump
- Replies: 1070
- Views: 150307
- 3 years ago
- Forum: SMBX2 (Current - 2.0 Beta 4)
- Topic: Using layers, is it possible to make objects on specific layers always render behind others?
- Replies: 6
- Views: 3883
Re: Using layers, is it possible to make objects on specific layers always render behind others?
...Ahhh, I think I get what you're saying now. Thank you!
- 3 years ago
- Forum: SMBX2 (Current - 2.0 Beta 4)
- Topic: Using layers, is it possible to make objects on specific layers always render behind others?
- Replies: 6
- Views: 3883
Re: Using layers, is it possible to make objects on specific layers always render behind others?
Yes, but there are some exceptions you can use to cheat the system to your advantage: -Sizeable blocks will render behind all other blocks and even behind most BGOs. Only the furthest back BGOs (whose priority can be adjusted now) such as water will be behind sizeables. -Lava renders in front of ot...
- 3 years ago
- Forum: SMBX2 (Current - 2.0 Beta 4)
- Topic: Using layers, is it possible to make objects on specific layers always render behind others?
- Replies: 6
- Views: 3883
Re: Using layers, is it possible to make objects on specific layers always render behind others?
It's actually more dependent on their position in the level, and more importantly, their render priority. As of SMBX2 MAGLX3, you can use background.txt files to change the render priority of background objects, by setting the priority value. This link shows you which values various objects are nor...
- 3 years ago
- Forum: SMBX2 (Current - 2.0 Beta 4)
- Topic: Using layers, is it possible to make objects on specific layers always render behind others?
- Replies: 6
- Views: 3883
Using layers, is it possible to make objects on specific layers always render behind others?
I know most BGOs always render in the background, but what about the tiles with collision? Is there any way to mark them to always appear above or behind certain other layers, or is it solely dependent on the order you create them in the level?
- 3 years ago
- Forum: let's play
- Topic: JUMP ½ - Half a jump is still a jump
- Replies: 1070
- Views: 150307
Re: JUMP 0.1/0.2 - Half a jump is still a jump
I'm disappointed there was no "don't look back or else" mechanic in Brain Plague like the first box implies :(
but i love the overall gimmick, that was cool.
but i love the overall gimmick, that was cool.
- 3 years ago
- Forum: let's play
- Topic: JUMP ½ - Half a jump is still a jump
- Replies: 1070
- Views: 150307
Re: JUMP (-1)/(-2) - Half a jump is still a jump
? ??????? ??????? ??? ? ????? ???????? ? ???? ??? ?? ???? ?????? ??? ???? ? ???? ?? ??? ????? ?? ???? ??? ???? ??? ??????? ??? ????? ? ????? ?? ? ????? ????? ?????????? ??????? ???? ????? ???????? ???????? ???? ?? ?? ????? ???? ????????? ??? ?????? ???? ??? ?????? ?? ??? ?? ?? ????? ?? ??????????? ...
- 3 years ago
- Forum: let's play
- Topic: JUMP ½ - Half a jump is still a jump
- Replies: 1070
- Views: 150307
Re: JUMP (-1)/(-2) - Half a jump is still a jump
? ??????? ??????? ??? ? ????? ???????? ? ???? ??? ?? ???? ?????? ??? ???? ? ???? ?? ??? ????? ?? ???? ??? ???? ??? ??????? ??? ????? ? ????? ?? ? ????? ????? ?????????? ??????? ???? ????? ???????? ???????? ???? ?? ?? ????? ???? ????????? ??? ?????? ???? ??? ?????? ?? ??? ?? ?? ????? ?? ??????????? ?...
- 3 years ago
- Forum: let's play
- Topic: JUMP ½ - Half a jump is still a jump
- Replies: 1070
- Views: 150307
Re: JUMP (1^2)/(2^1) - Half a jump is still a jump
hongry plants was...disappointing. It should've been called "caterpillar crisis" or "musical woods" instead since those were what were primarily seen- the plants eating the trees were used what, 4 times over the entire level? It barely counted as a gimmick or theme... also I like...
