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Re: Tutorial Thread

PostPosted: July 10th, 2012, 10:41 am
by CedarBranch
themagikoopaguy wrote:How do you do that?


Triple J wrote:Place a coin in the same exact spot as a Switch Controlled Block.

It could make others think that the coins ARE turning into blocks with a push of a button. :mrgreen:


~MP3 Amplifier~ wrote:I'm not sure what happens if you disable coins but i disabled a koopa with a switch block once and you could still see the koopa over the top. Though i think it's to do with the order they're in inside the level code, so if you can perhaps find a way to copy and paste it later on in the code you might not have a problem. I wish i wasn't on my phone because i'd be able to give a demo. 3:

KABOOM wrote:But all the tiles come before all the items, right? So that wouldn't work.


I should not have jumped to conclusions. :|
However, I know for sure that BLUE COINS disable. ;)
&
Disabled coins do layer over Switch Controlled Blocks. :(

Re: Tutorial Thread

PostPosted: July 17th, 2012, 12:52 pm
by WindMasterArceus
ZealousMark wrote:I don't know about you all, but disabling kind of confuses me. :| I just really dislike the idea of hacking the code almost. When I needed that in my level, for rising lava, I just got Cait to do it. xD


Disabling with the code just means turning it of. It won't do anything.

Re: Tutorial Thread

PostPosted: July 17th, 2012, 3:10 pm
by ~MP3 Amplifier~
But Mollie, if you know what you're changing, nothing can go wrong. Although for me personally i love getting things wrong, because it allows you to see the many possibilities in the level designer. I mean, last week for fun i made a test level with loads of signs flipped upside down or on slants because i was messing around with the code. I was ready to make a cool platformer out of it too, until i realised flipped signs look normal in levels. :3

Re: Tutorial Thread

PostPosted: July 17th, 2012, 4:31 pm
by WindMasterArceus
Yeah, if stuff goes wrong, you can get awesome results. Except for having glitchy stuff by not having enough tiles...

If you really don't want to lose a good code, you can always save a copy of it, like a back-up. If you completely destroy your code, you can just re-load the old one.

Re: Tutorial Thread

PostPosted: July 22nd, 2012, 11:34 pm
by lifesgood123
In Disabling Sprites, I dont get it. How to add 50 to the number in front of the sprite name? O.o

Re: Tutorial Thread

PostPosted: July 23rd, 2012, 12:03 pm
by CedarBranch
lifesgood123 wrote:In Disabling Sprites, I dont get it. How to add 50 to the number in front of the sprite name? O.o


Let me put it this way, short and sweet (and hopefully understandable): The Sprite ID of the Start Position (top of the first item page) is "1." For the Goomba (top of second page) it is "51." You are just adding "50" to the ID of any sprite that is located in the second page in comparison with the first page.
Add another "50" for the third page in comparison with the second (the Tree 64 Sprite's ID is "101").

I hope I was clear enough.

Edit: I did it again. :roll: I posted too soon. I didn't notice it was explained already.
But, before I think about deleting this post of mine, please try to answer this question, lifesgood:

Did you not understand Suyo's explanation?

Re: Tutorial Thread

PostPosted: September 16th, 2012, 1:02 am
by Dtroid
fourinone wrote:....

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.


Go right/left 64 at what speed?

Re: Alsonlee's Response

PostPosted: November 9th, 2012, 3:30 pm
by CedarBranch
Sorry for this big bump, but I don't think this question should be left unanswered... even if it means bumping over a 1 3/4 month period... and even if it seems a little pointless. The person may have, in fact, been waiting for this response. (I also have another thing to say.)



alsonlee wrote:
fourinone wrote:....

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.


Go right/left 64 at what speed?


(Wow. This is a late response.) To have your question answered, at last: It'll go right/left at the same speed it started moving with.



I might be getting a bit closer to maybe(?) figuring out how to freely make decorations always go behind water.
I just noticed (actually in September with my LDC entry :3) that Water's layering, by code, is the opposite of the other items.

level4 wrote:To bring an item to the front, move it later in the level code.


If Water is moved earlier into the level code, it ALMOST works fully. There is still that annoying glitch where items may decide to go in-front or behind, despite its location in the code.

Re: Tutorial Thread

PostPosted: November 17th, 2012, 9:43 pm
by CrazyMario
When I tried disabling a goomba,I couldn't rotate it even after disabling.Is it that some items can't be rotated after disabling?

Re: Tutorial Thread

PostPosted: November 18th, 2012, 4:27 am
by KABOOM
Yes. For some reason, there are some items that can be rotated after disabling and some that can't. Shy Guys and Fly Guys can't even be mirrored, because apparently the designer thinks they're Thwomps and Flame Towers.