I thought they were more along the lines of a switch similar to the on/off one, but I guess I wasn't far off either. but ah, thank you!Ignoritus wrote:As far as I know, they're entirely for the purpose of the level maker to use them with events. Of course, you don't have to use them for events if you don't want to.GlitchedGhost wrote:What purpose do the blue question mark blocks serve in the SMW tiles? I want to use them in my level cause I like how they function when you hit them, but I'm curious as to if they're used for anything else?
SMBX Help Thread
-
- Posts: 292
- Joined: 11 years ago
Re: SMBX Help Thread
He captured!
raocow wrote:last night I had a dream where I finally understood what a 'birb' is, and turns out it's a collyflower
Re: SMBX Help Thread
Is it possible to alter to SMW Lakitu? I want to replace him with a Fishin' Boo (minus the fishin', but still with the spinjump-offable invulnverability) but I can't seem to find his sprite. What's his number, if it's possible?
Re: SMBX Help Thread
npc-284XutaWoo wrote:Is it possible to alter to SMW Lakitu? I want to replace him with a Fishin' Boo (minus the fishin', but still with the spinjump-offable invulnverability) but I can't seem to find his sprite. What's his number, if it's possible?
Also, I feel obligated to point out that I'm fairly sure it's possible to recreate the fishing boo. If you're really interested and can provide the sprites, I'd be willing to try for you.
- SAJewers
- ASMBXT Level Wrangler/A2XT Project Coordinator /AAT Level Designer
- Posts: 4218
- Joined: 12 years ago
- Location: Nova Scotia
Re: SMBX Help Thread
Someone did Fishin' Lakitu in STTB2, so it's possible.Ignoritus wrote:npc-284XutaWoo wrote:Is it possible to alter to SMW Lakitu? I want to replace him with a Fishin' Boo (minus the fishin', but still with the spinjump-offable invulnverability) but I can't seem to find his sprite. What's his number, if it's possible?
Also, I feel obligated to point out that I'm fairly sure it's possible to recreate the fishing boo. If you're really interested and can provide the sprites, I'd be willing to try for you.
Re: SMBX Help Thread
Oh, heh, thought the cloud would be a seperate object.Ignoritus wrote:npc-284
Also, I feel obligated to point out that I'm fairly sure it's possible to recreate the fishing boo. If you're really interested and can provide the sprites, I'd be willing to try for you.
I don't actually want a fishin' boo so much as fit the lakitu better into the level and make it clearer that you can't hurt him; granted, this is more of for testing to see if that allows him to toss cannons without killing himself, but it never hurts to help the theme!
- Vergalon
- help, I've been abducted (?)
- Posts: 30
- Joined: 12 years ago
- Location: The Great North, South of Canada
Re: SMBX Help Thread
Question:
How does one make blocks change (fade, disappear, move, etc.) when demo gets close to them?
I'm assuming that it's possible because I saw something like it in 'I want to be the ghost house', but I have very limited knowledge of this contraption.
How does one make blocks change (fade, disappear, move, etc.) when demo gets close to them?
I'm assuming that it's possible because I saw something like it in 'I want to be the ghost house', but I have very limited knowledge of this contraption.
Re: SMBX Help Thread
Invisible axes triggering an event are your best bet here.Vergalon wrote:Question:
How does one make blocks change (fade, disappear, move, etc.) when demo gets close to them?
I'm assuming that it's possible because I saw something like it in 'I want to be the ghost house', but I have very limited knowledge of this contraption.
- Vergalon
- help, I've been abducted (?)
- Posts: 30
- Joined: 12 years ago
- Location: The Great North, South of Canada
Re: SMBX Help Thread
That works. (I was even able to figure out how to stop it from falling)Ignoritus wrote:Invisible axes triggering an event are your best bet here.Vergalon wrote:Question:
How does one make blocks change (fade, disappear, move, etc.) when demo gets close to them?
I'm assuming that it's possible because I saw something like it in 'I want to be the ghost house', but I have very limited knowledge of this contraption.
Is there a method for toggling the blocks on/off depending on if demo is close enough?
*edit*
In related news, layers that are being used for the disappearing blocks are randomly appearing/disappearing without any known cause.
oy vey
*edit edit*
Never mind, I fixed it?
*new question*
How does one make a smw style skull raft? (each skull moving in unison after stepping on it)
-
- Banned
- Posts: 0
- Joined: 11 years ago
Re: SMBX Help Thread
If you place the skulls directly adjacent to one another then they'll count as the one raft. So if you step on one skull they'll all start moving. Just make sure they're all facing the same direction and it's the direction you want the raft to move. This means that in SMBX rafts can be as long or as short as you like. You should also be able to make them as fast or as slow as you like if you make a txt file for them altering their speed (although I haven't tried it).Vergalon wrote:*new question*
How does one make a smw style skull raft? (each skull moving in unison after stepping on it)
- Vergalon
- help, I've been abducted (?)
- Posts: 30
- Joined: 12 years ago
- Location: The Great North, South of Canada
Re: SMBX Help Thread
Ah, I was a derp.
I tried to have the raft start on a diagonal, so it never registered that it was a single raft.
In related news, you have have raft pieces thrown from Lakitu. Strange.
I tried to have the raft start on a diagonal, so it never registered that it was a single raft.
In related news, you have have raft pieces thrown from Lakitu. Strange.
