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Re: SMBX Help Thread

Posted: 09 Oct 2014, 12:17
by Xirix
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

Re: SMBX Help Thread

Posted: 09 Oct 2014, 12:28
by jayScribble
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
There should be a flag that should make NPCs friendly. However, it's off by default. As to why he's a powerup...

Re: SMBX Help Thread

Posted: 09 Oct 2014, 13:22
by Xirix
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?

Re: SMBX Help Thread

Posted: 09 Oct 2014, 15:28
by TiKi
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?
Kinda.
1. Place a block of the size you want where you want the resized block to be (a pipe for a 2x1 block for example)
2. Use the debugger to block swap that block to your resized block

Re: SMBX Help Thread

Posted: 09 Oct 2014, 15:38
by Willhart
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.
http://futurenyancat2002.prophpbb.com/topic416.html

Then you can use copy paste tool tool of some kind to move it around, so you don't need to resize every single block you want to enlarge/shrink.

Re: SMBX Help Thread

Posted: 10 Oct 2014, 17:45
by Oddwrath
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.

Re: SMBX Help Thread

Posted: 10 Oct 2014, 17:57
by Willhart
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.
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.

Re: SMBX Help Thread

Posted: 10 Oct 2014, 19:14
by TiKi
Anything involving light in SMBX is destined to look ugly I'm afraid.

Re: SMBX Help Thread

Posted: 10 Oct 2014, 22:13
by TiKi

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
(my lunaglobal.txt)

I was able to duck and pick up enemies from the top a few days ago, but not anymore. I don't think I added any lunaglobal codes.

Re: SMBX Help Thread

Posted: 11 Oct 2014, 00:54
by Kil
All command lengths in a custom section need to have an active time of something other than than 0. I'm surprised that doesn't cause horrible lag actually.

Re: SMBX Help Thread

Posted: 11 Oct 2014, 19:46
by ztarwuff
I'm really stumped with a level I'm working on, which is a backstory to Kood's hovering abilities (after all, he wall jumps in the original games).

This is what I've got so far.

https://www.dropbox.com/s/vl39xrd4zdc87 ... y.zip?dl=0

I'm torn between a rooftop chase or escape through a ventilation system. However, would somebody mind giving me some feedback on the first part? I need to know two things:

1. Is it too long?
2. Is it too similar to MAKL Vanilla?

Re: SMBX Help Thread

Posted: 11 Oct 2014, 21:15
by Oddwrath
ztarwuff wrote:Drama Mastery
Is the starting location supposed to be at the rooftop?
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.
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.
3)The bit were you float with a companion cube and hit the orange switch is kinda obnoxious.

Re: SMBX Help Thread

Posted: 12 Oct 2014, 13:01
by ztarwuff
Oddwrath wrote:
ztarwuff wrote:Drama Mastery
Is the starting location supposed to be at the rooftop?
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.
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.
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.
Okay.
3)The bit were you float with a companion cube and hit the orange switch is kinda obnoxious.
It's just a more dangerous version of the same gimmick from MAKL Vanilla.

Was the first section too long to warrant a second half, though?

Re: SMBX Help Thread

Posted: 12 Oct 2014, 13:39
by Oddwrath
ztarwuff wrote: Was the first section too long to warrant a second half, though?
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.

Re: SMBX Help Thread

Posted: 12 Oct 2014, 23:32
by Xirix
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.

Re: SMBX Help Thread

Posted: 12 Oct 2014, 23:35
by Hoeloe
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.
There was a background like that used in Luna Tower (and my A2XT level The Descent of Nine). Is that the one?

Re: SMBX Help Thread

Posted: 12 Oct 2014, 23:55
by Xirix
I'm not certain, I think there were way bigger cogs, unless I'm remembering wrong.

Re: SMBX Help Thread

Posted: 15 Oct 2014, 07:20
by Kil
So does seeing the credits give you that last percent on a save file? Is that info saved in the save file?

Re: SMBX Help Thread

Posted: 15 Oct 2014, 07:28
by Leet
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?

Re: SMBX Help Thread

Posted: 15 Oct 2014, 12:43
by SAJewers
IIRC there's a Cogs background in the CFGX.

Re: SMBX Help Thread

Posted: 15 Oct 2014, 14:32
by Xirix
Yes! That's what I was thinking of.. thanks Leet, I'll have to go grab Magl X. Also where might I get that CFGX graphics pack? My one is probably outdated by now.

Re: SMBX Help Thread

Posted: 16 Oct 2014, 01:38
by TiKi
Kil wrote:So does seeing the credits give you that last percent on a save file? Is that info saved in the save file?
Yes and I believe so.

I also need help with this:
viewtopic.php?f=11&t=15027#p247352

Re: SMBX Help Thread

Posted: 16 Oct 2014, 04:37
by Kil
TiKi wrote:
Kil wrote:So does seeing the credits give you that last percent on a save file? Is that info saved in the save file?
Yes and I believe so.

I also need help with this:
viewtopic.php?f=11&t=15027#p247352
It doesn't look like you need help. It looks like you've got it.

Re: SMBX Help Thread

Posted: 16 Oct 2014, 16:17
by TiKi
I've got 2 or 3 minigames but I need 6.

Re: SMBX Help Thread

Posted: 17 Oct 2014, 16:18
by Xirix
Can you modify boos so they're reverse, or don't care that they're being looked at at all?