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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 24 Feb 2015, 23:24
by Ignoritus
Ometeotl wrote:
Hoeloe wrote:
Kerkec wrote:the problem is that you can only use masks on blocks that originally had masks?
That is the problem. You cannot add masks to blocks that did not originally have them. It's a nuisance.
I will add to this that the Wohl Editor WILL use the mask file you create even if it is for a non-maskable object. Of course, it still won't have the new mask in SMBX, so it really just serves to confuse you.
Wohlstand is currently creating his own platform engine that will fix a lot of SMBX's eccentricities. That's why a lot of stuff "works" in his editor, but breaks when you actually run the level in SMBX.

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 02:33
by Kapus
FusionWarrior wrote:
Kapus wrote:This may be a dumb question, but I'm rather new to this editor and I couldn't find this information in the readme tutorial.

How do I make an npc give more than one window of dialogue when you speak to it?
I don't know the "correct" answer, but I think you can have the following text be an event that is triggered upon "talk" that triggers an event after a .1 delay containing the second speech block, and if needed, have that event trigger a thrid after another .1 delay, etc etc etc? Haven't tried it myself but it is a sound theory.
I forgot all about events! That helped a lot, thanks!

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 02:43
by Juanbro
Alright, I have a good chunk of my level already designed (roughly 40%-ish), but I have still a lot of questions. Let's start with the following ones:

How do you put the "Starman" power-up in a ?-block? I put the one that appears in the NPC list, but that's the one that finishes my level. I want the one that gives you invincibility. Unless, there isn't one? If there isn't one, is there something that at least gives you the invulnerability (without the killing power)?

Another question: I can't find the cannon that appears in the airship levels of SMB3, you know the one that shots in a diagonal way. Do you where it is? Or the cannonball itself? Because I want to use them for bullets that fall vertically (I am using lava lotus fire as a placeholder).

And I send a private message to Hoeloe (by the way, who is the character in his avatar?, it seems familiar).

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 02:55
by Wolfolotl
Juanbro wrote:Alright, I have a good chunk of my level already designed (roughly 40%-ish), but I have still a lot of questions. Let's start with the following ones:

How do you put the "Starman" power-up in a ?-block? I put the one that appears in the NPC list, but that's the one that finishes my level. I want the one that gives you invincibility. Unless, there isn't one? If there isn't one, is there something that at least gives you the invulnerability (without the killing power)?

Another question: I can't find the cannon that appears in the airship levels of SMB3, you know the one that shots in a diagonal way. Do you where it is? Or the cannonball itself? Because I want to use them for bullets that fall vertically (I am using lava lotus fire as a placeholder).
there are two stars in SMBX, one invincibility one and one end one. in wohl's editor you should be able to see both of them side by side. the one that doesn't flash blue when you put it down is the invincibility one, I think EDIT: I showed just how new I am with the SMBX engine. Ignoritus says no can do, sorry to say

for the cannonballs, you should be able to resprite something to look that way if you can't find it in the editor. also, cannons are classified as blocks in the editors while their projectiles are classified as NPCs. to make a cannon, you need to set an NPC to a projectile generator (and in wohl's editor you can set direction and interval in between, but I dunno about the vanilla SMBX editor). this can lead to fun things like goombas being propelled towards you at the speed of sound and things like that! my point is that the bullets are not necessarily linked to the cannons

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 02:56
by Ignoritus
There's no invincibility star in SMBX.

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 02:59
by Ometeotl
Is there a way to increase the size of an Instant warp, or am I stuck making one Entrance and Exit for every tile in a row?

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 03:19
by Ignoritus
Ometeotl wrote:Is there a way to increase the size of an Instant warp, or am I stuck making one Entrance and Exit for every tile in a row?
You're stuck.

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 03:35
by Juanbro
Juanbro wrote: Another question: I can't find the cannon that appears in the airship levels of SMB3, you know the one that shots in a diagonal way. Do you where it is? Or the cannonball itself? Because I want to use them for bullets that fall vertically (I am using lava lotus fire as a placeholder).

