General discussion about Super Mario Bros. X.
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MECHDRAGON777
- Pink Yoshi Egg

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Postby MECHDRAGON777 » Thu Feb 08, 2018 6:27 pm
hacheipe399 wrote:The0x539 wrote:Is showing a layer with Layer.get("myLayer"):show() not easier to use here, if you put the NPCs in a layer?
I don't use a layer for NPCs because I only need a single line of code to make a NPC spawn. If I use a layer, I need to place them in the editor and then NPCs would not spawn after I killed them.
MECHDRAGON777 wrote:
The code seems to be for different sections and not individual Camera Zones. This will make my Metroid episode easier to deal with once the Samus playable is done, more resources, so yay.You are inspirational. Not sure if this should be in PMs or here since we are technically still talking about your last screenshot.
The fourth parameter of the NPC.spawn() indicates the section where the NPC spawns, it has nothing to do with camera zones. I recommend to test it on different LunaLua events like OnStart() to see if it works well. Other recommendation: Beware of the coords you put a NPC! They can glitch through blocks. That happens to me with zoomers mainly.
The problem I'm getting is that I can't make working lifts.
I mean, because I use camera Zones (thus no section warp pipes), I make the entire level.lvl in a single section.
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hacheipe399
- Fighter Fly

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Postby hacheipe399 » Thu Feb 08, 2018 7:43 pm
MECHDRAGON777 wrote:I mean, because I use camera Zones (thus no section warp pipes), I make the entire level.lvl in a single section.
I had that idea too. The camlock API is great for Super Metroid levels, but the main problem here are the backgrounds and music. For example, in a Brinstar level you have the green Brinstar, the old Brinstar and the deserted Brinstar. All of them with different music and backgrounds. I thought on make sections closer by resizing them and place them one beside another. With PGE this is easy. I found that case in the level 49 of The Invasion 1, where there is a battle arena below the room you encounter with Bowser. That was an entirely another section.
Edit: I was talking about this technique:
If you add camzones to all your sections with a smooth transition, the effect is done nicely. Sadly I can't put all the areas togheter because of the lava going off-screen in various sections.
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Mosaic
- Ludwig von Koopa

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Postby Mosaic » Fri Feb 09, 2018 12:02 am
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MECHDRAGON777
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Postby MECHDRAGON777 » Fri Feb 09, 2018 1:32 am
hacheipe399 wrote:MECHDRAGON777 wrote:I mean, because I use camera Zones (thus no section warp pipes), I make the entire level.lvl in a single section.
I had that idea too. The camlock API is great for Super Metroid levels, but the main problem here are the backgrounds and music. For example, in a Brinstar level you have the green Brinstar, the old Brinstar and the deserted Brinstar. All of them with different music and backgrounds. I thought on make sections closer by resizing them and place them one beside another. With PGE this is easy. I found that case in the level 49 of The Invasion 1, where there is a battle arena below the room you encounter with Bowser. That was an entirely another section.
Edit: I was talking about this technique:
If you add camzones to all your sections with a smooth transition, the effect is done nicely. Sadly I can't put all the areas togheter because of the lava going off-screen in various sections.
You should see one of my old metroid styled levels. It is a bit of a night mare due to some bad lua, but the map worked perfectly becuase I had to move all 21 sections next to each other. I will see if I still have the picture of the level. (It is not metroid graphics, but still)

As you can see by the picture, this was done by moving the sections next to each other back in 2016.

Here is an ingame screenshot
Mosaic wrote:
That is a great and interesting use of Switch Blocks. That does make my day.
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Cedur
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Postby Cedur » Fri Feb 09, 2018 6:30 am
How did you create the cohesive switch blocks?
Still using the legacy editor? Get SMBX2 and PGE, it will improve your experience significantly. Here's why.
iphtechnologies wrote:
NEO super mario world x is a really nice game. This Episode is 2,7 GB large at the moment.That`s crazy!
Please find similar post:
[ads]
If you're not smart enough to plan ahead, then DOOM ON YOU!
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MECHDRAGON777
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Postby MECHDRAGON777 » Fri Feb 09, 2018 7:05 am
Cedur wrote:How did you create the cohesive switch blocks?
That can be done with 4 layers and four events with them set to toggle.
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hacheipe399
- Fighter Fly

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Postby hacheipe399 » Fri Feb 09, 2018 8:50 am
MECHDRAGON777 wrote:
You should see one of my old metroid styled levels. It is a bit of a night mare due to some bad lua, but the map worked perfectly becuase I had to move all 21 sections next to each other. I will see if I still have the picture of the level. (It is not metroid graphics, but still)

As you can see by the picture, this was done by moving the sections next to each other back in 2016.

