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Re: Designer Tips and Tricks

PostPosted: August 5th, 2014, 3:20 pm
by AwesomeJRFD
Harmless wrote:I could've sworn Lava was already added in Null Space.

It was. ReSult was talking about Chapter 1; even their level code has the "0.4" at the end.

Re: Designer Tips and Tricks

PostPosted: August 5th, 2014, 8:16 pm
by Harmless
Ah.

I found out ways to make neat furniture like stoves and stuff by combining cosmetic building items. For example, a pillar base and a torch make a stove depending on how you align it.

Interactive Warp Points/Pads [NS:RC2]

PostPosted: October 2nd, 2014, 5:06 pm
by CedarBranch
Interactive Warp Points/Pads
Remember those numbered pads in Donkey Kong 64? Well, these things are somewhat similar, at least to how they function, but less detailed (as of now).

NOTE: To teleport once they are functional, crouch in front of it.

ANOTHER NOTE: The destination has to be changed when putting these into your level. To do that, change the Move Character function coordinates of each Pad (it is the lower Hitbox) to those of the exact resting spot of the alternate destination. (Try to make it exact for a smoother result.)


Pad 1: Point A
Code: Select all
llitem:352;256;560;2;2.25;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|353;256;528;2;2;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|360;240;482;2;2;0;100,100,100,100,0,0,0,0,0,0,-50,-120;0|6:DreamPoint1A;232;560;48;16;0;0;cinemamode:playsound,57,2:sleep,45:cinemaoff:movechar,this,1472,576,0,0,0,1|6:DPactivate1A;232;512;48;64;0;1;branch,3,7,g_DPgood1A,1:set,g_DPglow1A,0:sleep,2:playsound,69,1.25:add,g_DreamPoint1,g_DreamPoint1,1:add,g_DPgood1A,g_DPgood1A,1:setscale,light1A,1.5,1.5,0,1,1,0,1:c,Dream%20Point%20order.|x902:light1A;232;576;0.5;1.5;-90;100,100,100,100,255,255,0,0,75


Pad 1: Point B
Code: Select all
llitem:352;1472;560;2;2.25;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|353;1472;528;2;2;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|360;1456;482;2;2;0;100,100,100,100,0,0,0,0,0,0,-50,-120;0|6:DreamPoint1B;1448;560;48;16;0;0;cinemamode:playsound,57,2:sleep,45:cinemaoff:movechar,this,256,576,0,0,0,1|6:DPactivate1B;1448;512;48;64;0;1;branch,3,7,g_DPgood1B,1:set,g_DPglow1B,0:sleep,2:playsound,69,1.25:add,g_DreamPoint1,g_DreamPoint1,1:add,g_DPgood1B,g_DPgood1B,1:setscale,light1B,1.5,1.5,0,1,1,0,1:c,Dream%20Point%20order.|x902:light1B;1448;576;0.5;1.5;-90;100,100,100,100,255,255,0,0,75


Pad 2: Point A
Code: Select all
llitem:352;448;560;2;2.25;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|353;448;528;2;2;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|361;432;482;2;2;0;100,100,100,100,0,0,0,0,0,0,-50,-120;0|6:DreamPoint2A;424;560;48;16;0;0;cinemamode:playsound,57,2:sleep,45:cinemaoff:movechar,this,1280,576,0,0,0,1|6:DPactivate2A;424;512;48;64;0;1;branch,3,7,g_DPgood2A,1:set,g_DPglow2A,0:sleep,2:playsound,69,1.25:add,g_DreamPoint2,g_DreamPoint2,1:add,g_DPgood2A,g_DPgood2A,1:setscale,light2A,1.5,1.5,0,1,1,0,1:c,Dream%20Point%20order.|x902:light2A;424;576;0.5;1.5;-90;100,100,100,100,0,255,0,0,-50


