Tutorial Thread

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Tutorial Thread

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Postby Suyo » August 10th, 2009, 5:40 am

This is a thread for little things which don't really need a own thread.

List of Tutorials:
How to Disable Sprites
How to Take a Screencap
Block Tutorial and Tricks
Level Tags
Dark and Light Effects, Solid Items in Background
Offline Level Designer
Building Tutorial
Blue Background
Invincible Bullet Bills
Level Merging Tutorial (coughdoesn'tworkcough <_<)
Level Looping
How to Make a Forest
Guide to Cutoff

HOW TO DISABLE SPRITES (Credits to "The Original Gamer" to find this!)
Disabled Sprites are good for nice effects. Level Transistions, for example, just get dark stripes. Dark rooms, anyone?
1. Place a sprite in the level.
2. Look right in the window. At the bottom you see the picture of the sprite and the name - in front of it is a number. Now look at the top. There are 3 groups: Various, Enemies and Decoration. If your sprite is a enemy, add 50 to the number in front of the sprite name, if the sprite is decoration, add 100.
3. Click on the placed sprite and remember the values next to x and y.
4. Copy the code and paste it in Notepad or something. Search for
|SN,x,y
SN is the result of Step 2, x and y are... x and y from Step 3. Now put a 0 (zero) in front of SN:
|0SN,x,y
Copy the changed code and load it in the Level Designer, the sprite is now disabled.
Last edited by MetaRL123 on August 10th, 2009, 9:55 am, edited 2 times in total.
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Tutorial Thread

Postby MetaRL123 » August 11th, 2009, 5:57 am

This a tutorial on how to catch a screenie from SM63.

1st. Open up SM63 (of course)
2nd. Open up paint (you need that later)
3rd. Okay, now get mario to jump or something, press Prnt Scrn which is found somewhere near the Num Keys of your board (I think)
4th. Pause the game and go to paint. Click on the lined rectangle on paint, and right click and click paste.
5th. Drag around and click the white space, click the blue dots and line them up and left.

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6th. Go to file and click save as, save it as a PNG.
7th. Now, go to your internet browser and type in a place to put your pictures,
http://www.photobucket.com
http://www.deviantart.com ect.

SuyoEdit: Uploaders like imageshack.us or tinypic.com are better for this kind of pics.

8th. Copy the URL of the image, then go open a topic.
9th. Do this:
Code: Select all
[img]PASTE IMAGE HERE[/img]

10th. Post your level code and stuff then your done!
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Re: Tutorial Thread

Postby samgamereviews » August 11th, 2009, 6:10 am

Superyoshi wrote:This is a thread for little things which don't really need a own thread.

HOW TO DISABLE SPRITES (Credits to Gamer to find this!)
Disabled Sprites are good for nice effects. Level Transistions, for example, just get dark stripes. Dark rooms, anyone?
1. Place a sprite in the level.
2. Look right in the window. At the bottom you see the picture of the sprite and the name - in front of it is a number. Now look at the top. There are 3 groups: Various, Enemies and Decoration. If your sprite is a enemy, add 50 to the number in front of the sprite name, if the sprite is decoration, add 100.
3. Click on the placed sprite and remember the values next to x and y.
4. Copy the code and paste it in Notepad or something. Search for
|SN,x,y
SN is the result of Step 2, x and y are... x and y from Step 3. Now put a 0 (zero) in front of SN:
|0SN,x,y
Copy the changed code and load it in the Level Designer, the sprite is now disabled.



I found an easier way to do it. Instead of adding all of those numbers and searching for the code, just make the item (that you want disabled) the last thing you make. Then, you will know where it is at the code (because it is on the end) and all you have to do is put the zero in it.
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Re: Tutorial Thread

Postby Suyo » August 11th, 2009, 6:19 am

Yeah, if you copy the code right after playing it like in that tutorial, it's the last one. But else, you have to search it.
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Re: Tutorial Thread

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Postby fourinone » August 12th, 2009, 5:55 am

Fourinone's Block Tutorial for Cool People

Hey, everyone. I thought perhaps I'd share my block expertise with everyone here. Now, of all items in the Level Designer, the rotating and moving block is the most versatile, allowing you to make many different things with them. You've probably used these before, but do you understand how it all works? Well, this is what this tutorial here is for. Yay?

Note: Most of this stuff works for green platforms, as well. They just...aren't as cool, hehe.


First, some terminology: The game is made up of pixels. One grid/tile on the level designer is 32 pixels x 32 pixels. Also, since I need a unit of time, I've made an arbitrary unit called a frame. I doubt this is the same as the actual frames in the game, but for the sake of convenience, let's just pretend it is... <_<

Speed: This is the number of pixels which the block moves in one frame. So, a block with speed 2 is twice as fast as a block with speed 1.

Length: This is the number of frames which the block moves in the specified direction. After moving the number of frames in that direction, it will move the same number of frames in the opposite direction.

-> The total number of pixels a block moves is its speed multiplied by its length. Remember that one tile is 32 pixels. Use this to calculate exactly what length you should enter into your block to fit your level just right!

Offset: Now, offset is an interesting thing. It is the number of frames which the block has already moved in it's path, pretty much, how "in sync" it is. Confused? Basically, for a block with 64 length to the right and 32 offset, the block starts with 32 of those 64 frames having already occurred, so it would move 32 frames to the right, then 64 to the left, then 64 to the right, and so on. The maximum offset you can have is equal to the value you put for length; any value higher than this will be equal to this maximum. Essentially, a block with 64 length to the right and 64 offset should be the same as a block with 64 length to the left and no offset.

