(I ran into the same problem when building the very first custom tileset for the Newer Super Mario Bros. U project.) Their workaround solution was to simply set up a script to compile a custom tileset for each level, containing only the objects it actually uses.** Removing objects not needed in each level allowed the level designers to cram more graphics in. The underlying tileset file formats, however, were the same. Reggie NSMBU - a direct port of the Reggie! New Super Mario Bros. Wii level editor - tries to ignore the changes, and still uses the original paradigm. Unfortunately, however, there are no longer any complete tilesets left in the game for level designers to use: the objects for each theme are scattered across the levels that use them, unsorted. This makes it difficult-to-impossible to make any substantial custom levels with Reggie NSMBU. Thus, in order to facilitate the Newer Super Mario Bros. Satoru gives level designers access to a full, hand-sorted list of all unique objects in New Super Mario Bros.
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