Re: SMBX Help Thread
Is there an easier way to make firebars? So far I'm placing SMB1 fire NPCs manually everywhere except I constantly have to add more with higher "Position" values, one at a time. Maybe I'm vastly misunderstanding something.
Last edited by kil3 11 years ago, edited 1 time in total.
- raekuul
- D&C 112:13
- Posts: 1854
- Joined: 15 years ago
- First name: Pokota
- Pronouns: he/him/his
- Location: Deti Plains
- Contact:
Re: SMBX Help Thread
So I was able to get The Capital City Of Flowers In The Sky working for the level that will be given the same name... but when I went to assign Lullaby of Deserted Hell to the underground level I'm working on, no matter what I did the program would freeze up.
Can someone tell me why one song would work while the other would cause lockup?
TIP: If you're using custom music, make sure to strip the tags.
Can someone tell me why one song would work while the other would cause lockup?
TIP: If you're using custom music, make sure to strip the tags.
Re: SMBX Help Thread
Nope.kil3 wrote:Is there an easier way to make firebars? So far I'm placing SMB1 fire NPCs manually everywhere except I constantly have to add more with higher "Position" values, one at a time. Maybe I'm vastly misunderstanding something.
Re: SMBX Help Thread
I've been having trouble getting the doors to work. I can enter the warp1 door, but as soon as I do, it just stops the game and goes back to the editor. I've also noticed that it keeps changing the warps back to "entrance." I'm not really sure what I'm doing wrong here. Do I just need to be in the "play" mode rather than the level editor? Here are what my settings look like:
http://i.imgur.com/HrYsu.png
http://i.imgur.com/HrYsu.png
Signatures are dumb, and make forums even harder to read.
- Blivsey
- forever an obscure pokemons
- Posts: 1155
- Joined: 11 years ago
- First name: liv/livvy
- Pronouns: she/her
- Location: Ioway
- https://blivsey.talkhaus.com/
Re: SMBX Help Thread
Delete those two warps, and then:
- 1. Click "Door", then "Entrance", then (under "Entrance Direction") the "Moving x" direction Demo moves when going into the pipe (if applicable)
2. Place the warp
3. Click "Exit", then (under "Exit Direction") the "Moving x" direction Demo moves when appearing from the pipe (if applicable)
4. Place the warp
convenient noise thread for stress-relief purposes
Re: SMBX Help Thread
Are you trying to make a pipe entrance with a door exit?
Re: SMBX Help Thread
I was trying to make a door with a pipe exit. It's working now, though. Blivsey's directions are correct.Kuribo wrote:Are you trying to make a pipe entrance with a door exit?
Signatures are dumb, and make forums even harder to read.
Re: SMBX Help Thread
How do I exit testing without dying or completing the level?
- raocow
- the death of the incredible huge
- Posts: 4090
- Joined: 15 years ago
- Location: maybe the Wizards are the most complex, and the sales guys are up their daily
- https://raocow.talkhaus.com/
Re: SMBX Help Thread
So... what are the other reasons a costume song won't work? I just re-exported it through audacity and it still doesn't play, and if I load another song through it, it will work, it's just this one song apparently.
the chillaxest of dragons
- raocow
- the death of the incredible huge
- Posts: 4090
- Joined: 15 years ago
- Location: maybe the Wizards are the most complex, and the sales guys are up their daily
- https://raocow.talkhaus.com/
Re: SMBX Help Thread
Basically I'm trying to use this. I've re-encoded it in audacity and it still doesn't work. Why else would it not work?
http://www.sendspace.com/file/f8gw6d
http://www.sendspace.com/file/f8gw6d
the chillaxest of dragons
Re: SMBX Help Thread
It's working perfectly here, raocow, so I'm really not sure what's causing your issueraocow wrote:Basically I'm trying to use this. I've re-encoded it in audacity and it still doesn't work. Why else would it not work?
http://www.sendspace.com/file/f8gw6d
is this videogames?
- SAJewers
- ASMBXT Level Wrangler/A2XT Project Coordinator /AAT Level Designer
- Posts: 4218
- Joined: 12 years ago
- Location: Nova Scotia
Re: SMBX Help Thread
Press escape.Cadwyn wrote:How do I exit testing without dying or completing the level?
Re: SMBX Help Thread
Haha seriously?Ignoritus wrote:Nope.kil3 wrote:Is there an easier way to make firebars? So far I'm placing SMB1 fire NPCs manually everywhere except I constantly have to add more with higher "Position" values, one at a time. Maybe I'm vastly misunderstanding something.
Well I guess here's my solution: I'm going to mark all the firebar spots off beforehand with position 0 fire. Then when I'm done designing the level I go and place all the position 1 fires, then the position 2's, then 3's, 4's, etc... At least I hope that works to reduce the tedium from constantly adjusting the slider.
- SAJewers
- ASMBXT Level Wrangler/A2XT Project Coordinator /AAT Level Designer
- Posts: 4218
- Joined: 12 years ago
- Location: Nova Scotia
Re: SMBX Help Thread
Might be a dumb question, but is there a way to rotate/flip blocks? I want a downward pipe, but there's only an upward pipe head.
EDIT: never mind, using the SMB3 pipe, it looks ok.
EDIT: never mind, using the SMB3 pipe, it looks ok.
Last edited by SAJewers 11 years ago, edited 1 time in total.
Re: SMBX Help Thread
hint:SAJewers wrote:Might be a dumb question, but is there a way to rotate/flip blocks? I want a downward pipe, but there's only an upward pipe head.
is this videogames?