Pad 2: Point B
Code: Select all
llitem:352;1280;560;2;2.25;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|353;1280;528;2;2;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|361;1264;482;2;2;0;100,100,100,100,0,0,0,0,0,0,-50,-120;0|6:DreamPoint2B;1256;560;48;16;0;0;cinemamode:playsound,57,2:sleep,45:cinemaoff:movechar,this,448,576,0,0,0,1|6:DPactivate2B;1256;512;48;64;0;1;branch,3,7,g_DPgood2B,1:set,g_DPglow2B,0:sleep,2:playsound,69,1.25:add,g_DreamPoint2,g_DreamPoint2,1:add,g_DPgood2B,g_DPgood2B,1:setscale,light2B,1.5,1.5,0,1,1,0,1:c,Dream%20Point%20order.|x902:light2B;1256;576;0.5;1.5;-90;100,100,100,100,0,255,0,0,-50


Pad 3: Point A
Code: Select all
llitem:352;640;560;2;2.25;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|353;640;528;2;2;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|6:DreamPoint3A;616;560;48;16;0;0;cinemamode:playsound,57,2:sleep,45:cinemaoff:movechar,this,1088,576,0,0,0,1|x902:light3A;616;576;0.5;1.5;-90;100,100,100,100,0,0,255|362;624;482;2;2;0;100,100,100,100,0,0,0,0,0,0,-50,-120;0|6:DPactivate3A;616;512;48;64;0;1;branch,3,7,g_DPgood3A,1:set,g_DPglow3A,0:sleep,2:playsound,69,1.25:add,g_DreamPoint3,g_DreamPoint3,1:add,g_DPgood3A,g_DPgood3A,1:setscale,light3A,1.5,1.5,0,1,1,0,1:c,Dream%20Point%20order.


Pad 3: Point B
Code: Select all
llitem:352;1088;560;2;2.25;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|353;1088;528;2;2;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|6:DreamPoint3B;1064;560;48;16;0;0;cinemamode:playsound,57,2:sleep,45:cinemaoff:movechar,this,640,576,0,0,0,1|x902:light3B;1064;576;0.5;1.5;-90;100,100,100,100,0,0,255|362;1072;482;2;2;0;100,100,100,100,0,0,0,0,0,0,-50,-120;0|6:DPactivate3B;1064;512;48;64;0;1;branch,3,7,g_DPgood3B,1:set,g_DPglow3B,0:sleep,2:playsound,69,1.25:add,g_DreamPoint3,g_DreamPoint3,1:add,g_DPgood3B,g_DPgood3B,1:setscale,light3B,1.5,1.5,0,1,1,0,1:c,Dream%20Point%20order.


Hitbox-Trigger: Fixes glow so it deactivates when you die before reaching a Respawn Point after it was activated
Code: Select all
llitem:6:DPglowfixerstart;96;0;96;96;0;1;branch,5,8,g_DPglowfixerstartCheck,1:set,g_DPglowfixerstartCheck,1:set,g_DPglow1A,1:set,g_DPglow1B,1:set,g_DPglow2A,1:set,g_DPglow2B,1:set,g_DPglow3A,1:set,g_DPglow3B,1:turnoff,DPglowfixerstart
Make sure this is ONLY where you start.

Three Hitbox-Triggers: These three will physically reset the glow when necessary, but only for each one's Point A
Code: Select all
llitem:6:DPglowfix1A;0;0;864;704;0;1;branch,5,2,g_DPglow1A,1:goto,0:setscale,light1A,0.5,1.5,0,1,1,0,1|6:DPglowfix2A;0;0;864;704;0;1;branch,5,2,g_DPglow2A,1:goto,0:setscale,light2A,0.5,1.5,0,1,1,0,1|6:DPglowfix3A;0;0;864;704;0;1;branch,5,2,g_DPglow3A,1:goto,0:setscale,light3A,0.5,1.5,0,1,1,0,1
This has to cover the WHOLE transition the Pad(s) originate(s) in.

Three Hitbox-Triggers: These three will physically reset the glow when necessary, but only for each one's Point B
Code: Select all
llitem:6:DPglowfix1B;864;0;864;704;0;1;branch,5,2,g_DPglow1B,1:goto,0:setscale,light1B,0.5,1.5,0,1,1,0,1|6:DPglowfix2B;864;0;864;704;0;1;branch,5,2,g_DPglow2B,1:goto,0:setscale,light2B,0.5,1.5,0,1,1,0,1|6:DPglowfix3B;864;0;864;704;0;1;branch,5,2,g_DPglow3B,1:goto,0:setscale,light3B,0.5,1.5,0,1,1,0,1
This has to cover the WHOLE transition the Pad(s) originate(s) in.