- 3 years ago
- Forum: let's play
- Topic: JUMP ½ - Half a jump is still a jump
- Replies: 1070
- Views: 150307
Re: JUMP π/2π - Half a jump is still a jump
Personally, I thought it was obvious there was something in that pit, but I guess that's just me. My train of thought was "Huh, a suspicious enemy falls down a hole the instant you see it, and you have no chance to bop it at all? HMMM, TOTALLY NOT ANYTHING DOWN THERE, NO SIR." Had I played...
- 3 years ago
- Forum: let's play
- Topic: JUMP ½ - Half a jump is still a jump
- Replies: 1070
- Views: 150307
Re: JUMP (√1)/(√4) - Half a jump is still a jump
IIRC they're also placed right next to eachother in the alphabet + layer 3 graphics bin This is correct, and WHY "ILLUSIYELLOW" is a thing at all. If they weren't, they'd be JUST graphics, but since they're right next to each other, it becomes hilariously coherent...somehow. The Bootstrap...
- 3 years ago
- Forum: let's play
- Topic: JUMP ½ - Half a jump is still a jump
- Replies: 1070
- Views: 150307
- 3 years ago
- Forum: let's play
- Topic: JUMP ½ - Half a jump is still a jump
- Replies: 1070
- Views: 150307
Re: JUMP 1 over 2 - Half a jump is still a jump
the levels today were amazing JUMPING TIME was the worst of them just for not being as hilariously gimmicky. But still a great level! Peer Pressure. Hurrrrrrrr. I wanna know what happens if you try to go in the ladies' room! You'd think raocow would, considering he did for Psycho Waluigi! YT comment...
- 3 years ago
- Forum: let's play
- Topic: SUPER - Mario and Detteiu's Trap Tower
- Replies: 223
- Views: 30053
Re: SUPER - Mario and Detteiu's Trap Tower
Wait, the community doesn't have any good way to build and edit ROMs from the disassembly? No, it doesn't. It relies entirely on FuSoYa because he insists on keeping LM closed-source because he doesn't want his secrets and code "stolen", but he also insists on "no, I want it this way...
- 3 years ago
- Forum: let's play
- Topic: SUPER - Mario and Detteiu's Trap Tower
- Replies: 223
- Views: 30053
Re: SUPER - Mario and Detteiu's Trap Tower
That ~square levels wow~ thing that got added in LM 3.00, that was all Vitor Vilela, FuSoYa did squat outside of just supporting it. THAT FINALLY GOT OFFICIAL SUPPORT!? O_O geez, I've sure been away from SMW hacking for a long time hahaha Anyway, today's level. That was a thing. I agree with everyo...
- 3 years ago
- Forum: let's play
- Topic: SUPER - Mario and Detteiu's Trap Tower
- Replies: 223
- Views: 30053
Re: SUPER - Mario and Detteiu's Trap Tower
He did say something similar (15:27) yeah, I was referencing that, swapping out the swear he used for "garbage" I both loved and hated watching this level. Loved because I LOVED how the snake block put down different blocks depending on location instead of being a straight snake block tha...
- 3 years ago
- Forum: let's play
- Topic: SUPER - Mario and Detteiu's Trap Tower
- Replies: 223
- Views: 30053
Re: SUPER - Mario and Detteiu's Trap Tower
that was the most unfun piece of garbage i have ever witnessed
- 3 years ago
- Forum: let's play
- Topic: SUPER - Mario and Detteiu's Trap Tower
- Replies: 223
- Views: 30053
Re: SUPER - Mario and Detteiu's Trap Tower
That's a good assessment for the level name, and it probably would've made more sense in terms of what the player is experiencing. The wordage used could go either way as to translation, and I think my idea about it at the time (this was quite a while ago) was that the rest of the hack's text set a...
- 3 years ago
- Forum: let's play
- Topic: SUPER - Mario and Detteiu's Trap Tower
- Replies: 223
- Views: 30053
Re: SUPER - Mario and Detteiu's Trap Tower
Yeah, so if the Yoshi's Island background and gimmick in this level didn't give it away, this level is a huge reference to the level "Hit That Switch!!" from that game. The proper name for this level should've been ' "Hit That Switch!!"-esque', but we totally missed it. Oops. I'...