And I send a private message to Hoeloe (by the way, who is the character in his avatar?, it seems familiar).
Buuuu, my dreams were shattered (?). Well, I can use the P-balloon power up as a replacement, but is it easy to include? Or do I need to do some tricky maneuvers?

I still need help to the question of the cannon and cannonballs (these cannon and cannonballs): Image

I can't find them neither in Blocks menu or NPCs menu.

And how can I make the koopas to kick their shells? I put a few koopas next to their shells, and they only turn around when they come in contact with them.

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 03:44
by Lunikyuu
Man, I'm so far behind where I planned to be right now... anyway, I have custom background objects I want to use that are a different size from the default, and they look fine in Wohl's engine, as others have pointed out, but when I test them in SMBX, they still break (they either don't show up at all, or only a small piece of them shows up). This is a problem as one of my background objects is much larger than SMBX's largest defualt background object. Might just resort to making them friendly unmoving NPCs, but I thought I'd post this here in case there's a better workaround or I'm just doing something wrong.

also, reject names since I forgot to do those earlier:
Instantly Greasy Buzzy Beetle: only thing I could think of was something similar to "Shaken, not Stirred" from last MaGL X, and I didn't want to straight up copy a gimmick.
I Believe That Bullet Bill Are All Equal and I Feel Very Strongly About This!: probably could've done something with this, but I didn't particularly feel like making a bullet bill level.
Jigglypuff and Batman Meet at Last: was really really tempted to use this name, but I couldn't think of any good ideas for it.
Intentions Do Not Come from the Hills. Where the Heck Were You Raised to Think That? They Come from the Acropolis: thought about maybe making a dry bones army called "the Intentions", but I couldn't think of anything interesting level design-wise revolving around dry bones.
Also oh man spending an enormous amount of time on a silly background graphic that will only appear on the first screen! :P

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 03:44
by Rednaxela
Unfortunately Juanbro, all the things you keep listing are not part of SMBX.

They'd be possible to implement with LunaLua probably, but some of those would be no small matter. The canons that shoot diagonal would probably be the easiest of those to do, but yeah, that isn't a thing SMBX has built in.

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 04:00
by FrozenQuills
Ometeotl wrote:Is there a way to increase the size of an Instant warp, or am I stuck making one Entrance and Exit for every tile in a row?
You could use some LunaLua trickery to modify and get player coordinates to make your own "warps", if you're interested in learning about that.
Juanbro wrote:And how can I make the koopas to kick their shells? I put a few koopas next to their shells, and they only turn around when they come in contact with them.
Only the blue beach koopa in the Super Mario World NPC group can kick shells. And regarding stuff that could sort of imitate invincibility like walking over spikes, maybe you could use the shoes or Yoshi? Or the fairy powerup under the miscellaneous NPC group?
But yeah there's nothing that can make you completely invincible against enemies as far as I know.

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 04:15
by GalaxyOfJ
I'm poking around my level for places that can use some more stuffing. Currently the level is almost done, but it's a fair bit on the short side, so I may buff out the mid and ~bonus~ area a bit. Apart from that, I need to decide if I like where the a thing is hidden and do some polishing before I'm completely done.

Such a weird feeling that the level is almost done earlier than I previously even started my levels in past MaGLagLs (even if it is eating at my work time a bit)

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 04:53
by Maiku Wotaharu
So, I finally managed to submit a level. The name I selected really stuck with me from day one and felt I could really do something with that. But I'm not here to talk about that. Here's the names I didn't choose!
Monty Mole Hall: Since I already made a level with Monty Mole's name, I really didn't want to make another one. But if I did, the player would have to choose to see whats behind Door #1, Door #2, or Door #3. (Does anyone really get that?)

Quality Road: All I could think of was the player is set out on a mission to collect special coins to save a knockoff chocolate factory from going into bankruptcy. (Again, does anyone really get that?)

Secretively Part Hall: I'm sorry, but I couldn't make any sense of that title.

Chain Chomp Castle: Would have done exactly what it said on the tin.