Three Hitbox-Triggers: These three let the Pads know they are now functional when they are supposed to be functional
Code: Select all
llitem:6:DreamPoint1signal;-40;-24;864;704;0;1;branch,3,2,g_DreamPoint1,2:goto,0:turnon,DreamPoint1A:turnon,DreamPoint1B|6:DreamPoint2signal;-40;-24;864;704;0;1;branch,3,2,g_DreamPoint2,2:goto,0:turnon,DreamPoint2A:turnon,DreamPoint2B|6:DreamPoint3signal;-40;-24;864;704;0;1;branch,3,2,g_DreamPoint3,2:goto,0:turnon,DreamPoint3A:turnon,DreamPoint3B
This has to cover the WHOLE transition the Pad(s) originate(s) in.


Demonstration level...
Code: Select all
54x22~cf4.cf12cq.6bX6.24cf4.cf11cq.7bX6.24cf4.cf10cq.8bX6.24cf4.cf9cq.9bX6.24cf4.cf8cq.10bX6.24cf4.cf7cq.11bX6.24cf4.cf6cq.12bX6.24cf3cq.crcf4cq.13bX6.24cfcscu.3cvctcfcq.14bX6.24cu.23bX6.48bX6.36bZbX2ca.8bX6.8bZbX2ca.24cd4.3bZca.3bX6.3bZca.3cd4.31cd2.12cd2.97bX6.48bX6.48bX6.48bX6.48bX6.48bX6.48bX6~.24bX.4bX.48bX.4bX.48bX.4bX.48bX.4bX.48bX.4bX.48bX.4bX.48bX.4bX.48bX.4bX.48bX.4bX.48bX.4bX.48bX.4bX.48bX6.48bX6.48bX6.48bX6.48bX6.48bX.4bX.48bX.4bX.48bX.4bX.48bX.4bX.48bX.4bX.48bX.4bX~33;448;352;1;1;0;;text,2,Activate%20two%20Warp%20Points%20of%20the%20same%20color%20%26%20number%20to%20make%20them%20functional.|33;1280;352;1;1;0;;text,2,Crouch%20while%20in%20front%20of%20the%20now-functional%20Warp%20Point%20to%20teleport%20to%20the%20other%20activated%20one%2C%20of%20the%20same%20color%20%26%20number.~352;256;560;2;2.25;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|353;256;528;2;2;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|360;240;482;2;2;0;100,100,100,100,0,0,0,0,0,0,-50,-120;0|6:DreamPoint1A;232;560;48;16;0;0;cinemamode:playsound,57,2:sleep,45:cinemaoff:movechar,this,1472,576,0,0,0,1|6:DPactivate1A;232;512;48;64;0;1;branch,3,7,g_DPgood1A,1:set,g_DPglow1A,0:sleep,2:playsound,69,1.25:add,g_DreamPoint1,g_DreamPoint1,1:add,g_DPgood1A,g_DPgood1A,1:setscale,light1A,1.5,1.5,0,1,1,0,1:c,Dream%20Point%20order.|x902:light1A;232;576;0.5;1.5;-90;100,100,100,100,255,255,0,0,75|352;1472;560;2;2.25;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|353;1472;528;2;2;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|360;1456;482;2;2;0;100,100,100,100,0,0,0,0,0,0,-50,-120;0|6:DreamPoint1B;1448;560;48;16;0;0;cinemamode:playsound,57,2:sleep,45:cinemaoff:movechar,this,256,576,0,0,0,1|6:DPactivate1B;1448;512;48;64;0;1;branch,3,7,g_DPgood1B,1:set,g_DPglow1B,0:sleep,2:playsound,69,1.25:add,g_DreamPoint1,g_DreamPoint1,1:add,g_DPgood1B,g_DPgood1B,1:setscale,light1B,1.5,1.5,0,1,1,0,1:c,Dream%20Point%20order.|x902:light1B;1448;576;0.5;1.5;-90;100,100,100,100,255,255,0,0,75|352;448;560;2;2.25;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|353;448;528;2;2;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|361;432;482;2;2;0;100,100,100,100,0,0,0,0,0,0,-50,-120;0|6:DreamPoint2A;424;560;48;16;0;0;cinemamode:playsound,57,2:sleep,45:cinemaoff:movechar,this,1280,576,0,0,0,1|6:DPactivate2A;424;512;48;64;0;1;branch,3,7,g_DPgood2A,1:set,g_DPglow2A,0:sleep,2:playsound,69,1.25:add,g_DreamPoint2,g_DreamPoint2,1:add,g_DPgood2A,g_DPgood2A,1:setscale,light2A,1.5,1.5,0,1,1,0,1:c,Dream%20Point%20order.