Here is an ingame screenshot
That was the thing I'm talking about! I did the same to my level yesterday, but the lava flowing don't let me put another section below it (otherwise if you enter to it you'll have lava moving above you haha). Another time perhaps.
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TheLoafLord
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Postby TheLoafLord » Fri Feb 09, 2018 6:52 pm
Mosaic wrote:
Ok where the hell did you get that graphic because that is god damn beautiful.
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xDestroy
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Postby xDestroy » Sat Feb 10, 2018 9:12 am
Mosaic wrote:
I recommend you makes the green outline when the green huge block isint on there more lighter, because the outline seems to blend to much into the background
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Mosaic
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Postby Mosaic » Sat Feb 10, 2018 1:13 pm
The_Loaf_Lord wrote:Mosaic wrote:
Ok where the hell did you get that graphic because that is god damn beautiful.
lol i made it
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Cedur
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Postby Cedur » Sat Feb 10, 2018 1:14 pm
^ The_Loaf_Lord: it's not just one graphic, he changed several blocks to these polygones. :P
Still using the legacy editor? Get SMBX2 and PGE, it will improve your experience significantly. Here's why.
iphtechnologies wrote:
NEO super mario world x is a really nice game. This Episode is 2,7 GB large at the moment.That`s crazy!
Please find similar post:
[ads]
If you're not smart enough to plan ahead, then DOOM ON YOU!
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Aristo
- Larry Koopa

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Postby Aristo » Sat Feb 10, 2018 1:42 pm
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MECHDRAGON777
- Pink Yoshi Egg

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Postby MECHDRAGON777 » Sun Feb 11, 2018 4:13 am
hacheipe399 wrote:MECHDRAGON777 wrote:
You should see one of my old metroid styled levels. It is a bit of a night mare due to some bad lua, but the map worked perfectly becuase I had to move all 21 sections next to each other. I will see if I still have the picture of the level. (It is not metroid graphics, but still)

As you can see by the picture, this was done by moving the sections next to each other back in 2016.

Here is an ingame screenshot
That was the thing I'm talking about! I did the same to my level yesterday, but the lava flowing don't let me put another section below it (otherwise if you enter to it you'll have lava moving above you haha). Another time perhaps.
I remember doing that back before PGE existed as well. If I had more Metroid Graphics, I would try to make a legit metroid level.
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Electriking
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Postby Electriking » Sun Feb 11, 2018 5:13 am
Aristo wrote:
Question: how did you get the snake blocks?
SMM2 ID: JJF-P7G-FSF
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Great_Papyrus123
- Bit

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1AmPlayer
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Postby 1AmPlayer » Sun Feb 11, 2018 8:15 am
Great_Papyrus123 wrote:Electriking wrote:Aristo wrote:
Question: how did you get the snake blocks?
I think she/he did it by luna lua..
But there is an old map in Return to Dinosaur Island by Valtteri back in 2014, and there's no LUA back then. I think it's possible without LUA.
Have a lenny. ( ͡° ͜ʖ ͡°)
I have come back in SMBX Forums. Finally!

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PixelPest
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Postby PixelPest » Sun Feb 11, 2018 8:16 am
1AmPlayer wrote:Great_Papyrus123 wrote:Electriking wrote:
Question: how did you get the snake blocks?
I think she/he did it by luna lua..
But there is an old map in Return to Dinosaur Island by Valtteri back in 2014, and there's no LUA back then. I think it's possible without LUA.
Really ugly to do with layers and events. 100% sure this is using the new Beta4 snake blocks
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1AmPlayer
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Postby 1AmPlayer » Sun Feb 11, 2018 8:19 am
PixelPest wrote:Really ugly to do with layers and events. 100% sure this is using the new Beta4 snake blocks
But, how? Does Aristo has the new Beta 4?
Have a lenny. ( ͡° ͜ʖ ͡°)
I have come back in SMBX Forums. Finally!

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PixelPest
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Postby PixelPest » Sun Feb 11, 2018 8:21 am
1AmPlayer wrote:PixelPest wrote:Really ugly to do with layers and events. 100% sure this is using the new Beta4 snake blocks
But, how? Does Aristo has the new Beta 4?
How else would Aristo be using Beta4's snake blocks
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