This has been changed into the general discussion thread for Sprites and Blocks.
Please post all requests for custom sprites, shooters, blocks and generators here, along with general discussion and help requests. Don't be afraid to ask! :)
DO NOT change the order of the sprites or your version will be void. To make the Custom Sprite list work is a manual process that took me roughly 7 hours (with 3 messups making me start over from the very beginning.) If you want to include something when you're making a level, give it to us, and we will tell you what your sprite number is, include it with that value.
Generators: Deme will be updating this in the next few days.
Shooters: Deme will be updating this in the next few days.
Custom Blocks:
Solid to Mario block
Solid to Sprite block
ON Triangle
OFF Triangle
Sinking Sand
Thwomp Crush Block ON/OFF Solid Blocks
One Way Blocks [1,2,3,4]
Breakable Brick [7]
Frozen Block [8]
Frozen Coin [9]
Frozen Muncher [10]
Midway Block [17]
Movement Blocks [18-33]
No Yoshi Block [35]
Need Yoshi Block [36]
Sprite Smashable Block [57]
Ice on and off blocks [73,74]
Other conditionally passable blocks [83-94,144,191-194,227,237]
Teleport[101]
Status Blocks [157-160]
Motion Blocks [161-165,175]
Reserve removal block[336] Tightrope Block Sloped Hurt Block Top-only hurt blocks Grinder-Cuttable Block?
Anything in brackets is for FoD's reference.
Last edited by Chdata10 years ago, edited 2 times in total.
Reason:augmented the previous random topics, into one topic.
For custom sprites, you could probably take a lot of things from the original, like
Confused Boos
Maverick Thwomps
Sideways Thwomps
That's all I can think of right now.
Accepting any and all ASM requests for A2MT. Just send me a PM. Note: If I accepted your ASM request and you never heard back from me, please let me know. I feel like I've forgotten a few of them.
Also the creator of the new A2MT CMS. PM me if you have any questions. Youtube Channel
The blocks from the other list included the on/off triangles I had made, as well as a few others, download that ZIP and see what I already have, that way you'll know some of the stuff I predict may be used. If they're pre-included and unused, it will at least save a headache as opposed to including them later and not everyone knowing what's available, and giving you the same thing 5-10 times. -shrug-
So how WILL block insertion work anyway. When the project is going, we just pop in here and say 'Hey I want this blocktool block here inserted at this place?"
if there are things that I KNOW I'm going to be using, can I ask them to be included in the baseROM straight away? I mean these would be required in my first planned level, so might as well save some time.
Teleport block, sprite only block, mario only block
depending on how the whole 'powerups carry over' debate goes, possibly those blocks that shatter when touched by a fireball.
I'm thinking those blocks are all included in the base ROM by default (I am hoping certain common blocks are already included so we don't end up with 6 or 7 positions of the same block.)
While they won't all necessarily be included in the base ROM, they can be as long as someone actually goes and inserts all the ones that come with blocktool. Also chdata am I wrong in thinking that blocks have to have an inserted value like sprites?
When inserting blocks, you specify which Map16 space you want them to use, so if you want different looking tiles to be the same custom block, I think we would have to insert it multiple times.
If worst comes to worst, then after chdata does all the patching, I may have time in the next couple of days to make a page or two of custom blocks that are pre-inserted.
AnimeRules wrote:When inserting blocks, you specify which Map16 space you want them to use, so if you want different looking tiles to be the same custom block, I think we would have to insert it multiple times.
Naw the trick is to insert it once into the Map16, and then whenever anyone makes their own personal Map16 for levels they just have it act like that tile. That way you only need one insertion, but it means the first post needs to contain what Map16 tiles all these blocks are allocated to.
AnimeRules wrote:When inserting blocks, you specify which Map16 space you want them to use, so if you want different looking tiles to be the same custom block, I think we would have to insert it multiple times.
Naw the trick is to insert it once into the Map16, and then whenever anyone makes their own personal Map16 for levels they just have it act like that tile. That way you only need one insertion, but it means the first post needs to contain what Map16 tiles all these blocks are allocated to.
Yes that's what people SHOULD do. But people should also include a list of where they inserted their own blocks and what blocks they were.
On/Off Triangle I used for my puzzle level in ASMT, ON (or off, depending on which you use) acts like triangle OFF (or on depending on which you use) acts like nothing. The assist block is included.
On/Off turnblock bridge, and maybe if someone makes it, my other idea
Simple blocks that can be used to make psuedo last screen effects.
[BTSD] Hard Landing (Klazen)
Never used this block, but if someone will go for a cave level, then this block will be useful. (Might use it in one of my sublevels, if I manage to catch one.)
Yeah. Some effects blocks. I'll probably use them all actually. If I get to do what I wanna.