-> Why should you use offset? Well, you won't be using it much, but say you want to make a "wavy" floor, where it undulates in a smooth, wave-like pattern. Offset is your friend here!

Negative Offset: Wait, what now? A negative offset value does something different? Gasp! When a block has negative offset, it moves that many frames extra at its given speed before going to its regular behavior. Say, if a block has 3 speed, 64 length to the right, and -32 offset, it will first move 32 frames to the right at speed 3, then it will go right 64 frames, then left 64, and so on. Think of it this way: whereas positive offset is how many frames the block has already travelled, negative offset is how many frames the block still needs to travel before moving normally.

-> Ever wanted a block to travel out far somewhere, and then stay in that general place? Negative offset is for you! This is great for elevators and such.

-> Since the offset space allows only 3 characters, you'll need to manually edit the code yourself to enter values lower than -99. Read Superyoshi's tutorial above if you don't know how.

Acceleration: If you've fooled around with the stuff mentioned above already, you may have noticed that the block doesn't exactly move the same number of pixels as I claimed it would, hehe... This is because of this annoying thing called acceleration. Acceleration affects the behavior of the block as it approaches the end of its path, controlling how much it slows down and speeds up as it switches to moving in the opposite direction. A low acceleration value means a slow, smooth switch, and a high value means it will abruptly switch directions with little slowdown.
So, why is it so annoying, then? That's because it completely screws with the speed, messing up the number of pixels it SHOULD have travelled. (I'm not sure where this acceleration coefficient goes in the calculation, but an acceleration value of 1 messes the path up the least.) Note that a block with an acceleration less than 1 will stop short of its starting point when it turns around, and a block with a value greater than 1 will go slightly past its starting point. Keep this in mind when placing your block, and watch the shadow to see if it's going where you want it to go. (Or, just use 1 acceleration to keep it simple.)
...or use this nifty formula, courtesy of level4:
level4 wrote:Finding the actual length of a moving block:

For moving blocks with an acceleration of 1 or greater, the distance traveled by the block is equal to speed * length – speed^2. For example, a block with a speed of 4 and a length of 60 will travel 224 pixels from its starting position, or 7 spaces (one space is 32 pixels).

To get a block with a certain speed to move a certain distance, the length entered would be (wanted distance)/speed + speed.

To get a block with a certain length to move a certain distance, the speed entered is
length - √(length^2 – 4*(wanted distance) )
2
(does not work for blocks with very high speed and short length).
It is usually easier just to guess, but this might be useful for some stuff.


-> Adjust this value depending on how you want your block to act. If you want stiff and quick, use 999. If you want it to slow down a lot, use 0.1 or something like that.

-> So, you want the block to move, and then stay perfectly still? Well, you can't do that. : ( But you can get close. Set length to 0, acceleration to 999, and change speed and offset as needed. The block will vibrate in place, but that's the closest you can get. Even better for elevators, huh?

Rotation Speed: Just like what it sounds like, this is how quickly it rotates. Like linear speed, a block with rotation speed 2 is twice as fast as one with rotation speed 1. A rotation speed of 0 makes the block not rotate at all.

-> Rotation speed and linear speed are approximately equal, so set them to the same value to make a block look like it's rolling along the ground!

-> You can also code edit a large number into it for some crazy fast spinning blocks. Yay!

-> Inserting a negative value into rotation speed is the same as clicking the left/right button.

Wait Time: How much time it waits before rotating again. A block rotates 90 degrees every time. A wait time of 0 causes the block to rotate continuously. This also controls the amount of "wobble" the block has before rotating. The lower the wait time, the less wobble.

-> When rotation speed is 0, the block still wobbles, depending on the wait time. Want a block to stay perfectly still? Set both rotation speed and wait time to 0.

Size: This is the length and width of the block, in pixels. A block with size 32 is the same size as a tile.


Well, that's mostly all you need to know about blocks. I hope you learned a few things. Now go out there and wield those blocks like a BLOCK MASTER!
Last edited by fourinone on August 15th, 2009, 5:51 am, edited 1 time in total.
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Re: Tutorial Thread

Postby 3.14 » August 12th, 2009, 8:00 am

How to make the leval designer appear in your post with your leval (repost):You can now share levels easier like this:

Code: Select all
[level]LEVEL_ID[/level]

LEVEL_ID is the number that appears on the top of the page when you submit your level.




Show | Hide
Open in a new window instead.

Keep in mind that if there are too many levels posted in one place it will lag your computer.
Edit: Added a Show and Hide button.

1.Submit to Runouw.com
2. View Profile
3. Select LEval
4. Copy code
5. Paste.
3.14159265358979323846264338327950...Oops..I lost track...*starts again*!

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Re: Tutorial Thread

Postby Suyo » August 12th, 2009, 8:05 am

Ehm, I think everyone can read news posts :/
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Re: Tutorial Thread

Postby 3.14 » August 12th, 2009, 9:06 am

Sorry, just thought that since this was a tutorial thread...
3.14159265358979323846264338327950...Oops..I lost track...*starts again*!

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Re: Tutorial Thread

Postby LuigiWithAHammer » August 12th, 2009, 10:10 am

I don't get Suyo's tutorial AT ALL. :?
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Re: Tutorial Thread

Postby 3.14 » August 12th, 2009, 10:30 am

?? It's just a pretty usefull thread full of things that people don't know.
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