This is indeed a good level for switch capabilities. So based on my count, the switches can 1) make blocks pop in and out or go up and down 2) raise/drop or freeze/unfreeze water and 3) turn on/off air. What future ideas would you like to make the switches do? Could they be programmed to turn on/off fire bars (like in West Crater red chest) and lasers?
Switches can do basically anything that involves tiles. Here are some other examples: Opening/Closing a window to let light in Opening/Closing a door Extending/Retracting a ladder Enabling/Disabling a water current Having hazard tiles appear/disappear (like spikes, lasers, fire bars, etc.) Having platforms change between enemy-only or Wario-only Pretty much the only limiting factor is if the level's tilesets can support switches or not. Switches need the 3rd and 4th rows of tiles from the bottom to be available, as switches work by swapping tiles from the 4th row with the 3rd row. All levels with switches in vanilla already do this, but adding switches to a level requires you to free up that space. Some levels like Bank of the Wild River, Tidal Coast, or Grasslands already have that space mostly available in their tilesets. All you need after is the switch itself, but unfortunately not many tilesets actually have the switch graphics (which is why you see the bits of Tower of Revival in this level, I needed the switch tile).
I wanted to make a rom hack of this game 10 years ago but never finished. The metroidvania esque level design of this game makes things difficult. But I'm glad to see somebody give it a go
Yeah, I've tried this before (like 3 or 4 times I think?) but never got past more than a few levels. I really committed this time and well, it worked out. The fact that every level is visited four times makes it tough to design levels sometimes. I always feel like I'm running out of space or ideas.
@@williamdrum9899 I have the files for my last few tries, I might make a long video showing off my older levels. Some of the levels (namely Desert Ruins, Big Bridge, and Volcano's Base) in AMB are pretty much directly based off some older ones I've made. I tried to do something in Tower of Revival where the entire layout would change upon each visit so I could use all sectors for the key and chest.. I'm pretty sure it would work, but I found after just one try that it wasn't a very good idea.
I'm pretty sure he just passes through them. There's actually a glitch that happens if fat wario touches an underwater spike, in which he retains the properties of fat wario but can move around like normal (and the fat wario music continues playing). But nothing bad or unusual happens if he touches a fish.
This is indeed a good level for switch capabilities. So based on my count, the switches can 1) make blocks pop in and out or go up and down 2) raise/drop or freeze/unfreeze water and 3) turn on/off air. What future ideas would you like to make the switches do? Could they be programmed to turn on/off fire bars (like in West Crater red chest) and lasers?
Switches can do basically anything that involves tiles. Here are some other examples:
Opening/Closing a window to let light in
Opening/Closing a door
Extending/Retracting a ladder
Enabling/Disabling a water current
Having hazard tiles appear/disappear (like spikes, lasers, fire bars, etc.)
Having platforms change between enemy-only or Wario-only
Pretty much the only limiting factor is if the level's tilesets can support switches or not. Switches need the 3rd and 4th rows of tiles from the bottom to be available, as switches work by swapping tiles from the 4th row with the 3rd row. All levels with switches in vanilla already do this, but adding switches to a level requires you to free up that space. Some levels like Bank of the Wild River, Tidal Coast, or Grasslands already have that space mostly available in their tilesets.
All you need after is the switch itself, but unfortunately not many tilesets actually have the switch graphics (which is why you see the bits of Tower of Revival in this level, I needed the switch tile).
I wanted to make a rom hack of this game 10 years ago but never finished. The metroidvania esque level design of this game makes things difficult. But I'm glad to see somebody give it a go
Yeah, I've tried this before (like 3 or 4 times I think?) but never got past more than a few levels. I really committed this time and well, it worked out.
The fact that every level is visited four times makes it tough to design levels sometimes. I always feel like I'm running out of space or ideas.
@@apatastrophe Pretty much the same issue I had. I used to have a clever puzzle for desert ruins but I lost the file
@@williamdrum9899 I have the files for my last few tries, I might make a long video showing off my older levels. Some of the levels (namely Desert Ruins, Big Bridge, and Volcano's Base) in AMB are pretty much directly based off some older ones I've made.
I tried to do something in Tower of Revival where the entire layout would change upon each visit so I could use all sectors for the key and chest.. I'm pretty sure it would work, but I found after just one try that it wasn't a very good idea.
What would happen if you landed on the fish as fat wario?
I'm pretty sure he just passes through them. There's actually a glitch that happens if fat wario touches an underwater spike, in which he retains the properties of fat wario but can move around like normal (and the fat wario music continues playing). But nothing bad or unusual happens if he touches a fish.