|x902:light2A;424;576;0.5;1.5;-90;100,100,100,100,0,255,0,0,-50|352;1280;560;2;2.25;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|353;1280;528;2;2;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|361;1264;482;2;2;0;100,100,100,100,0,0,0,0,0,0,-50,-120;0|6:DreamPoint2B;1256;560;48;16;0;0;cinemamode:playsound,57,2:sleep,45:cinemaoff:movechar,this,448,576,0,0,0,1|6:DPactivate2B;1256;512;48;64;0;1;branch,3,7,g_DPgood2B,1:set,g_DPglow2B,0:sleep,2:playsound,69,1.25:add,g_DreamPoint2,g_DreamPoint2,1:add,g_DPgood2B,g_DPgood2B,1:setscale,light2B,1.5,1.5,0,1,1,0,1:c,Dream%20Point%20order.|x902:light2B;1256;576;0.5;1.5;-90;100,100,100,100,0,255,0,0,-50|352;640;560;2;2.25;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|353;640;528;2;2;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|6:DreamPoint3A;616;560;48;16;0;0;cinemamode:playsound,57,2:sleep,45:cinemaoff:movechar,this,1088,576,0,0,0,1|x902:light3A;616;576;0.5;1.5;-90;100,100,100,100,0,0,255|362;624;482;2;2;0;100,100,100,100,0,0,0,0,0,0,-50,-120;0|6:DPactivate3A;616;512;48;64;0;1;branch,3,7,g_DPgood3A,1:set,g_DPglow3A,0:sleep,2:playsound,69,1.25:add,g_DreamPoint3,g_DreamPoint3,1:add,g_DPgood3A,g_DPgood3A,1:setscale,light3A,1.5,1.5,0,1,1,0,1:c,Dream%20Point%20order.|352;1088;560;2;2.25;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|353;1088;528;2;2;0;100,100,100,100,0,0,0,0,0,0,-40,-30;0|6:DreamPoint3B;1064;560;48;16;0;0;cinemamode:playsound,57,2:sleep,45:cinemaoff:movechar,this,640,576,0,0,0,1|x902:light3B;1064;576;0.5;1.5;-90;100,100,100,100,0,0,255|362;1072;482;2;2;0;100,100,100,100,0,0,0,0,0,0,-50,-120;0|6:DPactivate3B;1064;512;48;64;0;1;branch,3,7,g_DPgood3B,1:set,g_DPglow3B,0:sleep,2:playsound,69,1.25:add,g_DreamPoint3,g_DreamPoint3,1:add,g_DPgood3B,g_DPgood3B,1:setscale,light3B,1.5,1.5,0,1,1,0,1:c,Dream%20Point%20order.~0;144;72;1;0;0|9;96;656;;6,3;aa6ae12;all;0;0;5;300;0;100;0;90;30;0;3;3;5;5;5;5;30;30;128;128;0;0;0;0;3;10;10;30;0;1;1;-;0;1;64;5;0;0;1000;3;0;1;;1.125;1;0;0;1|9;352;656;;2,3;aa2ae4;all;0;0;5;300;0;100;0;90;30;0;3;3;5;5;5;5;30;30;128;128;0;0;0;0;3;10;10;30;0;1;1;-;0;1;64;5;0;0;1000;3;0;1;;1.375;1;0;0;1|9;544;656;;2,3;aa2ae4;all;0;0;5;300;0;100;0;90;30;0;3;3;5;5;5;5;30;30;128;128;0;0;0;0;3;10;10;30;0;1;1;-;0;1;64;5;0;0;1000;3;0;1;;1.375;1;0;0;1|9;736;656;;2,3;aa2ae4;all;0;0;5;300;0;100;0;90;30;0;3;3;5;5;5;5;30;30;128;128;0;0;0;0;3;10;10;30;0;1;1;-;0;1;64;5;0;0;1000;3;0;1;;1.375;1;0;0;1|9;992;656;;2,3;aa2ae4;all;0;0;5;300;0;100;0;90;30;0;3;3;5;5;5;5;30;30;128;128;0;0;0;0;3;10;10;30;0;1;1;-;0;1;64;5;0;0;1000;3;0;1;;1.375;1;0;0;1|9;1184;656;;2,3;aa2ae4;all;0;0;5;300;0;100;0;90;30;0;3;3;5;5;5;5;30;30;128;128;0;0;0;0;3;10;10;30;0;1;1;-;0;1;