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Super Mario Flash 2 & 3 Tutorial: Big Bushes

12/11/2016

7 Comments

 
Recently, a new major scenery element was added to SMF2 in update V.41 and SMF3 V.21 - big bushes! These can be used in plenty of themes; mainly grasslands obviously, but also in forests, mossy castles, overgrown caves and so on. These can be quite tricky to place the first times using them, but you'll get the hang of it quickly. So here's a little tutorial to help you with that!

Note that this tutorial uses the SMF2 tiles, but all of this also applies to SMF3, since that game just has another color pallete and style.


STEP 1

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So, to start tiling the big bush, you should start from the bottom left. You can use one of these tiles of your choice for that: / / (remember to put tile 2322 on top of the latter one if you're using that (2653 in SMF3).

STEP 2
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Continuing on! Now you can complete the first half of the bush. Basically, you just repeat step 1 once you reached the height of the bush you want to have. Then, fill the left half with Tile 1011 (SMF2) / 2660 (SMF3). Check the example if you're not sure you tiled it correctly.



STEP 3
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Now it's time for the second half! This is where the darker green tiles come in. There are some dark green tiles that seperate the light green to dark green tiles, which you should often place somewhere in the middle of the big bush. You can recognize these tiles easily since they both have light and dark green in them. Put them in the middle and see what works or not, until there are no cut-offs. On the top of the bush, you should use either one of these combo's: & and/or &
.


STEP 4
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Now let's finish that second half! Use the dark green corner tiles to work your way to the bottom until you hit the ground tiles again. Use to fill up the second part of the bush.



STEP 5
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BERRIES! A big bush can't go without some delicious berries. Go to the sprite menu and add some!
NOTE: Berries should only be placed in the light green area of the bush.



Congratulations, you have finished the big bush! Have fun using these in your levels!
7 Comments

How to tile Airship tiling correctly

10/29/2016

4 Comments

 
There are always a lot of airship levels being made, whether it be standalone levels or for a series, they are everywhere. However, the airship tiling being wrong (also known as bad airship tiling), is a really common mistake in levels, especially in beginners' levels. Don't worry, this tutorial is here to help, and to tell you how to do it correctly!



First Tiles
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First, place the first tile of the airship. This can be either one of these tiles: (, , ).
These tiles will be referred to as "First tiles" in this tutorial.

NOTE: There is one thing you should keep in mind. For some first tiles, you'll need to place a different airship tile to the right. For example: If you start with , place a (Tile 285) next to it.
If you start with or , use (Tile 280) next to it.



Base Tiles
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After that, you can place the base tiles. You need to alternate between Tile 280 & Tile 285 as you place these two tiles, like this: .

Now, you can add as much of these as you want, as long as you keep alternating between these tiles. However, you can of course also adds Window tiles throughout, which we'll get to... right now!



Window Tiles
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Window tiles are mainly used for decoration, but an airship should have at least a few of these. Window tiles () should preferably not be placed directly on the top or bottom layer of tiles of an airship (as in, the tiles where Mario walks on or he can jump into). Example:



Also - make sure to not add to many windows, nor too less. You can also be pretty creative with these tiles; since the window is transparent, you can put another tile in Layer 2 (or in L1 if L2 is your default layer, but that is rarely used in levels). Sometimes it looks pretty cool, funny or just awesome! Obviously, you can use this trick in your public levels.



Final Tiles
-------------------


These tiles are the tiles you place after the base tiles to mark the end of your airship/tank.

The final tiles are: Tile 284 () & Tile 288 ()

However, just like the first tiles, there's a little limitation.

-If you end with base tile , you'll have to use
-If you end with base tile , you'll have to use

Do you want to use a certain final tile but can't because the base tiling ends on the wrong tile? A handy workaround is by using the window tiles to change the base-airship tiling patern. For example, you can have a window between two Tile 285's ( ).



Misc. Tiles
-------------------


Almost done, but there are still a couple airship tiles left! Since they're pretty easy to use, here's a very quick explanation of all of them.


- A semi-solid tile (you can jump on it from below) mainly just for the airship tileset.
- 2 more airship tiles that look like first tiles, but they actually should be used only at the bottom of the airship. See the picture above for an example.
- The entire box tileset can be used on an airship level. Keep note that they are all solid blocks here, though. - Wheels; for tank levels. Really, a tank without wheels would be a little weird, right?



