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srqwrqwr
when I try to change the color of the plasma beam with tile layer pro.. it does not change it why? Thanks for the programs.
Super Secret Area - Dead Ahead!
Because the palettes in TLP are not linked to the palettes within SMILE / your ROM unless you import them.  To edit the beam palettes, open SMILE, click on Tools > Beauty Salon, scroll to the right (below Samus's image) to reach the Special GFX Palettes tab, then change the drop-down box to Beam Palettes.  Tinker or export / import as required. aiwebs_004
Edit history:
beetleking: 2011-05-11 02:28:26 pm
beetleking: 2011-05-11 02:28:14 pm
beetleking: 2011-05-11 02:26:55 pm
srqwrqwr
[quote="beetleking"]
Quote from Quietus:
Because the palettes in TLP are not linked to the palettes within SMILE / your ROM unless you import them.  To edit the beam palettes, open SMILE, click on Tools > Beauty Salon, scroll to the right (below Samus's image) to reach the Special GFX Palettes tab, then change the drop-down box to Beam Palettes.  Tinker or export / import as required. aiwebs_004


:D I know that but I mean why I Can't change color of original plasma beam. When I try put new color it is green anyway.
Edit history:
beetleking: 2011-05-11 02:28:47 pm
srqwrqwr
Sorry double post again.
Super Secret Area - Dead Ahead!
As I mentioned above, you need to go into the section I mentioned - Beauty Salon.  You can then just adjust the colours as you want, and save it to ROM, or you can export the palette into something else, fiddle with the colours there, and then import them back into SMILE.  The first option is obviously a lot easier.  I just tested it within SMILE, and it worked fine.  There's no need for TLP unless you actually want to adjust the beams' appearance.



attachments:
Quote from Quietus:
As I mentioned above, you need to go into the section I mentioned - Beauty Salon.  You can then just adjust the colours as you want, and save it to ROM, or you can export the palette into something else, fiddle with the colours there, and then import them back into SMILE.  The first option is obviously a lot easier.  I just tested it within SMILE, and it worked fine.  There's no need for TLP unless you actually want to adjust the beams' appearance.


_:D Damn im so noob...  I forgot to always save to ROM.. But lol thank you very much now it is working.
Edit history:
Conker303: 2011-06-15 06:59:34 pm
I have a question about Samus' Palette in the Beauty Salon. Something I just noticed is that Samus' visor is green regularly, but when you go down to morph balls room while brinstar is in it's asleep state the visors color changes to a blinking yellow. For particular reasons I'd like to keep her visor green and stay that way. Anyone know how to make her visor stay one color? I hope you guys understand me...

EDIT:

I also have one more question. Does anyone know how to obtain the pallete for the title screen and enemies?
Edit history:
Prime Hunter: 2011-06-15 08:29:11 pm
The flashing visor is an FX1 edit, actually. If you go through to the last page of the FX1 for the Morph Ball room, you'll find a tab that has  "Glowing Visor Dark Room" or "Darker Glowing Visor Dark Room" selected. Change it to one that says "Normal" or just mess around with the options until you get something you want to use and go from there. The flashing visor has nothing to do with the Beauty Salon at all.

Title screen and enemy palates are a little above me at the moment, as I haven't tried messing with those before even though I want to. Can't remember off the top of my head where to go to change those, although I think it has something to do with where the beam palettes are in the post two above yours.
Super Secret Area - Dead Ahead!
Yes, for the title screen palettes, click on Tools > Beauty Salon, and then scroll to the right just below Samus.  The first item in the list is 'Title Stuff', and you can edit the palettes there.
Alright thanks guys, I got it all working together good now. BUT, I have another question. :P

Does anyone know how to move doors to different locations and make them enter to different areas than before?
I used to do a lot of SMILE before but stopped and now I'm back, but I can't remember how to do this. :/ If someone could help me that'd be great.
Super Secret Area - Dead Ahead!
If you're on about moving a door within the same room, you can just copy / paste the door, but it must have its back (the actual blue squares in SMILE) against the edge of a room or a red scroll, and it must be centred within each scroll block, meaning that it has the same number of blocks either side of it.

