1

(0 replies, posted in Off-topic)

Super Mario Bros. remastered is a free, easy to use Super Mario Bros. level editor in progress for PC. Progress is slow, though, because the creators of the game don't have enough programming skills to complete it. sad

The game is written in visual basic.
If you are interested in this, and you are good at visual basic, the developers of this game could really use your help. If you want more information, here's a link to the forum: http://nsmbxforums.prophpbb.com/

2

(15 replies, posted in General)

It looks great big_smile Can't wait to use it.

3

(5 replies, posted in Off-topic)

It still doesn't work. If you can't figure out how to fix it then just leave it. I don't really mind.

4

(5 replies, posted in Off-topic)

All I see is a little question mark. Can you fix it?

5

(2 replies, posted in General)

You give each entity of a certain object a different ID number that can control its interaction with another object. For example, button number 1 opens door number 1, button number 2 opens door number 2, and so on. This could also be used for Special Stage rings: You go into ring number 1 and when you come back from the Special Stage, ring #1 is disabled and does not appear again until a certain command is called by another object.

This is awesome! The water is cool, but I think it limits vertical movement a bit too much.

7

(4 replies, posted in Game assets)

neutral Oops, I didn't even copy that image. Maybe I should pay attention next time...

8

(4 replies, posted in Game assets)

"FATAL ERROR: couldn't load spritesheet /sonic/float.png" mad

9

(0 replies, posted in Game assets)

Hi everybody! smile I was looking on the website and I saw a suggestion for this somewhere, so I tried it, and it works!
In this edit, set_alpha was added to the "pipe ent" object, and the zindex was increased. The "pipe-i-fier" object was also hidden.

Use instructions:
1) Place ONLY one "pipe master" object somewhere in your level. You MUST do this, or it won't work.
2) Build your pipe. The arrow points the way it will move the player, and it will continue in that direction until it hits another pipe object
3) Place a "pipe ent" object on top of the pipe object where the player will go into the pipe.
4) Place a "pipe off" object where the pipe will end.
NOTE: The "pipe ent" object will not become transparent until you exit the editor and go back in.
Download here:
Download basic_pipe_system_silvrmod.zip

Sorry if someone else already did this, but I didn't see it. cool

10

(4 replies, posted in Game assets)

I have a problem with this code.
"Unexpected symbol in Surge.inc on line 20"
'{'
There isn't a '{' on line 20

// ---------------------------------------------------------------------------

// Open Surge Engine
// http://opensnc.sourceforge.net
//

// File:   default_companions/surge.inc

// Desc:   Surge's companion

// Author: Alexandre

// Date:   2011-02-09, 2011-02-11

// ---------------------------------------------------------------------------


object ".surge_companion"

{
    requires 0.2.0

    always_active

    state "main"

    {

        create_child ".surge_spindash_controller"

        create_child ".surge_nolightwalk_controller"
        create_child ".surge_boostmode_controller"

        destroy

    }

}



object ".surge_spindash_controller"


{    requires 0.2.0

    always_active


    state "main"

    {

        hide

        observe_player "Surge"

        change_state "stand by"

    }



    state "stand by"

    {

        on_player_duck "duck"

    }

    state "duck"

    {

        let "$p = 0"

        on_button_pressed "fire1" "charge"

        on_player_duck "duck"

        change_state "stand by"

    }

    state "charge"

    {

        set_player_animation "SD_SURGE" "6"

        strong_player

        disable_player_movement

        play_sample "charge"

        let "$p += 2"

        change_state "hold"

    }


    state "hold"

    {

        set_player_animation "SD_SURGE" "6"

        let "$p *= 0.96875 * 0.96875 ^ (60 * dt() - 1)"


        // check if there's a platform underneath the player

        attach_to_player 0 20
        on_floor_collision "hold2"


        change_state "cancel"

    }


    state "hold2"

    {

        set_player_animation "SD_SURGE" "6"

        let "$p *= 0.96875 * 0.96875 ^ (60 * dt() - 1)"


        // check if the user wants to charge more, or if we can release the player

        on_button_pressed "fire1" "charge"

        on_button_down "down" "hold"


        change_state "release"

    }


    state "cancel"

    {

        enable_player_movement

        weak_player

        change_state "stand by"

    }


    state "release"

    {

        enable_player_movement

        weak_player

        set_player_xspeed "(480 + 30 * floor($p)) * player_direction()"

        roll_player

        change_state "stand by"

    }

}


object ".surge_nolightwalk_controller"

{
    requires 0.2.0

    always_active


    state "main"

    {

        hide

        observe_player "Surge"

        change_state "stand by"

