Search found 559 matches
- 9 years ago
- Forum: JUMP
- Topic: Claimability Calamity
- Replies: 87
- Views: 30724
Re: Claimability Calamity
Claiming sublevel 13F. Also reminding that I claimed 149 before.
- 9 years ago
- Forum: JUMP
- Topic: JUMP Level Review Thread
- Replies: 165
- Views: 52398
Re: JUMP Level Review Thread
Disco Dance Party: http://youtu.be/_1rpNBf3-pE This is an endgamey level. It requires you to ride disco shells and doesn't allow you to have a cape, which makes the level harder than some disco-related levels from VIP series (they usually provide capes). But considering that the length of this level...
- 9 years ago
- Forum: the cartridgé
- Topic: [A2MT SPOILERS] A2MT final boss "discussion" thread
- Replies: 50
- Views: 11945
Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
That's surprising and betrays my experiences! Definitely I'm going to try that method.
- 9 years ago
- Forum: the cartridgé
- Topic: [A2MT SPOILERS] A2MT final boss "discussion" thread
- Replies: 50
- Views: 11945
Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
Yay another danmaku art from SMW! I explored the dead thread, and the plan you were going to implement seems interesting. About the lag, from my experience, I believe that the most time-consuming part is drawing many sprite tiles which seems to be a kind of a system function so cannot be optimized o...
- 9 years ago
- Forum: JUMP
- Topic: Multiperson Levels Thread
- Replies: 131
- Views: 46505
Re: Multiperson Levels Thread
Thanks for compliment and opinion. As for the difficulty, I'm thinking of intermediate line between SMW and MegaMan(especially MegaMari) because there will be about 5~7 hits you can tank, which is more than SMW(typically 3) but less than MegaMari. (Let me briefly explain MegaMari for some people who...
- 9 years ago
- Forum: JUMP
- Topic: Multiperson Levels Thread
- Replies: 131
- Views: 46505
Re: Multiperson Levels Thread
Boss progress:
- 10 years ago
- Forum: JUMP
- Topic: Overworld Thread Redux
- Replies: 64
- Views: 23964
Re: Overworld Thread Redux
While taking a short break from developing the boss, I revised W6 submap song a little due to the echo's resonance which badly sounds especially in ZSNES. SPC file is included in the archive. Sunrise.zip I'm also considering replacing it with another Talesweaver song ( click ). Please let me know yo...
- 10 years ago
- Forum: let's play
- Topic: A Second Mario Thing: free alex
- Replies: 2233
- Views: 407578
Re: A Second Mario Thing: SNN and alex2's little baby
I've looked into them and their graphics were changed due to special world passed.yogui wrote:Watching the first minute of today's video, I know that something is messed up. It should not be a fish but a pirhanna plant head, and it shouldn't be old school goopas.
- 10 years ago
- Forum: let's play
- Topic: A Second Mario Thing: free alex
- Replies: 2233
- Views: 407578
Re: A Second Mario Thing: SNN and alex2's little baby
That pallete break is unfortunate. But I think it was pretty lucky to notice the issue fast. The special-world-passed flag was set due to beating level 125 which is Coin Town USA. The pallete isn't affected right after beating the level, but affected when transferring submaps, entering levels, loadi...
- 10 years ago
- Forum: let's play
- Topic: A Second Mario Thing: free alex
- Replies: 2233
- Views: 407578
Re: A Second Mario Thing: SNN and alex2's little baby
I just tried it out, and I only tested A Menagerie In Glass but the graphical issue was fixed in that. What exactly did you do? Did you actually go through all the levels and switch the ExGFX? I allocated ExGFX for OW in ExGFX380~ExGFX392, which was originally ExGFX80~ExGFX92. Since lunar magic onl...
- 10 years ago
- Forum: let's play
- Topic: A Second Mario Thing: free alex
- Replies: 2233
- Views: 407578
Re: A Second Mario Thing: SNN and alex2's little baby
I didn't want to just watch levels displayed like fish market, which makes me feel not good. So I tried to combine the base rome with the overworld provided by yogui, and tried to fix the issue. I guess I managed to do it. Try this A2MT rom. a2mt_ow.zip Pretty sure the game play of this will be equi...
- 10 years ago
- Forum: JUMP
- Topic: Claimability Calamity
- Replies: 87
- Views: 30724
Re: Claimability Calamity
More claim for the boss
- Map16: 2000-207F
- Sprite: 53
Just in case if someone is going to desing custom sound effects in future..
- SFX ch7: 2F,30,31,32
- SFX ch8: 38,39
- Map16: 2000-207F
- Sprite: 53
Just in case if someone is going to desing custom sound effects in future..
- SFX ch7: 2F,30,31,32
- SFX ch8: 38,39
- 10 years ago
- Forum: JUMP
- Topic: Multiperson Levels Thread
- Replies: 131
- Views: 46505
Re: Multiperson Levels Thread
Haha I really like it, thanks a lot!
