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Re: Tutorial Thread

PostPosted: November 18th, 2012, 8:41 am
by CedarBranch
CrazyMario wrote: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?


To rotate a disabled Goomba, add a comma and another digit(s) to the end of its code. It would then be recognized as rotatable.

There ARE some disabled items that cannot be rotated nor mirrored, but Goombas can.

EDIT: Shy/Fly Guys used to be mirror-able, before the addition of Thwomps and Flame Towers, that is.



1) If you bring Items, such as Enemies, Green Platforms, and Tilting Logs, ahead of the decorations in the level code, their layering will be the same as Mario's.
For example, if you have a Goomba at the beginning of the Sprite portion of the code and a tree at the end, Mario might go in front of that tree, but the Goomba could go behind it. This isn't graphically appealing to me, but still doesn't look right. This applies with many different Item Sprites.

2) If the Acceleration or Speed of a moving block/platform is as specific as a hundredth (like 1.11, 2.46, or 4.26 in case I wasn't clear), this will happen:
Let's say it starts to the left... it'll go to the left slightly more than it goes to the right, so in the long-run it'll end up going back-and-forth toward the left.
If I still am not clear to you, try it out yourself. Set the speed or acceleration to something with two digits to the right of the decimal, and carefully watch the object's track.

Re: Tutorial Thread

PostPosted: December 12th, 2012, 5:34 pm
by CrazyMario
I tried making a blue background in the Standalone Level Designer.It turned black instead.Loading it into the in-game LD gives it the blue background though.And since I'm too lazy to play the game again,I end up opening both LDs and getting really confused,since I use the in-game music for my level and want to listen to it.

Re: Tutorial Thread

PostPosted: December 23rd, 2012, 6:57 pm
by marioluigi4ever
I guess what I'm gonna do here is explain more about sprite codes...

Random Guy: HEY! LOOK! 57,461,700,1

Random Guy 2: What the heck is that?

57 is a Paratroopa, 461 is the X-coord, 700 is the Y-coord, 1 is the mirror. (some items do not have mirror)

Now moving on...

57 is the SN. 1 (the mirror) means the paratroopa is facing the way it faces when you first insert it into the designer (left I think).
2 is the opposite of that.
Make 57 into 057.
It's disabled.

6 is a shine sprite, and so on. the problem I'm having is that copying and pasting levels into load is screwing up, but that's off topic

Now something harder, for example, a bill blaster...

71,271,789,Left,15,4,50,2,3,1

71 is the SN for bill blaster, 271 is X-coord, 789 is Y-coord, Left is the direction it shoots bullets, 15 is the angle it is facing, 4 is the speed of the bullets, 50 is how much time the bullets come--basically the wait (umm... do you call it ticks? or is that minecraft...), 2 is the offset, 3 is the color (3 is green), 1 is if it is chasing you or not. (I believe 1 is yes and 0 is no)

Now the colors are this (I will color the numbers)
1
2
3
4
5
6
7
8
9

4 and 8 may look the same but 4 is light blue and 8 is silver

What else can I say? That's a lot... :facepalm:

Thank you for reading and hopefully you get it :awe:

EDIT: 9 looks like 1... but 9 is brown and 1 is red

Re: Tutorial Thread

PostPosted: January 28th, 2013, 7:20 am
by debu03
How to change your text in your text sign in code:

To know this....
Step 1:Make a level with a sign.
Step 2:Copy the level code to any document file.
Step 3:Find your words in the code which you wrote in the sign. Note:Each sign word will be between a code,
Example: In sign:I am mario
In code:*20*I*20*am*20*mario*20*.It will be just like this numbers but different numbers.
Step 4:If you are renaming or changing the words make sure that you have to not erase the numbers.
Change the text and load the level and check.

Hope you will understand this thread. :)

Re: Tutorial Thread

PostPosted: January 28th, 2013, 7:39 am
by Kimonio
I'm quite sure everyone knows this if they read the first 10 pages...?

Re: Tutorial Thread

PostPosted: January 28th, 2013, 8:01 am
by debu03
CRAZYMARIO wrote: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?

Even we can't rotate disabled transition but some levels had rotated.But how ???

This level: viewtopic.php?f=80&t=41646

Re: Tutorial Thread

PostPosted: January 28th, 2013, 8:17 am
by Megar
debu03 wrote:How to change your text in your text sign in code:

To know this....
Step 1:Make a level with a sign.
Step 2:Copy the level code to any document file.
Step 3:Find your words in the code which you wrote in the sign. Note:Each sign word will be between a code,
Example: In sign:I am mario
In code:*20*I*20*am*20*mario*20*.It will be just like this numbers but different numbers.
Step 4:If you are renaming or changing the words make sure that you have to not erase the numbers.
Change the text and load the level and check.

Hope you will understand this thread. :)

how is this going to help us in any situation, we could easily just type on the sign

Re: Tutorial Thread

PostPosted: January 28th, 2013, 10:52 am
by ~MP3 Amplifier~
Actually it comes in useful if you get that bug where all the words are stuck together on the sign.

But other than that, yeah, it is kinda pointless.

Re: Tutorial Thread

PostPosted: July 13th, 2013, 2:40 pm
by Americankid
You can also do it in Last Legacy, like:
Image

Re: Tutorial Thread

PostPosted: July 13th, 2013, 2:46 pm
by CedarBranch
I don't know what I'm looking at other than two knights falling in love, and this is the wrong forum for that anyway (this is for SM63).