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 04:58
by ano0maly
Lunatic Quark wrote: also, reject names since I forgot to do those earlier:
Instantly Greasy Buzzy Beetle: only thing I could think of was something similar to "Shaken, not Stirred" from last MaGL X, and I didn't want to straight up copy a gimmick.
I Believe That Bullet Bill Are All Equal and I Feel Very Strongly About This!: probably could've done something with this, but I didn't particularly feel like making a bullet bill level.
Jigglypuff and Batman Meet at Last: was really really tempted to use this name, but I couldn't think of any good ideas for it.
Intentions Do Not Come from the Hills. Where the Heck Were You Raised to Think That? They Come from the Acropolis: thought about maybe making a dry bones army called "the Intentions", but I couldn't think of anything interesting level design-wise revolving around dry bones.
How come the two of them are much longer?

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 05:45
by Dragon Fogel
I've had a level name in mind for a while, but wasn't up for releasing my names just yet in case I felt my idea wasn't going anywhere. But now I have a basic layout done for my level, so I should be able to at least get a passable version ready to submit in time. So here are my unused names!
Torpedo Ted Are Supposed to Be Dazzling! Why Are You Being So Dry?!? - Probably could have done something silly with Torpedo Teds on land.
It's Sedimentary, My Dear Watson - This would have been the relatively easy name to work with; some sort of mystery involving rocks, probably.
I Guess I Should Warn You Ahead of Time, the Pokeys Have the Ability to Carve in that Lake - Tricky name, but I probably would have done something with Pokeys in a water area and toss some wood carvings around.
I Read in a Book That in Gamelon, Estates Are More Like Holdings - If I'd gone with this, I'd have done something where you were picking up, or "holding", houses throughout the level.
I went with Hard because I was confident I could come up with a scenario for a name to matter what; the part I wasn't sure on was how the level itself would turn out. I think it's coming along okay, though I feel like I have a bad sense of enemy placement.

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 09:58
by Hoeloe
Dragon Fogel wrote:

It's Sedimentary, My Dear Watson

Just want to say that I'm sad this level won't be made.

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 16:41
by Rixithechao
There's a dumb bug I missed in v0.0.7 of cinematX that breaks animations and keys, but thankfully it's an easy fix: change line 1397 from

Code: Select all

cinematX.npcMessageKeyIndexes[parsedKey] = i
to

Code: Select all

cinematX.npcMessageKeyIndexes[parsedKey] = uid
Major thanks to everyone who's reported bugs and helped with fixing cinematX over the course of this contest, and apologies to all the people who've been inconvenienced by the glitchiness.

I'll be focusing on personal matters today through Friday; if you have any further problems with the API you can PM me and I'll get back to you this weekend, but you'll likely get more prompt feedback discussing your issues here or in the cinematX or LunaLua threads.

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 17:24
by FusionWarrior
Hoeloe wrote:
Dragon Fogel wrote:

It's Sedimentary, My Dear Watson

Just want to say that I'm sad this level won't be made.
I also have a level that I rejected that I want to now make now that I'm familiar with the engine... Maybe when this is all said and done people could put together a side project of "MaGL X-2 Episode 2: The Rejected Names"? Not for score or glory of course. Just for fun.

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 17:45
by Zygl
Hoeloe wrote:
Zyglrox Odyssey wrote:I'd like to run arbitrary lua code any time an axe NPC is grabbed.
I do have it working already, by using findnpcs(178,player.section) and table.getn to get how many there are and checking when the number goes down, but that feels super gross and doesn't seem to work with the last one. Is there any 'cleaner' way of doing it that I'm not aware of?
I think there's a memory offset in the player structure you can look at that tells you the currently grabbed ID.
Not that I could find, aside from the one for what the player's currently carrying around but that doesn't really apply to axes.
FusionWarrior wrote:
Hoeloe wrote:
Dragon Fogel wrote:

It's Sedimentary, My Dear Watson

Just want to say that I'm sad this level won't be made.
I also have a level that I rejected that I want to now make now that I'm familiar with the engine... Maybe when this is all said and done people could put together a side project of "MaGL X-2 Episode 2: The Rejected Names"? Not for score or glory of course. Just for fun.
I think I suggested something like that last year, but nothing ever actually came of it. Maybe I only thought about it and didn't mention it, I dunno. I would still totally be on board for a rejected level names collab-type thing though, there have been some fantastic rejected names this year and I remember there being quite a few last year as well.

