![]() "program1357" (misc SMB1 level-background part-rips) "Beam Luinsir Yosho" (misc SMB1-rips sheet) I have made use of spritesheets and rips of the following people in the process: When using this pack in the SMBX-editor, you will have a harder time, when searching the different tiles in the tabs. Please note that I made another rearrange for this pack, so it fits better for PGE. As a little bonus, there is also a new tileset, which is forest-themed.Ī screenshot of all the level-tilesets in PGE (click the image for a full view): I also have added many new GFX, like new blocks for already existing tilesets, new NPCs (the skull raft is now inside, where it belongs), and also some new BGOs, to fill up the empty spaces. ![]() That means you now can just take the ".tileset"-files and put them beside the graphics into your level-folders, without the need of build a tileset with it first. This pack now is adjusted and rebuild for the PGE-editor. So I give credit to the person, who first invented that trick. I don't know who made the SMB1-underwater-background first and had the idea about placing the SMB1-water BGO on top of it (I saw it about 16 months ago if I remember correctly), but I burrowed the idea, and have build my own version of it :-). This also goes for all the level-backgrounds in the pack, which I had to take apart to every small piece, to re-arrange the backgrounds and make them more fitting for SMBX (like increasing the height of hills, so they are not almost covered by the bottom tiles of the level for example). I apologize if I wasn't clear in any part of this.I took almost every original graphic, and edit it, to remove some cutoff, 8x8 style, or small errors. An example of loading times being cut out can be seen here: This would mean the verifying runs will take longer because of load times cut out, but it would make for a better timing experience. Splits programs do have ways to detect loading times in games, which it stops the timer when it detects this, but because of SMBX's loading time beginning by the end of a sound effect, I don't see this coming in play. I feel that this may be the better way to time runs. The other is the time between the "enter level" jingle which plays over a black screen with your character and remaining lives, and when the level loads. A loading time can be seen in two ways as far as I've seen: the time between the "coin collect" sound effect playing when selecting a file, and the episode's world or level enter jingle playing. However, as I type this, there is another alternative: timing the run as we do, but cutting out loading times. Not to mention, there are countless games which have the rule of starting the timer once you have control over your character, which is a popular rule for an obvious reason. By not starting the timer on the file select, you avoid a potential lengthened load time. Levels or worlds can take a while to load, usually due to several custom graphics, which shouldn't count that much towards the run. On the other hand, if it's a level where standing still has no real effect on the level, such as the Princess Cliche, then the timer should begin as soon as you move in the level.įor why I stand by this new variation of timing, it is because of load times. 2, not a category but it's the first example I could think of. ![]() Something like this can be seen in Super Talking Time Bros. If it is something like a cutscene, or anything where standing still has a notable effect on the level, the timer should begin as soon as the level loads. If a level loads instead, then the timer should begin depending on the start of the level. Furthermore, world maps have no events, therefore, standing still makes no difference. As soon as you make the input to do any of these actions, the timer should start. If a world map loads, then the timer should start as soon as you make a notable input on the world map, including pausing, moving, or entering a level. like The Invasion 2, or a level loading, like The Great Castle Adventure. ![]() Well, Ubuntu, there are two ways an episode can begin: a world map loading. ![]()
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