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TheNecromancer
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RETROMANIA!
author=SeiromemThis was the only thing I was missing but even when I do that it still doesn't work. Could you send me a test project where it works? Maybe I can spot the different by seeing it in action.
make sure it's the same number you set (Warp 1 in my case)
Edit: Hang on, I might have something else interfering with it...
Yup, I messed something up. Got it working. Thanks, man.
RETROMANIA!
SMBX question to anybody here who's used it:
How do I use the teleports to go to another level?
Seems like no matter how I try to set it up, it just doesn't teleport out of the map. I'm trying to use no world map, although if I have to I will. I made a world.wld so I could set intro.lvl as the starting point. So when you open SMBX and start the project it opens to intro.lvl. It's a mock title screen. You choose the new game path, and it's supposed to be a warp square that teleports you to 1.lvl, which is the main map of the game.
I'm typing 1.lvl in the box for warping to level. I've tried the normal starting point, I've tried warp 8 and putting a warp numbered 8 on the place I want to go. I've tried instant and pipe style warp(why didn't I try door yet?). I've even tried creating a world map, linking the 2 levels up with a path, but nothing happens. At first it wouldn't do anything when touching the warp square. But now for some reason when I walk into the warp square, it makes the character run to the left??
I remember trying to do this years ago and couldn't figure it out then either.
Any help would be appreciated. I've tried looking online and in the help files, tutorials, I can't seem to find the answer. And it's probably something simple.
How do I use the teleports to go to another level?
Seems like no matter how I try to set it up, it just doesn't teleport out of the map. I'm trying to use no world map, although if I have to I will. I made a world.wld so I could set intro.lvl as the starting point. So when you open SMBX and start the project it opens to intro.lvl. It's a mock title screen. You choose the new game path, and it's supposed to be a warp square that teleports you to 1.lvl, which is the main map of the game.
I'm typing 1.lvl in the box for warping to level. I've tried the normal starting point, I've tried warp 8 and putting a warp numbered 8 on the place I want to go. I've tried instant and pipe style warp(why didn't I try door yet?). I've even tried creating a world map, linking the 2 levels up with a path, but nothing happens. At first it wouldn't do anything when touching the warp square. But now for some reason when I walk into the warp square, it makes the character run to the left??
I remember trying to do this years ago and couldn't figure it out then either.
Any help would be appreciated. I've tried looking online and in the help files, tutorials, I can't seem to find the answer. And it's probably something simple.
LandTraveller now has a Store Page on Steam
Nice, looking legit. Will I be able to access it from what you gave me a while back? Or would I have to wait til next week to play?
Getting To The Next Level: Is Patreon a good idea to consider moving forward?
author=JosephSeraphI guess I'm thinking more about the commitment of a kickstarter for a project like this. It is RPG Maker. You can create a lot of a game before needing to spend big money on it.author=Link_2112...I digress. What are you asking the money for if your product is ready? Just release it already!
Seems like something you do when you're just about ready to release. At least I feel that's how it should be used.
I see where you're going with it, and it makes sense for other kinds of endeavors, but I would hate to have that extra pressure while making an RM game. Unless I gave it a fulltime work schedule.
Getting To The Next Level: Is Patreon a good idea to consider moving forward?
It couldn't hurt to set up Patreon and put links up. If someone donates, awesome, if not, no down side(that I'm aware of). It seems easier to me to donate a small amount on Patreon, like 1$ a month, as opposed to making a larger single donation. As the person donating, I'd be more willing to do the small amount. Plus the Patreon page could be for you, not just your game. So you wouldn't need to make as many promises, and it could continue beyond this game. If you happened to cancel, nobody would make demands on what they paid for, right? They paid for you.
Kickstarter comes with expectations from the backers, and the wraith if you don't live up. Although I don't really follow that stuff anymore, I don't really know what it's like these days. Seems like something you do when you're just about ready to release. At least I feel that's how it should be used.
But if it were me in this situation, I would do everything available. Why not? Or simply bow to pressure and make a damn porn game. I have a friend who makes his living on porn sites and that junk, so it's for real haha
Kickstarter comes with expectations from the backers, and the wraith if you don't live up. Although I don't really follow that stuff anymore, I don't really know what it's like these days. Seems like something you do when you're just about ready to release. At least I feel that's how it should be used.
But if it were me in this situation, I would do everything available. Why not? Or simply bow to pressure and make a damn porn game. I have a friend who makes his living on porn sites and that junk, so it's for real haha
rpg maker 2003 "unsupported PNG image"
irfanview to convert images to 256, as it does a better job at it than most
then open in iDraw
perfect combo
then open in iDraw
perfect combo
Neon Lightning Force
Neon Lightning Force
Let's give credit where credit is due. For those who don't know this is made in OpenBOR. So it's kind of like making a game in SMBX engine and then being praised for having pretty good Mario physics. It's a smooth beat em up, yes, but that is the engine. This is a reskin essentially.
That being said, this one looks really good. Many OpenBOR games have stretched graphics and crappy sound and lack general polish. This one is really nice. From the "Winners don't use drugs" xD to the transitions/cutscenes. It looks legit.
However, the combat is a bit lacking. The vertical dodging is interesting however there are no moves. Just standing punch, running punch, and jump kick(unless there is something I'm missing). Along with grabs and main special. All these things exist is all OpenBOR games.
What makes the other OpenBOR games better is that they add street fighter like moves(down,forward punch and down,up punch). It's those kinds of moves that make the games truly interesting. I've played a ton of beat em ups over the years and they all suffer similar problems. They get boring after a few levels due to lack of variety in the moveset. This game kind of feels like that after a short time playing.
I downloaded nearly every OpenBOR game and played most of them. This one is probably top 5-10 so far, and is about 7/10. It's just a bit too default to be top tier.
That being said, this one looks really good. Many OpenBOR games have stretched graphics and crappy sound and lack general polish. This one is really nice. From the "Winners don't use drugs" xD to the transitions/cutscenes. It looks legit.
However, the combat is a bit lacking. The vertical dodging is interesting however there are no moves. Just standing punch, running punch, and jump kick(unless there is something I'm missing). Along with grabs and main special. All these things exist is all OpenBOR games.
What makes the other OpenBOR games better is that they add street fighter like moves(down,forward punch and down,up punch). It's those kinds of moves that make the games truly interesting. I've played a ton of beat em ups over the years and they all suffer similar problems. They get boring after a few levels due to lack of variety in the moveset. This game kind of feels like that after a short time playing.
I downloaded nearly every OpenBOR game and played most of them. This one is probably top 5-10 so far, and is about 7/10. It's just a bit too default to be top tier.