    }


    state "stand by"

    {

        on_player_in_the_air "air"

    }


    state "air"

    {

        on_player_walk "walking in the air"

        on_player_run "running in the air"

        on_player_brake "braking in the air"

        on_player_in_the_air "air"

        change_state "stand by"

    }


    state "walking in the air"

    {

        on_player_spring "stand by"

        on_player_jump "stand by"

        on_player_gethit "stand by"

        on_player_death "stand by"


        set_player_animation "SD_SURGE" 18

        on_player_in_the_air "walking in the air"

        change_state "stand by"

    }


    state "running in the air"

    {

        on_player_spring "stand by"

        on_player_jump "stand by"

        on_player_gethit "stand by"

        on_player_death "stand by"


        set_player_animation "SD_SURGE" 19

        on_player_in_the_air "running in the air"

        change_state "stand by"

    }


    state "braking in the air"

    {

        on_player_spring "stand by"

        on_player_jump "stand by"

        on_player_gethit "stand by"

        on_player_death "stand by"


        set_player_animation "SD_SURGE" 20

        on_player_in_the_air "braking in the air"

        change_state "stand by"

    }

}

object ".surge_boostmode_controller"
{
    requires 0.2.0
    always_active

    state "main"
    {
        hide
        observe_player "Surge"
        change_state "stand by"
    }
    
    state "stand by"
    {
        let "$player_xspeed = player_xspeed()"
        if "$player_xspeed > 700" "play sample right"
        if "$player_xspeed < -700" "play sample left"
    }
    
    state "play sample right"
    {
        play_sample "samples/fireshield.wav"
        change_state "BOOST RIGHT"
    }
    
    state "play sample left"
    {
        play_sample "samples/fireshield.wav"
        change_state "BOOST LEFT"
    }
    
    state "BOOST RIGHT"
    {
        let "$player_xspeed = player_xspeed()"
        let "$player_direction = player_direction()"
        on_player_spring "stop 1"
        on_player_jump "stand by"
        on_player_gethit "stand by"
        on_player_death "stand by"
        on_player_push "boost stop"
        set_player_animation SD_SURGE 26
        on_right_wall_collision "full stop"
        on_left_wall_collision "full stop"
        set_player_xspeed "$player_xspeed + 300"
        on_button_pressed "left" "brake left"
        on_button_up "right" "slow down right 1"
        on_player_in_the_air "boost stop right"
        on_level_cleared "full stop"
    }
    
    state "BOOST LEFT"
    {
        let "$player_xspeed = player_xspeed()"
        let "$player_direction = player_direction()"
        on_player_spring "stop 2"
        on_player_jump "stand by"
        on_player_gethit "stand by"
        on_player_death "stand by"
        on_player_push "boost stop"
        set_player_animation SD_SURGE 26
        on_right_wall_collision "full stop"
        on_left_wall_collision "full stop"
        set_player_xspeed "$player_xspeed - 300"
        on_button_pressed "right" "brake right"
        on_button_up "left" "slow down left 1"
        on_player_in_the_air "boost stop left"
        on_level_cleared "full stop"
    }
    
    state "brake right"
    {
        set_player_animation SD_SURGE 7
        set_player_xspeed 10
        change_state "stand by"
    }
    
    state "brake left"
    {
        set_player_animation SD_SURGE 7
        set_player_xspeed -10
        change_state "stand by"
    }
    
    state "boost stop right"
    {
        let "$player_xspeed = player_xspeed()"
        on_player_spring "stand by"
        on_player_jump "stand by"
        on_player_gethit "stand by"
        on_player_death "stand by"
        set_player_xspeed "$player_xspeed - 300"
        set_player_animation SD_SURGE 19
        on_player_in_the_air "boost stop"
    }
    
    state "boost stop left"
    {
        let "$player_xspeed = player_xspeed()"
        on_player_spring "stand by"
        on_player_jump "stand by"
        on_player_gethit "stand by"
        on_player_death "stand by"
        set_player_xspeed "$player_xspeed + 300"
        set_player_animation SD_SURGE 19
        on_player_in_the_air "boost stop"
    }
    
    state "boost stop"
    {
        let "$player_xspeed = player_xspeed()"
        on_player_spring "stand by"
        on_player_jump "stand by"
        on_player_gethit "stand by"
        on_player_death "stand by"
        set_player_xspeed "$player_xspeed"
        set_player_animation SD_SURGE 19
        on_player_in_the_air "boost stop"
        change_state "stand by"
    }
    
    state "slow down right 1"
    {
        let "$player_xspeed = player_xspeed()"
        set_player_xspeed "$player_xspeed - 150"
        change_state "slow down right 2"
    }
    
