Re: SMBX Help Thread
Posted: 09 Oct 2014, 12:17
Making a level with the dev kit.. why is the toad NPC a powerup? I want a toad NPC to talk too but Demo picks him up like he's a super mushroom. XD
There should be a flag that should make NPCs friendly. However, it's off by default. As to why he's a powerup...Xirix wrote:Making a level with the dev kit.. why is the toad NPC a powerup? I want a toad NPC to talk too but Demo picks him up like he's a super mushroom. XD
Kinda.Xirix wrote:Oh the friendly tag... right, it's been a while, I guess I forgot about that. It works now, thanks.
On another note, hitboxs for blocks can't be changed right?
You can change the block size in the lvl-file to anything you want, if you know it's coordinates.Xirix wrote:Oh the friendly tag... right, it's been a while, I guess I forgot about that. It works now, thanks.
On another note, hitboxs for blocks can't be changed right?
Add the clow to the sprite and then use npc codes to offset and resize the hitbox to be in the center of the rotodisc again.Oddwrath wrote:Is there any way to make rotodisc give out light i.e. turn darker tiles into lighter ones without attaching the lighter tiles layer to the rotodisc? I tried doing that, but it looked really ugly.
Code: Select all
// Mario
MemAssign,0x00B2C706,62,0,0,0,w
MemAssign,0x00B2C710,62,0,0,0,w
MemAssign,0x00B2C72E,62,0,0,0,w
MemAssign,0x00B2C738,62,0,0,0,w
MemAssign,0x00B2C74C,42,0,0,0,w
MemAssign,0x00B2C74E,42,0,0,0,w
MemAssign,0x00B2C754,42,0,0,0,w
MemAssign,0x00B2C756,42,0,0,0,w
// Mario widths
MemAssign,0x00B2C792,38,0,0,0,w
MemAssign,0x00B2C79C,38,0,0,0,w
MemAssign,0x00B2C7A6,38,0,0,0,w
MemAssign,0x00B2C7B0,38,0,0,0,w
MemAssign,0x00B2C7BA,38,0,0,0,w
MemAssign,0x00B2C7C4,38,0,0,0,w
//GoldFlower
NPCMemSet,263,0xE2,10,0,0,w
NPCMemSet,10,0x88,32,0,0,df
NPCMemSet,10,0x90,32,0,0,df
//Statue Powerup
PlayerMemSet,0,0x16C,0,0,0,w
PlayerMemSet,0,0x16E,0,0,0,w
PlayerMemSet,0,0x164,0xFFFF,0,0,w
//GreenLui Powerup
OnPlayerMem,0x112,4,0,1337,0,w
OnPlayerMem,0x112,1,0,1331,0,w
OnPlayerMem,0x112,2,0,1332,0,w
OnPlayerMem,0x112,3,0,1333,0,w
OnPlayerMem,0x112,5,0,1334,0,w
OnPlayerMem,0x112,6,0,1335,0,w
OnPlayerMem,0x112,7,0,1336,0,w
#1337
MemAssign,0x00B2C6DC,40,0,0,0,w
MemAssign,0x00B2C6E2,44,0,0,0,w
#1331
MemAssign,0x00B2C6DC,20,0,0,0,w
MemAssign,0x00B2C6E2,22,0,0,0,w
#1332
MemAssign,0x00B2C6DC,20,0,0,0,w
MemAssign,0x00B2C6E2,22,0,0,0,w
#1333
MemAssign,0x00B2C6DC,20,0,0,0,w
MemAssign,0x00B2C6E2,22,0,0,0,w
#1334
MemAssign,0x00B2C6DC,20,0,0,0,w
MemAssign,0x00B2C6E2,22,0,0,0,w
#1335
MemAssign,0x00B2C6DC,20,0,0,0,w
MemAssign,0x00B2C6E2,22,0,0,0,w
#1336
MemAssign,0x00B2C6DC,20,0,0,0,w
MemAssign,0x00B2C6E2,22,0,0,0,w
Is the starting location supposed to be at the rooftop?ztarwuff wrote:Drama Mastery
Those are reset switches to make sure the player starts off with all the colour blocks set correctly in the second half. I don't want to take the chance of the player starting off the second half with the wrong blocks activated.Oddwrath wrote:Is the starting location supposed to be at the rooftop?ztarwuff wrote:Drama Mastery
e: So, I've just moved my starting location to a (hopefully) more appropriate place in the section 1, beat it along with section 2 and so far I like it. Three nitpicks though:
1)Could you move the midpoint near the door? Dying and starting over doing the switches again may get annoying, depending on rooftop's length and difficulty.
Okay.2) Any level with Kood is bound to have one very annoying flaw: you misjudge your height, float into a wall and then fall and die. The best cure for that is usually to have 5 block gaps.
It's just a more dangerous version of the same gimmick from MAKL Vanilla.3)The bit were you float with a companion cube and hit the orange switch is kinda obnoxious.
So far, it feels kinda short. If the second half has about the same length as the first, then it'll have the perfect length.ztarwuff wrote: Was the first section too long to warrant a second half, though?
There was a background like that used in Luna Tower (and my A2XT level The Descent of Nine). Is that the one?Xirix wrote:Wondering if anyone out there can help, I've remember a pretty neat background that was used in either ASMBXT or MAGLX... pretty sure it was one of those, basically it was a load of cogs like part of a giant machine, but I can't for the life of me remember what level used it.
Wasn't there something like that in Mario is Missing But More Intense?Xirix wrote:Wondering if anyone out there can help, I've remember a pretty neat background that was used in either ASMBXT or MAGLX... pretty sure it was one of those, basically it was a load of cogs like part of a giant machine, but I can't for the life of me remember what level used it.
Yes and I believe so.Kil wrote:So does seeing the credits give you that last percent on a save file? Is that info saved in the save file?
It doesn't look like you need help. It looks like you've got it.TiKi wrote:Yes and I believe so.Kil wrote:So does seeing the credits give you that last percent on a save file? Is that info saved in the save file?
I also need help with this:
viewtopic.php?f=11&t=15027#p247352