Re: Tutorial Thread

Posted:
November 6th, 2010, 9:02 am
by Cyvern
How do you make moving blocks move and then stop? I knew it once, but it was washed away with several other facts in my brain.

Re: Tutorial Thread

Posted:
November 6th, 2010, 10:47 am
by Buff_
Read this topic. Why do people ask in here, when on the first few pages their question is answered?
Re: Tutorial Thread

Posted:
July 18th, 2011, 2:35 pm
by Doram
Doram's Guide to Cutoff
An excerpt from the Level Designer GuideWhat is Cutoff?Cutoff is a kind of level design error that can range from merely graphically annoying to making the level unplayable. It mostly consists of two errors -
Tile Misuse and
Border Blindness. Let's tackle them one at a time.
Tile MisuseMost cases of tile misuse are caused by a lack of understanding of how tiles work. To make a level look professional at all, you must not have any cutoff, and in the case of tile use, this means using top tiles on the tops, side tiles on the sides, and bottom/ceiling tiles on the bottoms of all of your landmasses. The guide does a good job of covering the basics, but here is an in-depth analysis.
Border BlindnessBorder Blindness is caused by the interactions of the camera and the calculated borders of each screen of your level. There is a difference between what you see in Design Mode, what you see in Test Mode, and what you can interact with in Test Mode.
Generally, on normal zoom, what you can see in Test Mode is .5 blocks from the top and bottom of the level, 2.5 blocks from a left Transition, 3.5 blocks from a right Transition, and .5 blocks from the left or right edge of the level. What you can interact with is anything within the confines of a normal level without Transitions plus 3 blocks below the bottom of the level, and minus 2.5 blocks away from a transition on either side of it. What you are shown at maximum zoom is from one block to the left of a left side Transition to one block to the left of a right side Transition.
To show this, see the picture below. Green is what is visible at normal zoom, white is what is visible at max zoom, and red is what you can interact with.

On a related issue when transitions enter the conversation, you should remember that they should not be put less than 25 tiles apart from each other, otherwise you get a really annoying camera shake (slight at 24 up to the full effect at 19, and some people have done this on purpose to make an "earthquake" but it is still annoying).
Re: Tutorial Thread

Posted:
July 19th, 2011, 12:07 pm
by ~MP3 Amplifier~
This is really gonna help me on how to do glitches (lol, I really didn't have a clue!) and it's gonna help a lot of newbies too.
Really useful thread.

Re: Tutorial Thread

Posted:
July 22nd, 2011, 7:55 pm
by Republic
Republic's Playable Grid Glitch/ A talk about TileWhat is Grid?What is code?How does tile code work?SHUT THE FREAKIN UP TELL ME THE GRID TILE ID.How do I replace them?I got an alternative way. Firstly, you place some blue tiles. Secondly, you copy the code, put it in a notepad or whatever. After that, you find the tiles' ID, usually if there is too many code, you may use Ctrl+F to find it. (3d), finally, replace all them with what you like. The first one in the spoiler above represent solid grid tile, it is a bit slippery. But remember it is solid, you can step on it. Second one is a background one but the graphics is same as the first one, so you can mix with the first one to do a maze. The third one is the darker one of the second one. It is a background, but a darker grid tile. After replace them, you may always check what you get in the game.
LevelThat was the level I made with the freakin' grid tile. Enjoy. It was make with code only with lots of testing.
- Code: Select all
25x25~0*80*3d12*17*0*7*3d12*3*``4u``*5*12*5*``120*7*3d12*9*``*5*12``120*7*3d12``*3*12``*3*4u``12*3*``12``120*7*3d12``12``12``12``12``12*3*``12``120*7*3d4u``12``*2*4u12``12``12*3*``12``120*7*3d4u``*3*12``12``12``*5*12``120*7*3d4u``12``12``*3*12``124u12*3*``120*7*3d12``12``12``121312``12``*3*12``120*7*3d12``12``*2*4u121312``12*3*``12``120*7*3d12``124u``*6*12``*3*12``120*7*3d12``12*2*``12*2*1312``12``12*3*``120*7*3d12``12*2*``*2*13*2*12``12``12*3*``120*7*3d12``*2*12*2*``*3*12``*5*12``120*7*3d12*2*``12*4*``*3*12``12``12``120*7*3d12*2*``*3*12*2*``12*3*``12``12``120*7*3d12*4*``*4*12*3*``*5*120*7*3d12*17*0*127*~1,127,668,0,0,Right|18,544,561,3,0|18,369,560,2,0|5,209,591|28,144,548,1,0|51,351,661,1|51,426,661,1|28,271,483,1,0|79,592,303,15|28,592,325,1,0|28,223,464,1,90|7,272,361,0,90,0,999,0,0,none,Down,999,1,1,1|28,207,401,1,90|79,143,528,0|79,338,464,0|79,273,223,0|79,304,336,8|81,416,257,8|5,113,272|67,496,400,1|28,448,304,1,90|79,208,272,0|144,592,314,1,0|144,400,248,1,0|144,207,600,1,0|144,177,280,1,0|7,176,297,0,400,0,999,0,0,none,Down,999,1,1,1|144,175,664,1,0|79,272,527,0|28,176,336,1,90|141,272,363,1,180|144,272,344,1,0|141,176,299,1,180|6,400,400|28,592,382,1,0|28,400,381,1,0|28,400,421,1,0|7,400,488,0,15,0,999,0,0,none,Up,999,1,1,15|67,333,337,1|67,370,302,1|5,481,339|82,464,396|67,354,401,1|79,114,272,9999~1~1~DCH%20Level%201
Re: Tutorial Thread