    state "slow down right 2"
    {
        let "$player_xspeed = player_xspeed()"
        set_player_xspeed "$player_xspeed - 150"
        change_state "slow down right 3"
    }

    state "slow down right 3"
    {
        let "$player_xspeed = player_xspeed()"
        set_player_xspeed "$player_xspeed - 150"
        change_state "slow down right 4"
    }
    
    state "slow down right 4"
    {
        let "$player_xspeed = player_xspeed()"
        set_player_xspeed "$player_xspeed - 150"
        change_state "slow down right 5"
    }
    
    state "slow down right 5"
    {
        let "$player_xspeed = player_xspeed()"
        set_player_xspeed "$player_xspeed - 150"
        change_state "stand by"
    }
    
    state "slow down left 1"
    {
        let "$player_xspeed = player_xspeed()"
        set_player_xspeed "$player_xspeed + 150"
        change_state "slow down left 2"
    }
    
    state "slow down left 2"
    {
        let "$player_xspeed = player_xspeed()"
        set_player_xspeed "$player_xspeed + 150"
        change_state "slow down left 3"
    }

    state "slow down left 3"
    {
        let "$player_xspeed = player_xspeed()"
        set_player_xspeed "$player_xspeed - 150"
        change_state "slow down left 4"
    }
    
    state "slow down left 4"
    {
        let "$player_xspeed = player_xspeed()"
        set_player_xspeed "$player_xspeed + 150"
        change_state "slow down left 5"
    }
    
    state "slow down left 5"
    {
        let "$player_xspeed = player_xspeed()"
        set_player_xspeed "$player_xspeed + 150"
        change_state "stand by"
    }
    
    state "stop 1"
    {
        simulate_button_up "right"
        on_button_down "right" "stop 1"
        change_state "stand by"
    }
    
    state "stop 2"
    {
        simulate_button_up "left"
        on_button_down "left" "stop 2"
        change_state "stand by"
    }
    
    state "full stop"
    {
        set_player_xspeed 0
        change_state "main"
    }
}

And why are the lines spaced apart all weird? They don't look like that on Notepad... hmm
The code looked like it was typed without pressing the Enter key, and I had trouble editing it that way, so I changed it. I noticed that you had to press -> twice after each '{' and '}', so was it made with a weird text editor that hides where Enter was pressed or something?

EDIT: Never mind. I fixed the problem

11

(1 replies, posted in Off-topic)

Those tiles look frustrating and time-consuming to make hmm
After making the tiles, you could build the levels more quickly, though.

12

(30 replies, posted in General)

Why are all the DNA doors red? sad

13

(1 replies, posted in General)

If you hit a falling brick on the side, it collapses. I don't think that's supposed to happen. neutral

14

(1 replies, posted in General)

I was working on my level, when suddenly, the line

grouptheme "themes/template.grp"

disappeared from my .lev file! I know this because earlier (without leaving the game) the groups were working... hmm
I don't have any other details.

If I get rid of the line about categories, will the objects work with older revisions?

It just crashes and says "Can't redefine sprite 'Hide'"
All other sprites loaded fine.

Would it be possible to make a sprite that changed it's source image depending on the level?

18

(16 replies, posted in Game assets)

On build 431 it crashes after I place it and try to play. It says "Can't find font "title"'

Also, this is completely unrelated, but my smilies don't work, and the "never show smilies as icons for this post" box is not checked

19

(6 replies, posted in General)

Well... You could, but I don't think SEGA, NINTENDO, and some other game companies would be too happy about that.

MTK358 wrote:

I vote for no tail sticking out, how could the tail possibly stay on one place while the body is spinning, it just looks wrong.

That's how it works in Sonic 2 and 3.

You should send a tutorial for build 431 with:

  • New controls

  • New level script

There's only one color for transparency, and if there were two, changing character sprites would be easier.
I tried to change the sprites, and parts of the character was missing from some sprites, with fragments of other sprites on the edges. Adding a color would make the game more MOD friendly.

The altbackground command on level scripts would improve the change_background command quite a bit. That way, only two objects will be needed for every level.:D

I think there should be a command for objects that changes the background similar to Ice Cap Zone on sonic 3. You know, for a level where there's an underground part, but also a part outside

example: Ice Cap Zone

25

(4 replies, posted in Game assets)

It says,"The rectangle (x1,y1,x2,y2) given to on_player_rect_collision must be such that x2 > x1 and y2 > y1

 on_ player_rect_collision 0 -64 -64 -80 "ride" 

Is it a compatibility error?