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by Mushroom King
Mon Jan 04, 2016 7:32 am
Forum: Projects
Topic: World-e (19/38)
Replies: 63
Views: 21546

Re: SMA4 e-Levels (14/38) New demo available!!

Thanks for the answers. :)
by Mushroom King
Mon Jan 04, 2016 5:57 am
Forum: Projects
Topic: World-e (19/38)
Replies: 63
Views: 21546

Re: SMA4 e-Levels (14/38) New demo available!!

Please, how to play the demo? No levels are accessible through the map.
by Mushroom King
Wed Dec 30, 2015 8:49 am
Forum: Average
Topic: A Standard Grassland v1.1
Replies: 22
Views: 6784

Re: A Standard Grassland

I agree about Bullets Bill not being a common thing in a world 1 in any classic Mario game, but it's not like it exists a "Thou shalt have no bullet bill blaster in world 1" rule written in marble.
by Mushroom King
Wed Dec 30, 2015 4:47 am
Forum: Average
Topic: A Standard Grassland v1.1
Replies: 22
Views: 6784

Re: A Standard Grassland

I see you added sizable block. You need to encourage the player to jump on it, like by placing some gold coins here. Make the sizable with a height of three blocks minimum, two is kinda low (Mario jump easily a height of 4 blocks), and combines at least two sizable blocks together if you wants to cr...
by Mushroom King
Tue Dec 29, 2015 7:25 am
Forum: Pit of 100 Pages
Topic: Screenshot thread number NEIN (9)
Replies: 1981
Views: 348276

Re: Screenshot thread number NEIN (9)

ShadowStarX wrote:Give me feedback with your honest opinions on this WIP:
I like the autumnal feeling from the level. It only miss some mushroom to renforce it.
The vine is screaming "8-bits" to me. Lack of colors/shading on it?
by Mushroom King
Thu Dec 24, 2015 3:45 pm
Forum: LunaLua
Topic: LunaLua Offical Thread - SMBX Usermod Framework
Replies: 947
Views: 236874

Re: LunaLua Offical Thread - SMBX Usermod Framework

Is it possible to make a fireball shooted from a Fire Piranha melt the ice blocks like the player can with a fire flower?
by Mushroom King
Wed Dec 23, 2015 9:42 am
Forum: Pit of 100 Pages
Topic: Screenshot thread number NEIN (9)
Replies: 1981
Views: 348276

Re: Screenshot thread number NEIN (9)

Darker green for the background can help too.
by Mushroom King
Mon Dec 21, 2015 10:27 am
Forum: General
Topic: Moondust Project thread (Editor v0.3.2, Engine v0.3.3)
Replies: 841
Views: 257044

Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)

Great! Thanks for the update!
by Mushroom King
Mon Dec 21, 2015 9:37 am
Forum: General
Topic: Moondust Project thread (Editor v0.3.2, Engine v0.3.3)
Replies: 841
Views: 257044

Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)

Wohlstand wrote: Is possible to create a counter of elements for specific type: OR blocks, OR bgos, OR npcs, but no mixed yet
Actually, I only did that for NPCs so no mixing. I guess I just gonna try with the ini. Thanks.
by Mushroom King
Mon Dec 21, 2015 7:51 am
Forum: General
Topic: Moondust Project thread (Editor v0.3.2, Engine v0.3.3)
Replies: 841
Views: 257044

Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)

I'm trying to a create custom counter with the debugger, but it refuse to add any npc/block or bgo I choose, making the counter empty and useless. Any way to make it works?
by Mushroom King
Mon Dec 21, 2015 6:15 am
Forum: Average
Topic: A Standard Grassland v1.1
Replies: 22
Views: 6784

Re: A Standard Grassland

This level having bill blasters, I think it fit more as a 1-3 level. Maybe you can add like 2 pipes as obstacles, some sizable blocks to make it less linear and someting like around ten more coins through the level.
by Mushroom King
Sat Dec 12, 2015 7:41 am
Forum: Average
Topic: Arid Desert
Replies: 6
Views: 2963

Re: Arid Desert

That's a nice level, but some little things needs to be fixed. First, a png file is in the level forlder. It needs to be deleted or it will replace "block-80.gif" if using LunaLua, making appear some white where it must be transparent. Second, never use the SMB2 palmtree BGO in front of a ...
by Mushroom King
Thu Nov 26, 2015 4:40 pm
Forum: Graphics
Topic: Doopliss NPCs
Replies: 9
Views: 3102

Re: Doopliss NPCs

Good job with the sprites. The graphic style makes me think it would suit more to a SMW graphics themed, maybe even a YI one.
by Mushroom King
Mon Jun 15, 2015 10:19 am
Forum: Pit of 100 Pages
Topic: PGE thread [Archive 2015-07-31]
Replies: 990
Views: 275588

Re: PGE (Alternate Editor for SMBX) [0.3.0.1]

Kevsoft wrote:It seems you got the config pack without any music. It might be worth downloading the config pack from here: http://engine.wohlnet.ru/config_packs/
Thanks, it works now!
by Mushroom King
Mon Jun 15, 2015 8:05 am
Forum: Pit of 100 Pages
Topic: PGE thread [Archive 2015-07-31]
Replies: 990
Views: 275588

Re: PGE (Alternate Editor for SMBX) [0.3.0.1]

So I installed the last version but when I'm opening a level with PGE_editor, I can't test any music from SMBX. Only the custom ones works. Any help, please?
by Mushroom King
Tue May 05, 2015 4:16 pm
Forum: Archives
Topic: LunaDLL - SMBX Extension Module
Replies: 942
Views: 224927

Re: LunaDLL - SMBX Extension Module

@HenryRichard
Thanks for the link, but the "classic" layer and event system is far to be perfect for 2 players mode or if I want to place npc on the slopping block. This is why I'm asking if a LunaDLL code can fix the problem.
by Mushroom King
Tue May 05, 2015 4:43 am
Forum: Archives
Topic: LunaDLL - SMBX Extension Module
Replies: 942
Views: 224927

Re: LunaDLL - SMBX Extension Module

Anyway to recreate a slopping block accessible from below by the player?

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