Scenery options:

-The whole ghost house scenery set
-Bridge scenery () - on top of the airship tiles, not on the ropes/wheels/boxes.

NOTE: other scenery sets may also be available depending on whether you're making a tank or airship level and the Custom Background as well.


And that's it! Hopefully you learned a lot from the tutorial. Now start making those awesome airship or tank levels!
 


4 Comments

How to use Custom Music in SMF2

6/14/2016

17 Comments

 
In this guide, I'll be explaining on how to use custom music in Super Mario Flash 2 games!

QUICK NOTES:
  • Custom music is only available in SMF2 games using Version C. This means that currently only Jungle Edition supports custom music. SMF2: Retro Edition will also support custom music in the future.
  • You can now also make custom music loop. On how to do that, check the bottom of the page.

So, in this tutorial you will find out how to use custom music in SMF2 (Ver. C) & SMF3! Since there are only about 8 actual level themes in the original games (and the others are the Starman theme, goal point music, etc...) and there are only so many themes, custom music could come in very handy for more music variety, and is especially useful for when using a Custom Background with a theme that isn't in the actual game. It might be a bit difficult at first, but once you got the hang of it, it's actually pretty easy!

How to import custom music from a direct source

So to start the tutorial, you will obviously first have to look for the custom music you want to use - you can find plenty of custom music all around the internet. From some websites, you can copy the URL that has the sound file. This is often the case in royalty-free music websites.
  1. Open SMF2/SMF3. Create a new level, and once you get to the editor, set the music to 19.
  2. Then save and go back to the Level Editor Menu. Go to code and copy it, and then paste the code in a text editor program of your liking (Word or Notepad for example).
  3. Copy the URL of the music source page.
  4. Replace "Undefined" (somewhere at the beginning of the code) in the level code with the URL.
  5. Delete your current level, paste in the new code and press LOAD.
  6. Enjoy the custom music!

How to import custom music from YouTube

Can't find any music from direct sources on the internet? An alternative - you can find a lot of music on YouTube, that pretty much has over 5000 music videos just from Mario games! Once you have found the music track you wanna use, follow these steps to add them into your level. Now, importing music from YouTube is a bit more complicated, but you'll get the hang of it after 1 or 2 tries!


  1. Copy the video URL.
  2. Go to youtube-mp3.org, paste in the URL in the text area and press Convert Video.
  3. Download the mp3 file, and open it in a sound editing program of your liking. Windows Movie Maker is a pretty good option, and it also pre-installed on most PC's. If you're new to this program, this page will help you a lot!
  4. Cut the video at the point where the music ends, so the music will loop well.
  5. Save the music. If you are using a program that doesn't directly save to mp3's but to other sound files, save them as the other sound file and convert them to mp3 using this handy website.
  6. Upload the music file to a file host website. If you don't have one, I recommend puush.
  7. Open SMF2/SMF3. Create a new level, and once you get to the editor, set the music to 19.
  8. Then save and go back to the Level Editor Menu. Go to code and copy it, and then paste the code in a text editor program of your liking (Word or Notepad for example).
  9. Replace "Undefined" (somewhere at the beginning of the code) with the URL.
  10. Delete your current level, paste in the new code and press LOAD.
  11. Enjoy the custom music!

How to make music loop
  • This is actually pretty easy to do!
Simply add a comma after the mp3 URL in the level code. After that comma, specify to what time the song will restart from when it has ended. Here's how that should look: http://puu.sh/rZZ0d/2d424e8689.png


Troubleshoot

You may sometimes run into issues when using Custom Music. One of these solutions may help:


  • Make sure you have an (stable) internet connection when starting your level with custom music. The game will remember the music for about ~10 mins if you lose a connection.
  • The music may be too long. You should use custom music of max. 2 mins. This causes less lag when starting the level, and users with a slower PC and/or internet connection will also appreciate it!
  • When loading the music for the first time or after a while, the level may turn black if the music is longer than around 1 minute. This is normal - right click, press "Quit", and just try again - it should work now!

Have fun using Custom Music! Hope this tutorial helped!
17 Comments

    Guides

    Welcome to my guides page!

    Guides:
    -How to use custom music in SMF2
    -How to tile airship tiling correctly
    -Super Mario Flash 2 & 3 Tutorial: Big Bushes


    Request a guide: go to my LP profile and let me know in the comments.

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