Posted:
August 13th, 2011, 3:43 am
by Republic
HOW TO MAKE A GATE
BASIC GATE: (EASY)
CAGE GATE:
How to make? Prevent? Unlock?
Create two cage tile. Put any tile nearby.Going to it without invisible star can prevent player go through it. Getting a invisible star in time can let you going through the cage gate.
WHAT MERGE WITH IT?
Of course, put two metal mesh beside it, it look much better.
Glitch
You'll sometime crashed if you only put ONE tile tall cage. Putting two tile tall cage can decrease the percentage of crashing.
LAVA GATE:
How to make? Prevent? Unlock?
Place two lava block horizontally, place an any type tile 2 y-coordinate above it. Going to it without metal star will instantly burn you up. Getting a metal star in time can let you going through the cage gate.
WHAT MERGE WITH IT?
Red brick tile beside it completely merge with it, a volcano background, or some lava blocks.
PENGUIN GATE:
How to make? Prevent? Unlock?
Place some penguin, it can prevent you from getting to the another side of the penguin due to the slipperiness of the penguin. Getting a invincible star can let you going through the penguin gate.
WHAT MERGE WITH IT?
Snow tile, aren't penguin live in Antarctica?
Glitch?
When you dive to the penguin, sometime you can get through it, prevent it, find a place that Mario can't dive to get through the annoying gate.
ORANGE BLOCK GATE:
How to make? Prevent? Unlock?
Place some controlled orange block, create a orange switch, which Mario supposed to press the switch. When he is enforced to click the switch, he automatically trap himself. It can prevent Mario to get through the cage of the orange trap. To unlock it, simply make a short time switch, it can instantly "shorten" the time of trapping Mario.
WHAT MERGE WITH IT?
Ah...anything.
Glitch?
Yes, if you set another switch as "0" time, the orange block is disabled.
When you dive to the penguin, sometime you can get through it, prevent it, find a place that Mario can't dive to get through the annoying gate.
The gate above is only for idiots, if you're advance, read further.
Hydro-Metal GATE
Step I:
Make water, it has to be deep enough, don't make floating water, it need some tile nearby it.
Step II:
Place some not controlled orange block, or any interactive tile as well. Place a metal star.
So you can only break the block with metal star. Without it, due to the special physical gravity in water, you can't break the blocks.
Hydro-platform GATE
Firstly, click "water", set it like a stick, (like 10 pixel long, 320 pixel deep). Put a FLOATING platform on the bottom of the water-stick, the platform supposed to float on the water-stick. The platform also need to block the road as well.
Secondly, put a controlled orange block above the platform, so the platform will sucked between the orange block and the bottom of the water-stick. Set up a orange switch as well to activate the orange block. TIme: 9999
Thirdly, set up another orange switch, time: 1.
So, whenever you click the 9999 orange switch, the platform will suck between the orange block and the bottom of the water-stick, if you press the Time: 1 orange switch, The orange block will deactivated and disappear, the platform will raise, so the "platform gate" will open.
Hydro-platform-Metal GATE
Do hydro-metal gate Step 1~2.
Step III: Place a FLOATING platform below the interactive blocks.
The platform will automatically float up when you break the interactive block. So you can climb higher with the block.
Re: Tutorial Thread

Posted:
November 21st, 2011, 2:19 am
by Da Mario
Some Glitchy Platform usesRemember That These are Some Useful Things That you can sometimes Use in your Level.
1st: The Sticky Glue TrickOkay So Here it How it works. First, Take A Circle green platform.
Second, Write The Speed of that Platform to 9999
Third, Set the Platform Count to nine.
Fourth, Set the Radius to 1.
Fifth, Place the Platform a little inside a solid ground in a way it is not visible but touching the ground.
Here is the code
- Code: Select all
8,148,798,9999,9,1,0,3
2nd: The Glitch Bridge1st Select a moving green Platform.
2nd Set X to none and y to up
3rd just Backspace all the Yspeed Lenght and Ofset and don,t type anything
4rth Set the Accelration to 999
5th Set it to touch and go.
6th Place the Platform a little inside a solid ground in a way it is not visible but touching the ground.
Note: You Need to walk of the edge and touch the Platform if you want to create a glitch Bridge
The effect wears out if you press Z
You Can not Jump while the Glitch Bridge effect is on.
Thats all for now.
Re: Tutorial Thread

Posted:
June 16th, 2012, 10:55 am
by near
hi tutorial thread. i wanted to ask you, about how to disable the sprite i didnt understand the 2nd thing you must do. it says look right in the window. what window? and how do i write a number in front of the name? i cant. please help me and thank you so much

Re: Tutorial Thread

Posted:
June 16th, 2012, 10:58 am
by ~MP3 Amplifier~
The window is the pop-out level designer screen you see when you load it up. Nothing too complex, that's all it is.
Re: dark and light effects, solid items in background

Posted:
June 20th, 2012, 11:08 am
by ntinos
level4 wrote:Disabled flipped transition is 043,x,y,1,90
What about |43,(x-coordinate),(y-coordinate),1,90?
Is that a working vertical transition?

EDIT: It's still disabled...