64;5;0;0;1000;3;0;1;;1.375;1;0;0;1|9;1376;656;;2,3;aa2ae4;all;0;0;5;300;0;100;0;90;30;0;3;3;5;5;5;5;30;30;128;128;0;0;0;0;3;10;10;30;0;1;1;-;0;1;64;5;0;0;1000;3;0;1;;1.375;1;0;0;1|79;1520;608;1;1;0;100,50,100,100,-150,150,0,0,-25,25,10;208;96;1|1;64;608|9;1472;640;;4,4;bZbX2cabX12;all;0;0;5;300;0;100;0;90;30;0;3;3;5;5;5;5;30;30;128;128;0;0;0;0;3;10;10;30;0;1;1;-;0;1;64;5;0;0;1000;3;0;1;;1;1;0;0;1|9;1280;640;;4,4;bZbX2cabX12;all;0;0;5;300;0;100;0;90;30;0;3;3;5;5;5;5;30;30;128;128;0;0;0;0;3;10;10;30;0;1;1;-;0;1;64;5;0;0;1000;3;0;1;;1;1;0;0;1|9;1088;640;;4,4;bZbX2cabX12;all;0;0;5;300;0;100;0;90;30;0;3;3;5;5;5;5;30;30;128;128;0;0;0;0;3;10;10;30;0;1;1;-;0;1;64;5;0;0;1000;3;0;1;;1;1;0;0;1|9;640;640;;4,4;bZbX2cabX12;all;0;0;5;300;0;100;0;90;30;0;3;3;5;5;5;5;30;30;128;128;0;0;0;0;3;10;10;30;0;1;1;-;0;1;64;5;0;0;1000;3;0;1;;1;1;0;0;1|9;448;640;;4,4;bZbX2cabX12;all;0;0;5;300;0;100;0;90;30;0;3;3;5;5;5;5;30;30;128;128;0;0;0;0;3;10;10;30;0;1;1;-;0;1;64;5;0;0;1000;3;0;1;;1;1;0;0;1|9;256;640;;4,4;bZbX2cabX12;all;0;0;5;300;0;100;0;90;30;0;3;3;5;5;5;5;30;30;128;128;0;0;0;0;3;10;10;30;0;1;1;-;0;1;64;5;0;0;1000;3;0;1;;1;1;0;0;1|615:Warp1Bspot;1472;576|615:Warp2Bspot;1280;576|615:Warp3Bspot;1088;576|615:Warp3Aspot;640;576|615:Warp2Aspot;448;576|615:Warp1Aspot;256;576~15;864;480;-1;-1;0;0;;|12;1608;472|6:DPglowfixerstart;96;0;96;96;0;1;branch,5,8,g_DPglowfixerstartCheck,1:set,g_DPglowfixerstartCheck,1:set,g_DPglow1A,1:set,g_DPglow1B,1:set,g_DPglow2A,1:set,g_DPglow2B,1:set,g_DPglow3A,1:set,g_DPglow3B,1:turnoff,DPglowfixerstart|6:DreamPoint1signal;0;0;864;704;0;1;branch,3,2,g_DreamPoint1,2:goto,0:turnon,DreamPoint1A:turnon,DreamPoint1B|6:DPglowfix1A;0;0;864;704;0;1;branch,5,2,g_DPglow1A,1:goto,0:setscale,light1A,0.5,1.5,0,1,1,0,1|6:DreamPoint2signal;0;0;864;704;0;1;branch,3,2,g_DreamPoint2,2:goto,0:turnon,DreamPoint2A:turnon,DreamPoint2B|6:DPglowfix1B;864;0;864;704;0;1;branch,5,2,g_DPglow1B,1:goto,0:setscale,light1B,0.5,1.5,0,1,1,0,1|6:DPglowfix2A;0;0;864;704;0;1;branch,5,2,g_DPglow2A,1:goto,0:setscale,light2A,0.5,1.5,0,1,1,0,1|6:DPglowfix2B;864;0;864;704;0;1;branch,5,2,g_DPglow2B,1:goto,0:setscale,light2B,0.5,1.5,0,1,1,0,1|6:DPglowfix3A;0;0;864;704;0;1;branch,5,2,g_DPglow3A,1:goto,0:setscale,light3A,0.5,1.5,0,1,1,0,1|6:DPglowfix3B;864;0;864;704;0;1;branch,5,2,g_DPglow3B,1:goto,0:setscale,light3B,0.5,1.5,0,1,1,0,1|6:DreamPoint3signal;0;0;864;704;0;1;branch,3,2,g_DreamPoint3,2:goto,0:turnon,DreamPoint3A:turnon,DreamPoint3B|6:DreamPoint1signal;864;0;864;704;0;1;branch,3,2,g_DreamPoint1,2:goto,0:turnon,DreamPoint1A:turnon,DreamPoint1B|6:DreamPoint2signal;864;0;864;704;0;1;branch,3,2,g_DreamPoint2,2:goto,0:turnon,DreamPoint2A:turnon,DreamPoint2B|6:DreamPoint3signal;864;0;864;704;0;1;branch,3,2,g_DreamPoint3,2:goto,0:turnon,DreamPoint3A:turnon,DreamPoint3B~Interactive%20Warp%20Points%20%5BDemo%5D~Triple%20J~15~15;600;-200~1~10;0~0;0;3~1412297708~0.5~0,0,0,0,0,0,0,0,0,0,0,0