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 17:48
by Hoeloe
Zyglrox Odyssey wrote: Not that I could find, aside from the one for what the player's currently carrying around but that doesn't really apply to axes.
Oh. I see what you mean. I thought you meant "grabbed" as in carrying, rather than collected as with an Axe.

When an Axe is collected, it is classed as "dead". This gives you a few things you can do, but I would suggest using the Trigger library (I believe it's built into the MAGLX2 devkit) to trigger a Lua event when the Axe is grabbed. You just need to set every Axe to call the right SMBX event on death.

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 18:54
by Klaty
MASSIVE work done today;
  • - recolored LOTS of sprites (i didn't realize you could just Shift + Bucket until the very end... i was kinda pissed. also believe me when I say it took 3 hours)
    - just barely finished Bonus room
To do:
  • - finish midpoint room
    - finish main level (need to come up with something...)
    - make dead Zelda (from Zelda 2) look like dead Luigi
    - DETAILS
    - connect doors (HELP and secret pathway to Bonus room... problem is, i want it to be accesed via a pit. HELP)
    - add gimmicks (example below, HELP also needed)
I wanted to make a section with a gimmick that for that room only, Left movement is disabled. I can't find a way to do this with Wohl's editor. I guess I could with Lunadll, but I'm not stepping up for that. Coincidentally I want that same room to have the pit that leads to the Bonus room. I'm willing to post a picture of the room if someone actually will notice this.

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 19:01
by Hoeloe
Klaty wrote: - connect doors (HELP and secret pathway to Bonus room... problem is, i want it to be accesed via a pit. HELP)
You can use "instant" warps for access via a pit. They will warp you when the player enters the space.
Klaty wrote: I wanted to make a section with a gimmick that for that room only, Left movement is disabled. I can't find a way to do this with Wohl's editor. I guess I could with Lunadll, but I'm not stepping up for that. Coincidentally I want that same room to have the pit that leads to the Bonus room. I'm willing to post a picture of the room if someone actually will notice this.
This is easy to do. If you go to View>Section Settings, there is a checkbox for "One-Way Scrolling", which will stop the screen scrolling to the left (SMB style).

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 19:17
by Klaty
Hoeloe wrote: You can use "instant" warps for access via a pit. They will warp you when the player enters the space.
And how do I do this? (in Wohl's editor, of course)
Hoeloe wrote: This is easy to do. If you go to View>Section Settings, there is a checkbox for "One-Way Scrolling", which will stop the screen scrolling to the left (SMB style).
That's not what I meant. The whole section fits in the whole screen, so it'd be useless even if I did somehow mean that. I meant that as in pressing the Left Arrow Key (or wherever Left is assigned to) doesn't make Mario/Luigi etc. move left. I know there's Level Properties where you can change Physics and disable character movement, but those are greyed out for some reason. (means that clicking them doesn't do anything) What do I do?

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 19:24
by ztarwuff
Hoeloe wrote:
Klaty wrote: I wanted to make a section with a gimmick that for that room only, Left movement is disabled. I can't find a way to do this with Wohl's editor. I guess I could with Lunadll, but I'm not stepping up for that. Coincidentally I want that same room to have the pit that leads to the Bonus room. I'm willing to post a picture of the room if someone actually will notice this.
This is easy to do. If you go to View>Section Settings, there is a checkbox for "One-Way Scrolling", which will stop the screen scrolling to the left (SMB style).
No, I think Klaty meant not being able to move left at all. Not entirely sure how to do that. Maybe use Luna to disable left movement?

Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Posted: 25 Feb 2015, 19:35
by Klaty
ztarwuff wrote:
Hoeloe wrote: No, I think Klaty meant not being able to move left at all. Not entirely sure how to do that. Maybe use Luna to disable left movement?
Exactly.
Wait, can you even combine Luna and PGE? And if so, then how? SMBX has so few tutorials...