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Author Topic: NemZ's tileset emporium  (Read 163315 times)

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December 04, 2012, 10:30:15 PM
Reply #285

Knux

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Re: NemZ's tileset emporium
« Reply #285 on: December 04, 2012, 10:30:15 PM »

December 04, 2012, 11:59:44 PM
Reply #286

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #286 on: December 04, 2012, 11:59:44 PM »
Quote from: "Knux"
By the way, what about MM7's Intro Stage?

That's next on deck.

If you find a way to make the rails work that doesn't suck I'll help, but I want nothing to do with enabling more things like those guts lifts.

Oh, and I thought copshow only did the endless stuff, not the actual stages.  I could be wrong though.

December 05, 2012, 12:06:56 AM
Reply #287

Knux

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Re: NemZ's tileset emporium
« Reply #287 on: December 05, 2012, 12:06:56 AM »
Quote from: "Nemz"
If you find a way to make the rails work that doesn't suck I'll help
Um... what rails? Sorry, I don't follow.

December 05, 2012, 12:08:35 AM
Reply #288

Offline Hallan Parva

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Re: NemZ's tileset emporium
« Reply #288 on: December 05, 2012, 12:08:35 AM »
Quote from: "NemZ"
I want nothing to do with enabling more things like those guts lifts.
Quote from: "Knux"
And thanks to Jaxof's Stick Gutslift code, people could actually ride them!
cough cough

December 05, 2012, 12:16:20 AM
Reply #289

Knux

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Re: NemZ's tileset emporium
« Reply #289 on: December 05, 2012, 12:16:20 AM »
No, I still don't get what he means by rails.  :|

Oh yeah, remember how the lava cooled off in Flame Mammoth's stage? You might want some grayish recolors of the lava tiles for such a thing. Just saying.

December 05, 2012, 03:16:54 AM
Reply #290

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #290 on: December 05, 2012, 03:16:54 AM »
The rails... the things people will ride on?  Tracks?

And yes, if people could actually stick to and ride them that changes things.  Still not sure how that would work since you'd mostly expect to see them from above and sprite rotations don't really work for that.

Easy enough on the mammoth tiles.  Or tile, I should say... if it's frozen it shouldn't be animated.

December 05, 2012, 03:53:54 PM
Reply #291

Knux

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Re: NemZ's tileset emporium
« Reply #291 on: December 05, 2012, 03:53:54 PM »
...Oh, yes, of course. How silly of me.

For people sticking to the platforms, I'd first have to see how Jax made them work. I haven't actually downloaded the thing yet. No need to worry about sprite rotations much, since people are used to scaling Item 1 anyway. I might even give spriting them a try myself.

And yeah, it's basically replace two colors and that's it. Pretty simple, but it would be intriguing. For example, one can make the lava change to the cooled off floor through a script, which would activate at 5 frags left. This would allow for getting at a few other places.

December 05, 2012, 08:52:46 PM
Reply #292

Offline Hallan Parva

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Re: NemZ's tileset emporium
« Reply #292 on: December 05, 2012, 08:52:46 PM »
It's just a script applied to whatever you want to do the sticking.
The "sticky Guts Lifts" actually has the same code applied to Dive Man's "Moby" whales.
I also heard from a super secret ninja source that sticky lifts are going in the core, but that's just a rumor.

December 05, 2012, 09:28:01 PM
Reply #293

Offline Beed28

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Re: NemZ's tileset emporium
« Reply #293 on: December 05, 2012, 09:28:01 PM »
Quote from: "SmashBroPlusB"
I also heard from a super secret ninja source that sticky lifts are going in the core, but that's just a rumor.
I highly doubt it.

Quote from: "Ivory"
What is your point? I'm not introducing a new source of lag. Get over it.
Sorry. :(

December 06, 2012, 12:31:52 AM
Reply #294

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #294 on: December 06, 2012, 12:31:52 AM »
So yeah, those construction tiles are done (just the weird ones, ignored the stage-based ones).
Ditto on frozen lava for Flame Mammoth.

MM7 intro is up next.

December 06, 2012, 12:35:02 AM
Reply #295

Knux

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Re: NemZ's tileset emporium
« Reply #295 on: December 06, 2012, 12:35:02 AM »
Damn, yes. Good luck, Nemz.

December 09, 2012, 10:03:56 AM
Reply #296

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #296 on: December 09, 2012, 10:03:56 AM »
MM7 intro is done.  HUGE tiles.

December 09, 2012, 03:56:37 PM
Reply #297

Knux

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Re: NemZ's tileset emporium
« Reply #297 on: December 09, 2012, 03:56:37 PM »
Beautiful. It looks like I can do more than just a wrecked place now. I especially liked how you colored the twin buildings.

December 09, 2012, 03:58:48 PM
Reply #298

Offline Magnet Dood

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Re: NemZ's tileset emporium
« Reply #298 on: December 09, 2012, 03:58:48 PM »
Wow, these look amazing.

I'm sure a map of this would be great implementing Shade's explosions on buildings code.

December 12, 2012, 11:40:24 AM
Reply #299

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #299 on: December 12, 2012, 11:40:24 AM »
Started something new today, something long overdue, imho... WW Airman.  I took some liberties with the tiki heads (goblins should release from corners rather than sides because... well, because I felt like it) but I thought it would be worth it to actually be able to get up on top of those guys for once, complete with horns.  Skybox is mostly awol as well because WW Airman has clouds that are both animated and slowly scrolling by in the backgrounds.

Also, I'm not really sure why the hell I haven't been pasting these updates in as I go as well as in the first post, but starting now that's how I'm doing it.