Yeah, this is a little over-complicated.

Re: Designer Tips and Tricks

PostPosted: May 16th, 2015, 12:07 pm
by CedarBranch
AwesomeJRFD wrote:Better Wind sort of

Courtesy of JSlayerXero:

If you want wind in a single area:
Wind will be contained to inside the trigger.
Code: Select all
llitem:6;0;0;640;320;1;1;movechar,this,-4,0,0,0,0,0


Edited by me:

If you want wind in a whole level (limited by level transitions):
Make sure to activate "wind" first.
Code: Select all
llitem:6:wind;0;0;16;16;0;1;movechar,this,-4,0,0,0,0,0:sleep,1:goto,0


Courtesy of JSlayerXero:

Windshield:
Place this in a "whole level" wind area to stop the wind while the player is inside it.
Code: Select all
llitem:6;0;0;64;64;1;1;stoptrigger,wind:invis_wait:activate,wind
AwesomeJRFD wrote:Gravity Strength Control/Jump Height Sort of

Paste this into your level:
Code: Select all
llitem:6:changeGravity;-16;1600;16;16;0;1;movechar,this,0,0,0,-0.2,0,0:sleep,1:goto,0

Changing the "-0.2" in "Move Character" will control the strength of gravity.
Negative numbers will let you jump higher.

  • Anything lower than -0.4 will make you fly upwards infinitely.
  • Anything higher than 4.5 will cause the player to be pushed into the ground.
  • Anywhere in the 4.6 to 5.0 range will make the character do somersaults while walking.
  • Anything higher than 5.0, and you get earthquakes.

Use Activate "changeGravity" to change the gravity, and use Stop "changeGravity" to reset the gravity.

