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Acmlm's Board - I3 Archive - SMW Hacking - Question about the "Add Time Custom Blocks" New poll | |
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FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6303 days
Last view: 6315 days
Posted on 04-07-06 11:17 AM Link | Quote
I just noticed right now, that the Add-time-custom blocks are not working right for whatever reason. I tested actually a level part from my hack several times, (which contains quite a few of these custom blocks) and most of the time, they are working, but sometimes not, and that is bad. Have anyone encountered the problem as well? Is there any way to fix the blocks? (I'm actually using the +10 & +50 ones, but I'm sure that counts for all versions of the block ) - Yeah, the simplest way would be probably not using the blocks at all , but if there is any way to fix that I would like to know.
Surlent

Koopa
Back to the roots








Since: 11-18-05
From: Berlin, Germany

Last post: 6313 days
Last view: 6313 days
Posted on 04-07-06 11:32 AM Link | Quote
Hi, FPI.
Can you isolate the problem, like does it happen in levels with more sprites or custom blocks than in levels where you use less of them ?
How about trying to select another value in "Change properties in header" ?
I didn't test the newer version of Blocktool though, but in the old version the block worked normally, but does the block still remain intact after you hit it ?

We know BlockTool is buggy, especially if a hack uses large amounts of custom blocks, despite the slowdown in some levels (I think BMF or Smallhacker released an IPS patch preventing that slowdown - not sure), so maybe you just ran into one of these bugs ...

You could try to try it on a clean ROM - just put massive amounts of these blocks into one level and maybe another level with only one or two of them - for checking differences.


(edited by Surlent on 04-07-06 10:34 AM)
Xeruss

Cukeman








Since: 11-18-05
From: Oregon

Last post: 6301 days
Last view: 6301 days
Posted on 04-07-06 12:29 PM Link | Quote
Are you using the correct "block acts like" setting in lunar magic? If you aren't the block just won't work.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6303 days
Last view: 6315 days
Posted on 04-07-06 12:42 PM Link | Quote
Originally posted by Surlent
Hi, FPI.
Can you isolate the problem, like does it happen in levels with more sprites or custom blocks than in levels where you use less of them ?


Can't say that, because I have only one level (-part) so far in which I use the blocks. But besides that, I never had trouble with all the other custom blocks in my hack before, and normally my levels are really big, so I don't think that is the problem.



How about trying to select another value in "Change properties in header" ?

In fact i tried it first in a vertical level, but that was very buggy. If I remeber right, I tried some time ago to get the "sprite smashable brick" in a vertical level to work, but it wasn't working either. Yeah, but we all know, a lot of things are not working in vertical levels. So, I switched the level to horizontal, setting 00. Should be working



I didn't test the newer version of Blocktool though, but in the old version the block worked normally, but does the block still remain intact after you hit it ?

The problem is, that the blocks are working most of the time. I can play the whole level and every block is absolutely fine.

And no, the block remains not intact, because he acts like a coin, because I want the block disappear after collecting them, because otherwise the level would not make sense.


Originally posted by Xeruss
Are you using the correct "block acts like" setting in lunar magic? If you aren't the block just won't work.


As I said before, the block is working right most of the time.


edith: After making some more test, I think I was was wrong about the "the blocks are working most of the time" - it happens in every test, that at least one of the blocks is not working.


(edited by FPI on 04-07-06 01:03 PM)
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