Tutorial Thread

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Re: Tutorial Thread

Postby fourinone » August 20th, 2009, 6:41 am

zebtrestalala wrote:Just wondering, is there any way to make a disabled level transition wider? Like, to fill up a room without obnoxious posting over and over?

Actually, there is a slightly easier way. Paste the level code in Notepad or something and find the piece of code for the level transition. It should look something like |43,(x-coordinate),(y-coordinate)|. Copy and paste that how ever many times you need, and then reload the code and drag the transitions as needed. Obviously, you can do this with other items as well. I find it especially useful for when you want a bunch of moving blocks with the same movements and don't feel like entering in all the values again, hehe.
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Re: Tutorial Thread

Postby samgamereviews » August 21st, 2009, 9:04 am

HOW TO USE THE LEVEL DESIGNER OFFLINE!!!

(Firefox browser only (I think))

This has mixed results so don't kill me if it doesn't work...

First, Right click on the bar right below where you input the website where all of the bookmarks are.

Select NEW BOOKMARK. Then put in the url for the level designer http://sheezyart.com/art/view/2098572/

Put any other info you want...

Then click on ADD. You're bookmark should look like this:


Image


Now this is where you need firefox.

Go to FILE--WORK OFFLINE

Image


Check the box then click on the newly designed bookmark.



BINGO!! You can now play and create levels offline!! This trick works for most web-pages as long as you don't need to send information to and from the web.

*PLEASE NOTE*

I noticed that this trick works flawlessly most of the time, however sometimes it doesn't work so don't kill me if you can't get it.
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Re: Tutorial Thread

Postby bowsersbane » August 26th, 2009, 2:01 pm

a building tutorial made by me and alot of people say i should post it here so i did :mrgreen:
Code: Select all
    50x30~0*3*3d*2*0*2*3Q*6*0*15*3d*2*0*3*3d*2*0*2*3Q*6*0*15*3d*2*0*3*3d*2*0*3*3Q*5*0*15*3d*2*0*3*3d*2*0*4*3Q*4*0*15*3d*2*0*3*3d*2*0*5*3Q*3*0*15*3d*2*0*3*3d*2*0*6*3Q*2*0*15*3d*2*0*3*3d*2*0*7*3Q0*15*2K2M0*3*3d*2*0*7*3Q0*15*2K2M0*3*3d*2*0*7*3Q0*15*2K2M0*9*3<*3*3Q0*15*2K2M0*12*3Q0*15*2K2M0*12*3Q0*15*2K2M0*12*3Q0*15*2K2M0*12*3Q0*6*2M*11*0*3*3d*2*0*5*3<*2*3Q0*6*2M*11*0*3*3d*2*0*7*3Q0*6*2M*11*0*3*3d*2*0*7*3Q0*6*2M*11*0*3*3d*2*0*7*3Q0*6*2M*11*0*3*3d*2*0*6*3<3Q0*15*2K2M0*3*3K*2*3d*3*0*4*3Q0*15*2K2M0*3*3K*2*0*2*3d0*4*3Q0*15*2K2M0*3*3K*2*0*2*3d0*4*3Q0*15*2K2M0*3*3K*2*0*2*3d0*4*3Q0*15*2K2M3d*6*03d0*4*3Q0*15*2K2M3d*6*03d0*4*3Q0*15*2K2M3d*6*03d0*4*3Q0*7*2S2Y*7*2[2M3d*6*03d0*4*3Q0*7*2K2M*9*0*3*3d*3*03d0*4*3Q0*7*2K2M*9*0*3*3d*3*03d0*4*3Q0*7*2K2M*9*0*3*3d*5*0*4*3Q0*7*2K2M*9*0*3*3d*2*0*7*3Q0*7*2K2M*9*0*3*3d*2*0*7*3Q0*7*2T2Z*7*2\2M0*3*3d*2*0*7*3d0*15*2K2M0*3*3d*2*0*7*3d0*15*2K2M0*3*3d*2*0*7*3d0*15*2K2M0*3*3d*2*0*6*3d*2*0*15*2K2M0*3*3d*2*0*5*3d*3*0*15*2K2M3Q*3*3d*2*0*4*3d*4*0*15*2K2M0*3*3d*2*0*3*3d*5*0*15*2K2M0*3*3d*2*0*2*3d*6*0*15*2K2M0*3*3d*2*0*2*3d*6*0*15*2K2M0*3*3d*2*0*2*3d*6*0*15*2K2M0*3*3d*2*0*2*3d*6*0*15*2K2M0*7*3d*6*0*15*2K2M0*7*3d*6*0*15*2K2M0*7*3d*6*0*15*2K2M0*7*3d*6*0*15*2K2M0*7*3d*6*0*15*2K2M0*7*3d*6*0*15*2K2M0*7*3d*6*0*15*2K2M~1,64,832,0,0,Right|73,128,864,WELCOME%20to%20bowsersbane%27s%20tutorial%20on%20building%20a%20map%20%3DD|73,200,864,AH%20our%20first%20mistake%20see%20how%20the%20bricks%20collide%20with%20the%20jungle%20ground%20dont%20do%20that%20that%20make%20it%20look%20bad%20D%3D|73,328,864,how%20does%20this%20wall%20look%20to%20you%3F%0DA%3Agood%0Db%3Abad%0Dif%20you%20picked%20%3DA%20your%20WRONG%20go%20through%20the%20door%20to%20see%20what%20a%20good%20wall%20looks%20like%20%3DD|39,376,864,552,864,1|39,552,864,552,864,1|73,680,864,look%20better%20%3F%3F%0D%0Dtake%20your%20time%20while%20makeing%20a%20level%20dont%20spend%201%20hour%20makeing%205%20bad%20levels%20spend%201%20hour%20makeing%201%20good%20level%20its%20worth%20it|39,760,864,1016,864,1|39,1016,864,1016,864,1|73,1080,863,how%20does%20this%20pipe%20look%3F%20%0DA%2Eweird%0DB%2Emisplased%0DC%2Ejust%20plain%20bad%0DD%2E%20all%20of%20the%20above%0Dif%20you%20picked%20%22D%22%20your%20right%20now%20jump%20over%20it%20and%20see%20what%20a%20good%20one%20looks%20like%20%28rember%20press%20%22ctrl%22%20for%20even%20item%29|41,1177,847,1,0|41,1186,812,1,0|42,1194,747,1,0|41,1424,848,1,0|41,1424,832,1,0|141,1424,752,1,180|73,1360,864,MUCH%20BETTER%20HUH%3F|40,1424,792,16,64|73,176,64,hows%20this%20gap%3F%20yeah%20its%20cool%20but%20i%20want%20something%20hard%20to%20find%20%3D%2F|141,336,24,1,90|73,560,64,hmm%20i%20whonder%20where%20to%20go%20%28look%20below%20to%20see%20where%20to%20ground%20pound%20and%20rember%20not%20everyone%20leaves%20a%20space%20open%20look%20carefully%21%21%29|39,840,64,840,64,1|39,888,192,840,64,1|52,944,48,1|52,976,48,1|52,1008,48,1|73,1072,64,DO%20NOT%20PUT%20TOO%20MANY%20ENEMINES%20IN%20ONE%20AREA%20THAT%20IS%20THE%20%231%20REASON%20OF%20LAG|74,1136,56,10|73,1233,64,dont%20put%20blocks%20to%20block%20your%20way%20totaly%20people%20HATE%20that%2E%2E|24,1401,81|25,1506,83|73,1400,64,%2Anoob%20talking%2A%20if%20your%20standing%20here%20your%20dead%0D%0D%2Ame%20talking%2A%20i%20for%20one%20HATE%20when%20people%20do%20that%20%3D%2F%20i%20recomend%20not%20doing%20that%20go%20ahead%20in%20fall%20its%20ok%20youll%20continue%20the%20tutorial|73,1296,192,TOLD%20YA%2E%2E%20now%20go%20down%20the%20steps%20to%20continue%2E%2E%2E|74,1008,344,90|84,1072,336|73,1040,352,HOW%20THE%20%2A%2A%2A%2A%20AM%20I%20GONA%20JUMP%20THAT%20GAP%3F%21%3F%21%20%0Dcalm%20down%20use%20trubo%20fludd%20and%20you%20have%20ALL%20%20the%20time%20you%20need%20to%20get%20across%20%3DD%20hoped%20you%20liked%20it%20%3DD|6,-16,176~5~3~building%20tutorial
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Re: Tutorial Thread