As for linking them up:

Press C (clone) on the first door, and give it a name.  For our example, we'll use 'first'.
Go to your second door, and press C.  Name this too.  We'll use 'second'.
Now press D on the same door, to bring up its properties.  In the top left you'll see a load of numbers and stuff, and below that, the names of the two doors you just cloned: 'first' and 'second'.
Click on 'first' (as this is the door we want to link to), and click the long, thin 'Transfer Properties' button.  Close the box, and save your room.  Now press E on the door to enter it, and since we've just linked it to where you want it to go, it'll take you straight to the door you need. aiwebs_004
Press D on this door ('first'), click on the other door you want to link it back to ('second'), Transfer Properties, close, and save your room.

You should now be able to press E on the doors to go back and forth, as they're now linked.

If you ever want to link two rooms, but not have doors, like an open cave system or something, when you bring up the door properties box, click on the picture in the bottom left-hand corner.  You'll see the door appear and disappear with each click.

Thus concludes today's lesson. Razz
Quote from Quietus:
and it must be centred within each scroll block, meaning that it has the same number of blocks either side of it.

This is probably how you'll want to do it most of the time, but as long as both the entrance and exit have the same number of squares and they are lined up with one another, do they necessarily have to be centered? I'm fairly certain that the vanilla SM has a room or two with off center door transitions, but I can't think of which rooms they are at the moment.
Super Secret Area - Dead Ahead!
Not that I'm aware of.  As far as I know, every door in the game has centred doors.  This is most obvious in any room that is only one scroll area high.  There are probably workarounds, by fiddling with the x and y coordinate side of doors, but generally speaking they're always centred.

For a quick test, open SMILE, turn on View > Show scroll areas, click the room drop-down box twice (so it's highlighted), and then use the cursor arrow to flick through the rooms, you'll see that each door is centred within a scroll area.
Well I got the doors linked and everything. Samus can move back and forth between them, but there's an issue...
The first door is in the landing site, and when you go through the door it brings you to the next room just fine. BUT, when you back to the landing site the background of the rain and sky and all that stuff is super messed up, it kind of looks like tv fizz. Anyone know how to fix this?
Super Secret Area - Dead Ahead!
The infamous scrolling sky error.  There are a few ways around it.  There's a patch, by P.J., or a manual fix (Read section 5.2).
Well I can't get it to work at all. Anyone know how to just delete the background? Or possibly change it?
Yes, That is by changing the BG manually. Go into pointers and make BG pointer 0000, make Layer 1_2, 91D3, or 91D4. click save pointers, a notice will come up, click NO then press F1 and F3, and edit the BG to your liking, and oh, for the pointers, change C116 to 0000 aswell. then go into Tools > Background Editor > BG/Layer 2 Scrolling, and change "use BG_Pointer" to "use custom Layer 2" exit, and save room. That should do it.
Actually, this fixed the "scrolling sky error"! The sky doesn't scroll no more but the doors work perfectly fine now! Although I still think I'm gonna change the background to something new. Thanks everybody!
Sorry for double post but I have somewhat of a problem again.

So I got the background stuff all working, everything's perfect! BUT, here's my problema.

http://imageshack.us/photo/my-images/718/smproblem.png/

As you can see the background I made is for some reason transparent. Anyone know what to do about this?
Did you make the background as a Layer 2 background or through the background editor? (Or did you choose an option in FX1 for that room that deals with transparencies?) If I remember right, I ran into an issue with my backgrounds doing that as well but that was by using the background editor in SMILE. Think someone told me that feature wasn't fully worked out or something so its prone to a few bugs, such as that one in particular.

If you made it through Layer 2 (Like most of the backgrounds in Maridia's rooms are in the game) than I'm not entirely sure what's causing your background to do that.
I pressed F1 and F3 and then started editing the background. Is this making it through layer 2 or using SMILE's background editor?
That would be Layer 2 like the Maridia rooms I mentioned. In that case, the only suggestion I can think of is to look at what you chose for FX1 settings and see if any of them have something to do with transparencies. Beyond that I can't think of anything off the top of my head that could cause the background to do that for you.
Alright I'll try that. Thanks!
Edit history:
gorgonvon: 2011-06-18 10:35:42 pm
gorgonvon: 2011-06-18 10:35:21 pm
WAVE-BEAM!
I would like to know how to change the appearance of things like bosses/enemies
Super Secret Area - Dead Ahead!
You can find information of boss palettes and enemy tilemaps here.  That should get you started.  If you want more technical information, or specifics, you'd be better off asking on MetConst.