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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Overworld Events | |
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Spade

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Posted on 09-21-05 02:49 PM Link | Quote
How do you change the overworld-events, like the paths appearing after beating a level? I searched all functions and all "event"-things... well, I don't get it...
Tatrion

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Posted on 09-21-05 04:22 PM Link | Quote
You want the button on lunar magic with a pillar thing on it with a yellow X through it. That's layer 2 event editing. Next select the button with a path on it next to the Blue switch. That's the event tile selector. Use your arrow keys to scroll through the pages. You can create your own custom event tiles by pasting them in layer 2 editing mode (The pillar thing without the yellow X) Onto the big area to the right of the maps. Read the help file in lunar magic for a more detailed coverage.
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Posted on 09-21-05 04:38 PM Link | Quote
In the sticky labeled Useful resources for SMW hackers is a entry like this:
Originally posted by BMF54123
Lunar Magic Overworld Tutorial - http://fractious.hexnet.com/Lunar-Magic%20Tutorial%20(by%20Lordlazer).zip
(Left-click to download - right-click won't work)



There are Stickies for a reason, also read them.
Spade

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Posted on 10-01-05 11:08 AM Link | Quote
I read everything I could but no one told me I can scroll down that window. *d'oh*

Sorry for keep asking noob-questions, but I have a little overworld problem... no, I have 2.

1.
I have the yellow dot that is the \"level entrance\" and I have the round path tile where the levels usually are on. But the path tile seems to be on top of the level so you can\'t see it. It\'s there, you can enter it but it\'s invisible.

2.
When I put a red \"way-tile\" on the map, how do I change the destination? I only get a drop-down-menu with all the existing ones...
OK, I read the Tutorial but it doesn\'t work. Everything should be right but Mario seems to get warped to the placed he comes from. This results in an endless warping...

Oh, and a question that isn\'t really a problem:
Can I make additional sub-maps or is the number of them restricted to the existing ones?
JRK

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Posted on 10-01-05 04:11 PM Link | Quote
As far as I know, you can't add or remove submaps...
For question 1: In the "Modify Level Tile Settings" you can choose the "Reveal this level tile on any of these events" to make it appear on the event you selected.

For example, first level is level 1. You choose event 1 to be activated if you beat level 1 and you want that it leads to level 2. Then you select level 2 and open the "Modify level tile settings" options. At the "Reveal this level tile on any of these events" select event 1. (You also can multiple select if there are more ways to level 2 by holding CTRL) Press OK and save. Voila.

For question 2: You mean the red exit tiles? Select one of them and press the button at the toolbar which is a bridge with a red exit tile. Then select the "Exit Index to use" to 0 (if it isn't used by another tile yet). Press OK and choose another exit tile to which the first one should lead to. Do the same as before, but put the Exit Index to use to 1 (because 0 is used by the first one, understand?) then put Destination index to use to 0. Press OK and return to the first exit tile. There put the Destination index to use to 1. Press OK again. Save. Voila. (Not yet voila - you also have to put the Direction to enter from option, but I'm somehow too lazy now to explain. I am tired from explaining, can somebody please do it instead of me? And if the text is too complicated can someone please rewrite it easier?)
Spade

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Posted on 10-06-05 11:59 AM Link | Quote
I'm not so far that I make events. I placed 2 levels like in the original game that are accessable from the beginning (next to Yoshi's house). In the Original there is no event selected to reveal it so I did the same.

Another thing I'd like to ask (I haven't tested it but I'd like to know before I start doing something impossible. Is it possible to make the path (right side, marked area) appear after finishing another level than the level next to it (the castle in this example)?

I tried this:
Make the path a secondary exit, although there is no secondary exit in that level.
After finishing the castle, activate the event that is 1 higher than the levels normal exit event. Does that work?

And about the exit-paths:
I did everything like it was explained in the tutorial but I always warp to the place I warp from (endless warping).
Lemon de man

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Posted on 10-09-05 11:56 AM Link | Quote
WTF ?
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

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Posted on 10-09-05 03:04 PM Link | Quote
One word posts are bad, m'kay?

Besides, I fail to see how this topic concerns you...
Lordlazer

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Posted on 10-13-05 06:55 AM Link | Quote
Forgive me if I misinterpret this, but I haven't had to think about such things for a long time. I'm only trying to help, because I'm bored (heh). Now on with the show...


Another thing I'd like to ask (I haven't tested it but I'd like to know before I start doing something impossible. Is it possible to make the path (right side, marked area) appear after finishing another level than the level next to it (the castle in this example)?


If you want an event to happen other than the normal one upon completion of a level, you'll need to have a secondary exit. Now, I've just thoughts of something after writing the sentence before this, so if it doesn't work please forgive me because I'm not in a current position to test this (I think it will though). For instance, lets use the level above Mario's current location as the example.

As said above, you need a secondary exit in order to have an alternate event activated, but who says you have to have an alternate path? Leave the normal exit alone (path will be revealed upwards), but for the second event, have it so it reveals that level (the one circled in red) and the path upwards. In both cases, you beat the level and can go the same direction. Now, the only problem here (other than if this doesn't work) is the graphics. Do you want the player to realize they are using a key or not? Changing the key and keyhole is the easy part, but if you were an extremist...maybe change how the screen closes inwards (I'm talking about when you put the key into the keyhole). Make it either something new or nothing at all. However, I believe this would require ASM and I'm likely torturing you with the thought now...I guess my work here is done.




