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Re: Tutorial Thread

Posted:
June 23rd, 2010, 10:52 pm
by Buff_
There aren't any back tiles in the Level Designer. There's a background which is chosen by a certain number at the end of the code, but that's it.
Re: Tutorial Thread

Posted:
June 24th, 2010, 12:18 am
by Worst_master
Yah, b ackground tile is just same in code, they are a certain code, you msut check Suyo's sticky there (The level documnetation.) But, they are not same in LD, because you can walk across it, so they are use for decration, it is called as a "BK tile."
Buffooner wrote:There aren't any back tiles in the Level Designer.
Huuuuuuuuuuuuh?
Re: Tutorial Thread

Posted:
June 24th, 2010, 4:44 am
by MICrophone
Buff's saying that there are no background tiles in the Level Designer. Technically, that's not exactly true. Things like Castle and Mansion walls are background tiles, for example. I understand what HMF is saying and it sounds like a cool idea…I just don't know if it's possible.
Re: Tutorial Thread

Posted:
June 24th, 2010, 11:16 am
by Firestar
Well, Y'know Tall Tall Mountain? Well, you can see a background of the ledge and below. So, it'd be like that; Walkthrough and stand on top.
Re: Tutorial Thread

Posted:
September 3rd, 2010, 1:47 pm
by PokefreakofBACON
Is there a way to enable sprites? like say a tree is there a way to make a tree a platform?
Re: Tutorial Thread

Posted:
September 3rd, 2010, 2:12 pm
by Yoshi Boo 118
Just put something like a bone platform and put a tree in front of it. You won't see the platform, but you can jump on the tree.
Re: Tutorial Thread

Posted:
September 3rd, 2010, 5:41 pm
by PokefreakofBACON
Yoshi Boo 118 wrote:Just put something like a bone platform and put a tree in front of it. You won't see the platform, but you can jump on the tree.
thanx yoshi boo! im gonna go make a level nao. cao!
Re: Tutorial Thread

Posted:
October 8th, 2010, 6:22 pm
by Venexis
So, I don't know if this is actually possible, I haven't been able to figure it out anyway.
Is there a way to take two separate level codes (for simplicity's sake, I'll call them Level A and Level B) and join them together into one single map (A+B, not a completely new Level C)? Like, say Level A is a field. There's a bunch of flowers and sunshine and coins and happiness and all that junk. However, Level B is a castle, full of bullets, bob-ombs, traps, lava and painful death. Is there any way to put them together so that when Level A ends, Level B would start? As in a transition from the far right boundary of A to the far left of B? It doesn't have to be a perfect seam, it would save a ton of time just being able to "copy and paste" certain traps, buildings, landscapes, etc. into larger levels.
Re: Tutorial Thread

Posted:
October 9th, 2010, 1:18 am
by Buff_
Well yes, but you have to do it with the code. The first level needs to be the size of itself + the size of the other level. As does the second one, but the this time the free tiles go before instead of afterward. You should then be able to, with a little editing, paste the codes together to make 1 big level.
Re: Tutorial Thread

Posted:
October 17th, 2010, 12:02 am
by Nongplang
I don't understand how to make the item as undefined. How i make that?
I tried it 100 times. But, It didn't work. How i do that? Please tell me....