In the editor: Screen Data > S.Flags 1, check Sideview Gravity. You do that on any screen you want to make sideview. Combo 768 is a ladder combo. You'll also find all of the current sideview combos there. The first half are backdrop, the second half are solid foreground objects. You may also find the mountain combos 25 and 33 to be useful for walls and floors.Nin wrote:I've never created a sideview area, but I'll try my best! I'll get it done by Friday. All I ask is for a sideview tutorial if one is avaible.Nabe wrote:I don't think there's too much else to be done, unless you want to just do a small cave segment (sideview). The big remaining stuff is boss coding, and some visual and audio stuff that I'm working on.Nin wrote:I seriously never view this forum. In hopes that I can push this project to completion, what has to be done?
Have you used the engine before? If not, a handful of cave screens would not be too hard. But like, we're okay at this point otherwise. :)
Other than that, there are also simple scripted sideview platforms, and we're capable of making complex scripted things too. If you want scripted elements like moving parts, it will be easiest if you design screens in the editor or on paper, leaving space in mind for whatever special elements you might want, then let me know what you have in mind so I can implement them.
Enemies in sideview areas are AZCT-styled enemies like the Mario enemies in Link's Awakening, and each sideview area introduces a different one. So in designing your cave, you should start by telling me some enemy types you might want to work with. I haven't gotten around to doing any of these caves yet myself, so it's somewhat likely that I'll need to implement the enemies you're looking for. Any enemy type from SMBX should be doable and fair game.
Other than that, you can do whatever you like with it. It's fairly easy to add new tiles and combos if need be. The music will be one of the cave songs from the other Thing games, so it's probably best if you keep to some kind of cave aesthetically, but not necessary.