I tried this:
Make the path a secondary exit, although there is no secondary exit in that level.
After finishing the castle, activate the event that is 1 higher than the levels normal exit event. Does that work?

Elementary my dear... *ahem* If there isn't a secondary exit (key and keyhole) in the level, how will it know when to activate said event? If you don't want to use a secondary exit in the sense that the game provides, you'll need to program one yourself.




And about the exit-paths:
I did everything like it was explained in the tutorial but I always warp to the place I warp from (endless warping).

When you say "exit-paths", are you referring to when Mario goes on a red path (ex. sub-world to sub-world, sub-world to over-world (and vise versa))? If so, I believe you have to make sure that there isn't another path that holds the same ID (identity). In case that doesn't make sense to you, I'll try to make an example. If Mario goes on Path-A and you want him to go to Path-C, but the problem is you have two red paths that have the ID of Path-C, therefore confusing the game as to which one it should go to.

If I misinterpreted what you meant with "exit-paths", please explain.


(edited by Lordlazer on 10-12-05 09:55 PM)
(edited by Lordlazer on 10-12-05 10:00 PM)
Spade

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Posted on 10-13-05 12:44 PM Link | Quote
Originally posted by Lordlazer

I tried this:
Make the path a secondary exit, although there is no secondary exit in that level.
After finishing the castle, activate the event that is 1 higher than the levels normal exit event. Does that work?

Elementary my dear... *ahem* If there isn't a secondary exit (key and keyhole) in the level, how will it know when to activate said event? If you don't want to use a secondary exit in the sense that the game provides, you'll need to program one yourself.



I thought the secondary exit is always the normal exit event +1.
Example:
That level uses Event 12 for the normal exit => Event 13 for the secondary exit.
So I just wanted to activate Event 13 after finishing that castle.
Why doesn't that work? Event is event, I don't think the level would mind...
Lordlazer

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Posted on 10-14-05 06:00 AM Link | Quote
You can make two levels that have two different events that look the same. However, it might look weird (or sound odd) if you do this, because I believe that even if you had one of the events shown it would do the necessary event upon beating the "correct" level before it. This would either cause it to just make noises as if it was displaying the event or, to the player, it would look like the same event is happening again.

P.S. Again, I say I believe, because I'm not testing these things out and I'm not in a position to nor do I care to.
Kailieann

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Posted on 10-14-05 06:12 AM Link | Quote
Okay, obviously we're not running on enough information here.

Spade, I notice that there are two paths going towards the castle, one to the south, and one to the east. Are you trying to have either of them activated by the castle, or are they activated by the adjacent levels?

If one of them is supposed to be activated by the castle, then you must make both that and the path leading to the east exit tile part of the same event, which is activated by the castle.

If neither of them are supposed to be activated by the castle, then just set the castle to activate the event that reveals the path leading to the east exit tile.
Spade

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Posted on 10-14-05 08:20 PM Link | Quote
The path south of the castle is the normal exit of that red-dot level. The reight one is the path through the secondary exit that goes over the fortress.
None of them will be activated after the castle.

And the last thing is just what I wanted to do. I just wasn't sure if that would work.

1.)
I tried to create the events now and failed after a few seconds... I read the tutorial and I understand it, but there's no fitting path tile in the event-editor-window. In the tutorial, the author mentioned that "area enclosed in red below" where he seems to have added some tiles. What can I do?

2.)
And the level-dots are invisible in the game (on the overworld). I put some level-dots from the event editor over them at event #0 because I thought those will be revealed from the beginning. That's not the case, so what's wrong?

And somehting that doesn't have anything to do with overworld stuff...
3.)
The description of the command-sprite "Display Level Message" says something about that it's not good to use it. Is it really so bad to use it? Super Mario Universe uses it regularly. And is there any possibility to place it on a boss-fight map? It can't be rendered, but that would be really cool.


(edited by Spade on 10-14-05 11:45 AM)
Kailieann

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Posted on 10-15-05 03:52 AM Link | Quote
I'm afraid I can't help you with 1 or 3, but for 2, there are two sets of level tiles, the 'regular' ones and the invisible ones. The invisible ones will show up as transparent in LM's Overworld Editor.

There are two ways to deal with that. Either set the levels to be revealed on a certain event, then have another level activate that event, or replace the invisible ones with the regular ones (note that if you do this, all the level settings will be erased and you'll have to use the Modify Level Tile Settings dialogue to restore them manually).
Spade

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Posted on 10-15-05 05:07 PM Link | Quote
It works now. After I put the new ones in they are visible (although I first swan in them... but I figured that out by myself ).
Question Nr.1 is also done. I can just overlap some parts...

But where in the Palette Editor are the colors for the Switch Palace ledges (the blue-white ones) ?
Koneko

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Posted on 10-15-05 05:28 PM Link | Quote
The switch palace tiles use Palette 7 (count starting from 0, from the top). They use the three blue colors in that row, as well as that row's white and black on the left. Changing these palettes would also change the colors that the throwable blocks use before you pick them up, the blue pipes, and anything else that's blue, except for the nonmoving water, which uses palette 2 (or 3).

Hope that helps.
Spade

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Posted on 10-15-05 05:37 PM Link | Quote
Damn, I tested all blue tones there but I didn't find those. XD Thanks

Surprise! I have another question (I would be really mad at me if I were you).
I changed a leven into a vertical level and since then I always get that garbage in my background. I tested all (I think) combinations of FG and BG initial positions but it only changes the Y-coordinate of the garbage.
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