I wish to make this clear for those who want to fix their levels up for Null Space: Release Candidate 3: viewtopic.php?f=8&t=48581&p=328423#p328423
This applies to anything that uses the Move Character function.

Re: Designer Tips and Tricks

PostPosted: May 18th, 2015, 12:41 am
by Kimonio
Image

JFRD's disabling trick didn't work on spikes, need it for detail. Any ideas, guys?

Re: Designer Tips and Tricks

PostPosted: May 18th, 2015, 2:47 am
by KABOOM
Adding "x" to the beginning of the item code seems to work for small spikes, but not for large ones. Try that.

Re: Designer Tips and Tricks

PostPosted: May 18th, 2015, 6:28 pm
by Kimonio
Artificial Natural Lighting
It's easier shown than said, really, and easier to see for yourself than me to explain. There is room for improvement for sure.

My post from Last Legacy forums: show
Image

Window sunbeams and a sword in stone. The sunbeam especially took a lot of math, lots of in-code editing, and has a few glitches, due to how precise everything had to be calculated for it to appear natural. For example, in some position of the screen, a black box appears, which I assume is the hitbox flipping out. Another side effect is that it is rather resource heavy.

Here is the code itself for the beams. It may have something along with it, I don't know for sure, it was really complicated figuring out positioning via grid.
Code: Select all
x908;408;3712;6;0.5;90;100,100,999,50,0,0,0,0,100|x908;456;3712;6;-0.5;90;100,100,999,50,0,0,0,0,100|x902;456;3712;6;1.5;90;100,100,999,50,0,0,0,0,100|x908;311;3812;4;0.6;45;100,100,100,50,0,0,0,0,100|x908;327;3812;4;-0.6;45;100,100,100,50,0,0,0,0,100|x902;312;3812;4.6;0.015;45;100,100,100,50,0,0,0,0,100|x902;315;3812;4.6;0.015;45;100,100,100,50,0,0,0,0,100|x902;316;3812;4.6;0.015;45;100,100,100,50,0,0,0,0,100|x902;317;3812;4.6;0.015;45;100,100,100,50,0,0,0,0,100|x902;318;3812;4.6;0.015;45;100,100,100,50,0,0,0,0,100|x902;320;3812;4.6;0.015;45;100,100,100,50,0,0,0,0,100|x902;321;3812;4.6;0.015;45;100,100,100,50,0,0,0,0,100|x902;322;3812;4.6;0.015;45;100,100,100,50,0,0,0,0,100|x902;323;3812;4.6;0.015;45;100,100,100,50,0,0,0,0,100|x902;324;3812;4.6;0.015;45;100,100,100,50,0,0,0,0,100|x902;325;3812;4.6;0.015;45;100,100,100,50,0,0,0,0,100|x902;326;3812;4.6;0.015;45;100,100,100,50,0,0,0,0,100|x902;327;3812;4.6;0.015;45;100,100,100,50,0,0,0,0,100|x902;319;3812;4.6;0.015;45;100,100,100,50,0,0,0,0,100|x902;314;3812;4.6;0.015;45;100,100,100,50,0,0,0,0,100|x902;313;3812;4.6;0.015;45;100,100,100,50,0,0,0,0,100~4;0;0;120;129;50,40,50|


Also be aware first of all, that this is not a foolproof code. and is open to visual error.

Re: Designer Tips and Tricks

PostPosted: May 18th, 2015, 8:36 pm
by -BY
Considering that your light source seems to be the sun, Its not working exactly natural if you keep the sole light source and the difference between both angles in mind.
Am aware that you mainly want it to shine towards the sword and surroundings. But this way does look a bit too unnatural. If you're doing it for the effect only, you might consider not using the sun. Also some additional shading would be missing for the transitions around the windows. If it's mostly for a bit of a depth effect then light beams can go along with it but shouldn't try to do it solely.

If you're avoiding any bigger depth effects and go for smaller rooms, you might also consider changing the light source to the other side, projecting the windows shape subtle to the bg tiles. However am aware that you'd need to avoid additional angles for the sake of avoiding the players shadow, but that would be the point we're slowly getting too deep into this.