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Super Mario 16 - a traditional Mario platformer (UPDATE: Demo 5.0)
new page
also this looks epic
also this looks epic
aye the sinking platforms nice
Guess who's found stairway to revelation as a midi
https://www.vgmusic.com/file/76c0f4d76f ... 6ce81.html
https://www.vgmusic.com/file/76c0f4d76f ... 6ce81.html
It's more collision, the enemy is 2 blocks long and 1 block tall, and is meant to align with the tiles. I can't get the collision to line up
How does it look when you press f10?
It should just be a matter of using spawnoffsetx and adjusting the sprite offsets afterwards
ignore the sprite, that has nothing to do with it. the collision is the position of the enemy, if it looks misaligned its because the sprite is misaligned.
you're supposed to align the sprite with offsetX, offsetY, quadcenterX, and quadcenterY
that said, the position of the actual enemy itself can be fixed with either of the two methods i previously stated
transformpassedparameters is the simplest
and you were supposed to do transformpassedparameters: ["x"] like i said, not set it to 0
Thank you Alesan, I was thinking X could mean whatever, like in maths. I can't be more grateful for the long blocks. As for the level itself, I started work on 7-4 just before I got the reply and started writing this As it's a less ambitous level, I'm gonna finish this one first (My goal for this week is a new level a day until I release it in time for Easter as a minimum).alesan99 wrote: ↑06 Apr 2020, 18:30ignore the sprite, that has nothing to do with it. the collision is the position of the enemy, if it looks misaligned its because the sprite is misaligned.
you're supposed to align the sprite with offsetX, offsetY, quadcenterX, and quadcenterY
that said, the position of the actual enemy itself can be fixed with either of the two methods i previously statedtransformpassedparameters is the simplest
and you were supposed to do transformpassedparameters: ["x"] like i said, not set it to 0
blinkingblock.zip
Looks cool. This mappack is definitely going in the dlc so I'm excited to see a lot of progress.
I might as well give a progress report or something. Use this to determine new levels as I go along
5-4 (storm)
6-2 (snowy plain)
1-7 (stormy coastal forest)
8-2 (dark world)
Monday: 2-3 (haunted Swampland)
Tuesday: 7-4 (Mushroom Kingdom Desert)
Wednesday: 7-5 ( Totem poles)
Thursday: 3-4 (underground ruin 1st part)
Friday: 3-4 (underground ruin 2nd part)
Saturday: 4-6 (Mountain)
Sunday: New Demo being released
There are, as of now, 9 new levels coming in the demo (as seen here). I might make one more if I have an idea, but it's very unlikely.
Also some graphics (like the platforms) have been updated slightly.
5-4 (storm)
6-2 (snowy plain)
1-7 (stormy coastal forest)
8-2 (dark world)
Monday: 2-3 (haunted Swampland)
Tuesday: 7-4 (Mushroom Kingdom Desert)
Wednesday: 7-5 ( Totem poles)
Thursday: 3-4 (underground ruin 1st part)
Friday: 3-4 (underground ruin 2nd part)
Saturday: 4-6 (Mountain)
Sunday: New Demo being released
There are, as of now, 9 new levels coming in the demo (as seen here). I might make one more if I have an idea, but it's very unlikely.
Also some graphics (like the platforms) have been updated slightly.
Last edited by Evan.F on 11 Apr 2020, 12:21, edited 7 times in total.
One more thing. Is there a property to have the enemy work on a global timer? I remember there being one but couldn't find it on the wiki. My plan is to have W3-4 be like the yoku block sections in Megaman.alesan99 wrote: ↑06 Apr 2020, 18:30ignore the sprite, that has nothing to do with it. the collision is the position of the enemy, if it looks misaligned its because the sprite is misaligned.
you're supposed to align the sprite with offsetX, offsetY, quadcenterX, and quadcenterY
that said, the position of the actual enemy itself can be fixed with either of the two methods i previously statedtransformpassedparameters is the simplest
and you were supposed to do transformpassedparameters: ["x"] like i said, not set it to 0
blinkingblock.zip
Also I added similar Spikes and Vines it's gonna cover 2 slots unless I can cram another in tomorrow. I'm also having problems finding good music for the Underground Ruin in 3-4.
Any ideas?
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OH MY GOD!!! This Mappack Is So very Huge, Very very very Huge, The Hugest Mappack Created In This Forum!!!!!
I Think...
I Think...