Register | Login | |||||
Main
| Memberlist
| Active users
| ACS
| Commons
| Calendar
| Online users Ranks | FAQ | Color Chart | Photo album | IRC Chat |
| |
1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - Midway point woes | | | |
Add to favorites | "RSS" Feed | Next newer thread | Next older thread |
User | Post | ||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1556/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
| ||
So, I'm trying to get a level with a sort of an "intro", I have everything set up right for it, except for one thing. whereas the "invisible midway point" block is in the second part of the level, whenever I hit it It counts the block as being in the first part. I've checked the midway starting settings, part one has both the start and midways start in screen 0. the second part has starting in screen 0, and midway start in screen 1. The two areas have different item indexes, so that shouldn't be a problem. I've also tried the standard midway point object, but that doesn't work either. Other levels work fine, does anyone have an idea how to make this one work? | |||
Bio Buster Beetle Level: 27 Posts: 50/458 EXP: 107144 For next: 9015 Since: 07-06-05 From: a laboratory somewhere... Waiting to be completed Since last post: 8 hours Last activity: 5 hours |
| ||
did you put the midway point In a sub-level,the midway entrance only take care of the level you first entered If your level is 105 even If the midway point is In sub-level 106 the game will load midway entrance from level 105. If you don't trust me play level Lemmy castle from the original mario world the same thing happen (edited by Bio on 08-04-05 01:48 AM) |
|||
theclaw Red Cheep-cheep Level: 24 Posts: 157/202 EXP: 69367 For next: 8758 Since: 03-28-04 From: USA Since last post: 21 hours Last activity: 7 min. |
| ||
What I often do is point the midway entrance to somewhere safe in the original level, and have a wall surrounding it to discourage backtracking. You can then link a door to your sub-level. It works great, just excuse my quick attempt of ASCII art. My strategy looks something like this. ______ |----------| |-----_---| |-----| |---| -> sub-level |___| |_| (edited by theclaw on 08-04-05 04:17 AM) |
|||
Bio Buster Beetle Level: 27 Posts: 51/458 EXP: 107144 For next: 9015 Since: 07-06-05 From: a laboratory somewhere... Waiting to be completed Since last post: 8 hours Last activity: 5 hours |
| ||
You have done the same thing than me, another solution would be to put the sub-level to become the entrance one with a pipe that lead the the other so the midway will be at the right place | |||
AtmaDragonXT Rat Level: 16 Posts: 75/84 EXP: 16753 For next: 3503 Since: 07-17-04 Since last post: 54 days Last activity: 20 days |
| ||
What I tend to do (just did it yesterday, actually...) is have the intro area, then something to keep Mario from getting past its end, then have a "if you come in via midway gate" area somewhere to the right of that with a door/pipe leading back to the area with the actual gate in it. |
|||
HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 6293/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
| ||
Unfortunately, if you place a midway gate anywhere, you'll re-enter in the first area of the level. You can do what Atma said, and just start Mario in some far-off room not normally accessible, with a pipe leading to where you want him to actually start. |
Add to favorites | "RSS" Feed | Next newer thread | Next older thread |
Acmlm's Board - I2 Archive - Super Mario World hacking - Midway point woes | | | |