- 10 years ago
- Forum: JUMP
- Topic: Multiperson Levels Thread
- Replies: 131
- Views: 46505
Re: Multiperson Levels Thread
Yeah splitting patterns into two phases would be a very good idea and pretty feasible. One possible problem is insuffient GFX space or palettes but there would be a way to solve it hopefully. Since this takes much longer than I expected, maybe I'm going to upload a demo once or twice before completi...
- 10 years ago
- Forum: JUMP
- Topic: Multiperson Levels Thread
- Replies: 131
- Views: 46505
Re: Multiperson Levels Thread
Oh I forgot them. But they were planned to be just a middle-sized zako and only have a simple pattern. To exploit that nerd for the boss, I need to draw something like capsule you said and some motions. But I have no idea how to draw original graphics at all. For those who don't know what the nerd w...
- 10 years ago
- Forum: let's play
- Topic: M vs X
- Replies: 137
- Views: 21976
Re: M vs X
I'd like to watch both, but I voted for M because I slightly prefer watching SMW related first, as I'm participating in another SMW collab from this site aka JUMP. SMW videos kinda inspires me a lot when I make something relevant to this area, and it would be nice to see what the precedent SMW colla...
- 10 years ago
- Forum: JUMP
- Topic: Multiperson Levels Thread
- Replies: 131
- Views: 46505
Re: Multiperson Levels Thread
Yay another weekly update news: I've decided the way to fight against the boss. You are equipped with Donkey Kong 3 bug spray. This screenshot doesn't show much though. JUMP_00000.png So I'd like to put some bugs but I have to make them go well with mechanic and weaponry. Any interesting ideas welco...
- 10 years ago
- Forum: JUMP
- Topic: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
- Replies: 542
- Views: 121640
Re: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
When placement of levels in OW is roughly done, I think we need to release a next version of the base ROM, so that we can start to test and give commentary on fully/nearly completed levels. I think I have to code the dragon coin thing for the next version. So just let me know when you need it.
- 10 years ago
- Forum: JUMP
- Topic: Multiperson Levels Thread
- Replies: 131
- Views: 46505
Re: Multiperson Levels Thread
Glad to see you come back. I think you can finish sublevel B8 you claimed or do anything you want. Things needed for this project are beta-testing (need a new version of base ROM reflecting recent updates), creating more rooms for these multiperson levels (+ deciding their theme), and making new lev...
- 10 years ago
- Forum: JUMP
- Topic: Multiperson Levels Thread
- Replies: 131
- Views: 46505
Re: Multiperson Levels Thread
Reporting the progress speed. I've finished coding 6 of 16 planned patterns for 3~4 weeks. It was slow because I had to implement most basic components for things you see from the screenshots, and it was fairly complex. Since basic parts are nearly done, I'm expecting the speed will become faster. S...
- 10 years ago
- Forum: JUMP
- Topic: Multiperson Levels Thread
- Replies: 131
- Views: 46505
Re: Multiperson Levels Thread
Progress: Beside plasma projectiles, now equipped with lasers and missiles. JUMP_sample.png I haven't decided a way for hitting the boss. I want it to be intensively interactive like Luigi boss from SMW Yeah, but I cannot find a way since this battle is against a huge-type boss (38 block tall). Curr...
- 10 years ago
- Forum: JUMP
- Topic: Claimability Calamity
- Replies: 87
- Views: 30724
Re: Claimability Calamity
Oh, and here's claim rush #1 for boss - Music: 5B - ExGFX: 112, 113, 114, 115, 116, 117 - Sublevel: BF - Map16: 780-7FF - Sound effects (channel 7): 2C, 2D, 2E - Sound effects (channel 8): 36, 37 There will be more claim for boss. About those sound effects, you don't need to manage them with spreads...
- 10 years ago
- Forum: JUMP
- Topic: Claimability Calamity
- Replies: 87
- Views: 30724
Re: Claimability Calamity
Those blue spikes in 260-263(page 2) claimed by aterraformer are used in level 11C. Unless the slot owner changes the content, it's safe to use them for your level. It might be wasteful to reserve multiple slots for the same thing, but it doesn't really matter as we still have plenty of remaining sl...
- 10 years ago
- Forum: JUMP
- Topic: The -OFFICIAL- What's Left to Be Done Thread
- Replies: 90
- Views: 32444
Re: The -OFFICIAL- What's Left to Be Done Thread
Finally found VIP level lists. They are from http://wikiwiki.jp/vipmariok/
VIP4
VIP5
Similarly, there are links for VIP1~3.
VIP4
VIP5
Similarly, there are links for VIP1~3.
- 10 years ago
- Forum: JUMP
- Topic: Overworld Thread Redux
- Replies: 64
- Views: 23964
Re: Overworld Thread Redux
Seems pretty nice. At the right bottom of the map, I think one of the two faces can have darker palette for 3d-like depth effect. It will make things convenient to note that some levels will be removed or changed for reasons and that some new levels will be created. I guess most of crucial changes/i...