![]() Case in point: No Hotfoots on top of pipes when the pipe is the only platform the player can stand on.ĥ.) End your demo with an "End of Demo" level. My final tip is to not place a sprite that can't be jumped on on a platform shorter than 3 blocks. The sprite generators that were used in a couple levels felt completely unnecessary and just added fake difficulty. Sprite "lines" should only consist of several instances of the same sprite, or one "leading" sprite with some followers. I'd say you should use no more than 5, maybe 6. There was often a large number of different enemy types in a single level. An example would be having a Goomba, a Porcupo, and a Shy Guy in a line. Sometimes, it seems like you just placed random sprites in groups. Just type in "AddMusic.exe YourROMNameHere.smc -se" If you were using any other AddMusic, you'll need to port to a new ROM.Īfter this point, I will be testing in ZSNES.ģ.) When the level fades out after hitting the Goal Star, you can see a blank screen with nothing but the level's HDMA gradient for a second before going to the Overworld.Ĥ.) Sprite placement seemed hit-and-miss. You'll also need to insert HFD's MORE.bin. If you used Romi's AddMusic, just download HFD's AddMusic from the tools section, redownload the SMAS soundtrack from the music section, and reinsert the songs you're using with the new tool. ![]() The songs you're using will be compatible since they appear to be from MidiGuy's SMAS pack. I don't know what AddMusic you're using, but I recommend HuFlungDu's. The level itself appears unedited aside from the graphics change.Ģ.) The music in Level 1-2 breaks in SNES9X 1.53. ![]() This could be because you haven't made a new title screen yet. I'm playing through this as I post and will list whatever bugs I notice as I play through the demo.ġ.) The Yoshi Coin in the title screen level has glitched graphics.
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