Postby samgamereviews » August 27th, 2009, 3:48 pm

pretty good basic tutorial, but I would suggest fixing some of the grammer errors.
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Re: Tutorial Thread

Postby 3.14 » September 2nd, 2009, 7:34 am

How do you make a horizontal leval transition?
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Re: Tutorial Thread

Postby bowsersbane » September 2nd, 2009, 2:17 pm

you dont lol
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Re: dark and light effects, solid items in background

Postby agentms11 » September 3rd, 2009, 7:35 am

3.14 wrote:How do you make a horizontal leval transition?
bowsersbane wrote:you dont lol
level4 wrote:Some more uses for undefined items. Disabled level transitions can be placed horizontally to create dark water, and can be cut off by a working level transition( Level transition is 43,x,y Disabled flipped transition is 043,x,y,1,90 ). When multiple level transitions are close together, they must be placed by entering the coordinates in the code. Silver stars create a white glow when disabled, and solid items are placed in the background. To bring an item to the front, move it later in the level code.
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Re: dark and light effects, solid items in background

Postby Suyo » September 3rd, 2009, 7:53 am

agentms11 wrote:
level4 wrote:Some more uses for undefined items. Disabled level transitions can be placed horizontally to create dark water, and can be cut off by a working level transition( Level transition is 43,x,y Disabled flipped transition is 043,x,y,1,90 ). When multiple level transitions are close together, they must be placed by entering the coordinates in the code. Silver stars create a white glow when disabled, and solid items are placed in the background. To bring an item to the front, move it later in the level code.
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Re: Tutorial Thread

Postby thingthing » September 22nd, 2009, 3:55 pm

i get all the other steps but i don't get the sn step so can some one help me :evil:
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Re: Tutorial Thread

Postby fourinone » September 23rd, 2009, 5:21 pm

thingthing wrote:i get all the other steps but i don't get the sn step so can some one help me :evil:

Basically, every item is defined by "|SN,x,y,(other things)", where SN is some number between 1 and 145, and each number refers to a specific item. For example, a yellow coin's code piece may be "|2,182,356", and its SN 2 will always mean a yellow coin. These SNs can be found in the item description after clicking on one. After clicking on the yellow coin, for example, you see "2 Yellow Coin" below it.

What you want to do is choose "Save Course", and "Output Code", then paste this code into Notepad or Microsoft Word. Then, you'd look for the SN of the item you want to disable, and add a 0 in front of the number. For example, |2,182,356 would become |02,182,356.
To make this step simpler, just make sure the item you want disabled is the last item you placed in the level designer, in which case you would just have to find the last piece of code before the "~", and add the 0 before the SN of that one. (This way, you can skip finding which SN refers to which item and that stuff.)
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