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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 - How to display text? | |
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Kyle20
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Posted on 10-09-05 12:39 AM Link | Quote
I'm making a Super Mario World Fan game with Lunar Magic and I need help. Is there any way to make an animation, cutscene, movie, or text, or ANYTHING that will help me make a story to my game like a intro or cutscene would?
richyawyingtmv

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Posted on 10-09-05 12:54 AM Link | Quote
lol......

Unfortunately...the short answer is....N.

About an added cutscene or movie, the long answer would be no...unless maybe through ASM.

And I dont think you should write the thread title in capital letters just to gain attention over the other threads


(edited by richyawyingtmv on 10-08-05 03:55 PM)
(edited by richyawyingtmv on 10-08-05 04:50 PM)
Rain Man

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Posted on 10-09-05 01:03 AM Link | Quote
TYPING IN ALL CAPS GIVES YOU MORE ATTENTION!!!1111

Only kidding.
Oh. what you've said is easy.. Just make graphics that display text saying what you want, and put mario on invisible blocks at the top of the screen. Put vertical scroll to zero, and put the text graphics in your level.

Simple.


(edited by Rain Man on 10-08-05 04:04 PM)
Smallhacker

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Posted on 10-09-05 01:31 AM Link | Quote
Originally posted by Rain Man
Just make graphics that display text saying what you want, and put mario on invisible blocks at the top of the screen. Put vertical scroll to zero, and put the text graphics in your level.


That's probably the best idea. However, if you need something less complicated, you can always use message boxes to explain the story.

Also, in the future, please...
1) ...don't write the thread title in all caps
2) ...use more descriptive thread titles. "NEED HELP MAKING SMW FAN GAME!" doesn't say anything about the problem.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 10-09-05 01:51 AM Link | Quote
Let's try a slightly better title.

Anyway, that gives me an idea... make a vertical level, and make custom blocks that disable gravity and controls, make Mario invisible, and move him down slowly. Put a line of these blocks at the egde of the screen (one space away, because Mario can't go all the way left), start Mario in them, and use ExGFX to put text in the level. Voila, scrolling text!
Smallhacker

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Posted on 10-09-05 02:24 AM Link | Quote
HH: You're not the first one to think of that... I couldn't make Mario fall slow enough, though...
Bio

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Posted on 10-09-05 02:34 AM Link | Quote
you could do it with movement block
Glyph Phoenix

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Posted on 10-09-05 03:18 AM Link | Quote
Neither one of you is the first. BMF used this in SMO, and way before this (but after SMO) I had Mario at the top of the screen bouncing off movement boxes hitting message boxes and then flying out a side exit. It didn't work out so well since you could hear Mario's bounce and I was never able to make decent foreground characters for my little cinema. (There was going to be a layer 1 bowser and Iggy, IIRC.) I think it was in PROJECT MALLOW, and I think if you beat Ludwig you should end up in an area where you can find a little movie reel. That's my level.

But this does pose quite a problem. I need something exactly like this for when Mario is talking to Morton Sr. in the first level of my new hack. Someone needs to figure out a good way to do this.... not hard-to-set-up bouncy invisible Mario, not limited to the level text boxes, and not scrolling like FG text. Someone who, unlike me, knows what they're doing.


(edited by Glyph Phoenix on 10-08-05 06:18 PM)
BMF98567
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GO!

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Posted on 10-09-05 02:14 PM Link | Quote
Uh, you don't have to move Mario to scroll the screen, if you know even a small amount of ASM. Just INC the X/Y scroll using either a custom block or LevelASM, and lock Mario into a box off-screen (though disabling the controls would be much better, since you could hear fireballs or a cape spinning).

My cinema scenes use LevelASM, and work like so:

1. Message #1 is triggered immediately upon entry.
2. As soon as message #1 is cleared, message #2 is activated, and background is scrolled 256 pixels to the right (my original intent was to show two different pictures, one on the first background page, and another on the second, though I later decided I didn't want to draw two different scenes for each world).
3. As soon as message #2 is cleared, the overworld exit is activated.

Since there are zero frames between each step of the routine, the effect is seamless. Mario (hidden off the top of the screen) never gets a chance to make any sound.
Glyph Phoenix

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Posted on 10-10-05 01:06 AM Link | Quote
I need more than 2 boxes, though. There's no other solution and I've been reduced to using a scrolling layer 1 for text. Ha ha. That was a joke. Ha ha.

...If I have to, though, I really will...
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 10-10-05 01:29 AM Link | Quote
Won't the camera jump back to where Mario is though?
Bio

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Posted on 10-10-05 01:35 AM Link | Quote
If you disable vertical scrolling , and set the FG/BG position to C0, the camera will never scroll to it
XxShaynee2xX

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Posted on 10-11-05 06:44 AM Link | Quote
so it would work? i could use that....
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