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Re: Tutorial Thread

PostPosted: October 7th, 2013, 4:19 am
by ~Yuri
26th LDC entry: second dialogue: show
Mario! So you really came!

Yeah. So, the other capitain said you will give more instructions.

First things first. Our research team found some strange creatures here. For what it seems, the enemy modified the genetical material of other animals to create them.

Are these things dangerous?

Of course. They put artificial inteligence in them, so some can even use weapons. And the worse: they can't be killed.

What?

Yeah. Their defence is so strong now that they can't be killed.

So, what can I do?

There's an nuclear reactor near here. You explode it, and all the creatures are gone.

Hey! But if I do this, I'm going to die as well!

Nope. It'll release a toxic gas that affects only genetical modified creatures. After doing this, the war is practically won.

Got it. So, it's better get going.

No! Wait! Here's something you'll need!

... So, why am I going to need glasses?

It's a scanner. It'll give complete information about the enemies.

'k. Now I'm going.

Remember, the whole world destiny is in your hands!

Re: Tutorial Thread

PostPosted: October 7th, 2013, 1:25 pm
by *Emelia K. Fletcher
yurimaster09 wrote:need to postcount

no

Re: Tutorial Thread

PostPosted: February 1st, 2014, 2:14 am
by Dtroid
Changing Background

This is a demo,demonstrating the changing of the background from Fire Field to Fire Castle.
This wasn't supposed to be good. :<

Code: Select all
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Re: Tutorial Thread

PostPosted: February 1st, 2014, 3:35 am
by ~Yuri
Err... Actually, this isn't new, JJJ already used it in lots of levels from him.

But I think as long as you give credits to him, I think it's okay posting here.


(I also must add that if you don't split your level in vertical size and transitions properly with this trick, your level will have a rather long loading time.)

Re: Tutorial Thread

PostPosted: February 1st, 2014, 4:34 am
by -BY
I guess, you were talking about lag issues above. Level transitions do not reduce loading time issues. Not in the slightest bit

Might at that point, give a short explanation for both of them.

Lag
= Low FPS rate, and visible through slow movement of items/character


Loading time
= Long white/black screen, eventually crash warnings. You need to wait whenever you're loading the level aka, in the beginning or in case you died.

You do not need a high postcount in order to be a level mod, one day. It'd be a dumb system if it'd work that way.

Re: Tutorial Thread

PostPosted: February 1st, 2014, 4:40 am
by ~Yuri
Yeah, the post about the level mod thing was made a long time ago, I don't think I was mature in this time.

But actually, they cause high loading time betwen each transition as well, it's a very risky way of switching backgrounds. And as BY said, it'll also result in lag, which is another problem.

Re: Tutorial Thread

PostPosted: February 1st, 2014, 4:45 am
by -BY
Loading time's main cause would be the level dimensions itself. There are people making use of that trick. But in my opinion it's damaging the level way more than it's actually improving it.

Re: Tutorial Thread

PostPosted: February 1st, 2014, 8:37 am
by CedarBranch
Yurimaster wrote:Err... Actually, this isn't new, JJJ already used it in lots of levels from him.

But I think as long as you give credits to him, I think it's okay posting here.


(I also must add that if you don't split your level in vertical size and transitions properly with this trick, your level will have a rather long loading time.)

Ayrayen discovered it first, actually. :3 viewtopic.php?f=15&t=6477&start=40#p66036


Also, you can reduce the loading time a bit by extending the level dimensions by width instead of height. This gives you extra room for distant level transitions.

Many Questions

PostPosted: February 3rd, 2014, 8:12 am
by begig88
1. :mrgreen: Can you change the color of enemies and items (SM63)?
2. :o_O: Can you make enemies spit out items (i.e. shine sprite, red coin, silver star)?
3. :roll: Small Twomp?
4. :facepalm: Ice Bully Costume for Bully.
5. :omg: Icy Water (Water that hurts)?

Re: Many Questions

PostPosted: February 3rd, 2014, 8:20 am
by ~MP3 Amplifier~
begig88 wrote:1. :mrgreen: Can you change the color of enemies and items (SM63)?
2. :o_O: Can you make enemies spit out items (i.e. shine sprite, red coin, silver star)?
3. :roll: Small Twomp?
4. :facepalm: Ice Bully Costume for Bully.
5. :omg: Icy Water (Water that hurts)?


Hey, I'll answer these for you,
1. You can't unfortunately, unless you were to use a very unconventional method, e.g. disabling the item then adding different coloured moving blocks and making them tiny and doing it one pixel at a time. But just doing that for green platforms was hard enough, so I don't recommend it.
2. You can only spin attack or jump on enemies to reveal coins, nothing else I'm afraid. If you had a lot of experience with the designer and thought smartly about it though, you could probably find a way to make up for it.
3. To make the thwomps smaller, just use the moving block version of the thwomp, but it won't drop and rise like the normal thwomps.
4. Nope.
5. Yep, just put in your water, then get a flame and make it as wide as the water is, and resize the rest to 0.1 so you can't see it but it still burns you.