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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by hal_emmerich
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hal_emmerich
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Posted on 02-13-05 05:54 AM, in Vertical Scrolling and Unusual Problem (New Member) Link
Hey all! I've been reading these forums for a few days, and I noticed alot of people seem to want to make a vertical level that scrolls up (or .. at least I think if I'm reading that right ). If so I may have a working method.

The method is as follows

What you need:

1 level, set to style 8 (Vertical and Layer 2 interact), All scroll types should be set to 'none'.

2: Design your level the way you would like it to be set up, from bottom to top, keeping in mind that the screen will be rising at a decent pace. EVERYTHING has to be Layer 2, and sprites (so far) can not be used. This means that you can not have a goal point sprite/key hole in the scrolling area, you must have a pipe/door/etc.

3: After your level is crafted, at the Mario start point, mid point, and any screen the player can enter the area at, place a 'Layer 2 falls' sprite.

4: If you don't want the player being able to get past the scrolling screen, place a 'concrete block' on layer 1, just above the screens the player can enter on.

5: When creating your 'door' exit link, set both the starting screen and midpoint screen, as well as any other entry screen to exit to whatever your goal point map is.


How this works: The layer 2 fall sprite causes the platforms to come down to mario, making it look like the stage is actually going up. The concrete blocks prevent the player from trying to climb the stage too fast. Sprites can't be used because they seem to fall right through layer 2. How this is fixed I'm not sure. The reason your setting your exits to the screens you enter the map on is because you never actually leave that screen. There are a few limitations to this method however.

1: Because Mario never actually changes his X/Y if he is motionless on a vine scrolling down (think about it, the vine is going down, not Mario), Mario will seem to auto climb any vine you use. This can actually make for an interesting, yet challenginge vine trap where you must cross the vines horizontally.

2: As mentioned above, Sprites may/may not work.. if they did, you couldn't use the concrete block method of stopping players, or else any sprite would get caught behind the concrete block.

3: You can not have multiple exit pipes/doors. Remember, the pipes come down to you, so you can only define an exit on the screen your on. Of course, you could define a different one for the midway point screen, which could make for a very interesting secret exit..

There you have it, the secret of vertical scrolling unlocked. Or I just made a class a** of myself explaining something you already know.


Also, I'm having a huge problem with my level. Its vertical scrolling up, but at the end theres a door on screen 6 that is supposed to lead to map 1AF (A designated level for exits for this kind of stage). Problem is, It leads me to that *censored* bonus room where I run out of time and die. I've checked to make sure its linked, and that I have the right screen.

Secondly. For some reason the water current in world 103 now throws Mario across the screen, typically crushing him into something unless I have some very fancy keyboard action.

Any idea on either of these?

Edit: I have confirmed that V scroll (up scrolling level) does work with a few minor glitches, but is that what you guys are looking for?


(edited by hal_emmerich on 02-13-05 02:03 AM)
(edited by hal_emmerich on 02-13-05 04:37 AM)
hal_emmerich
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Posted on 02-13-05 06:15 AM, in Vertical Scrolling and Unusual Problem (New Member) Link
... *smacks self*

.. duh.. thats it..

Anyways, was that the problem you guys were trying to fix in regards to V scrolling (Getting an up scrolling stage).


(edited by hal_emmerich on 02-13-05 02:16 AM)
hal_emmerich
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Posted on 02-13-05 08:21 AM, in Vertical Scrolling and Unusual Problem (New Member) Link
Nope, you didn't miss anything. I just didn't want to post the info until I checked to see if at least some of the kinks were worked out. I'm going to edit the post above
hal_emmerich
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Posted on 02-13-05 09:26 AM, in Vertical Scrolling and Unusual Problem (New Member) Link
Thats right. I just tested that out now. The only sprites that load are the ones at the immediate start since they aren't loaded off screen. It isn't perfect, but at least now theres a way to do V-scrolling without having to code a sprite into it.
hal_emmerich
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Posted on 02-13-05 09:49 AM, in Vertical Scrolling and Unusual Problem (New Member) Link
Why would you put a barrier at the bottom, doesn't that kinda defeat the purpose of a scrolling level? ^^
hal_emmerich
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Posted on 02-14-05 02:46 AM, in Vertical Scrolling and Unusual Problem (New Member) Link
I tested the sprite thing. You were right, it was sprite bouyancy with a lack of interaction with Player 2. I did however think of a way around this problem. If someone here can code in ASM, maybe they can create 'Delay Action Sprites', where the sprite shifts to an enemy after X time has passed. Heres what I'm thinking
{ } -- Concrete Block in Layer 1 (Screen boundry)
X(1) -- Koopa set to appear when timer hits 300
---- -- Screen Line

{ } { } [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
{ } { } [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
X(1) X(1) X(1) X(1)
-------------------------------------------


Present Screen here


------------------------------------------


As you can see, the enemies would spawn just below the active boundry, but still in a place where the game would read them. Unfortunately I myself do not know ASM, so I don't know what is/isn't possible. I do know there are custom blocks with time dependancies (can not be passed until 300 seconds or more have gone, etc).
hal_emmerich
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Posted on 02-14-05 03:02 AM, in Title Demo Recording and Tile problems Link
Ok, two new problems.

Problem A: I went through the steps to create a save state of a person playing level C7. Ok, huzzah, no problem there. I pressed Ctrl+R (normal r, not shift+r), and no window came up asking me to load the save state. This is after..

A: Doing Chelsea
B: Opening the overworld map

What am I doing wrong?

Problem B: I am looking to get or make the tiles for the Super Mario Brothers 3 'Doomsday ship', but the only rip I could find had only one file, the 'Graphics_name.bin'. It lacked both the map16page.bin and map16pageG.bin. What should I do, or where can I get these tiles?
hal_emmerich
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Posted on 02-14-05 03:45 AM, in Title Demo Recording and Tile problems Link
Thats a tad odd. no Bonus menu..

For that matter.. I can't seem to access the title editor anymore..
But it definitely says 'Chelsea is really cute'
hal_emmerich
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Posted on 02-15-05 02:03 AM, in Lemmy and Wendy XY Sprite Loc [Request/ASM? Link
Ey all. I have a request. You all know Lemmy and Wendy Koopa, (The pipe bosses). Well, I have a small problem with them. Using my V Scroll technique, I'm trying to make their boss stage scroll up. That works fine!, Problem is, they appear too high on the screen If I made the pipes that high, the player would not be able to dodge the obstacles in time. Also for some reason they are invincible, which is never good. I need a way to bring them lower on the screen, so I can lower the pipes and give the player a chance to dodge the obstacles ahead in the level. Any suggestions?


(edited by hal_emmerich on 02-15-05 03:52 AM)
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