General discussion about Super Mario Bros. X.
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KILROCK
- Hoopster

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Postby KILROCK » Wed Jan 08, 2014 5:04 pm
People say that's not possible, but I'm a super genius and I think genius stuff. So here's a step by step tutorial:
1. Put your second checkpoint in a separate layer. For convenience sake, I'll name the layer "Checkpoint 2" here.
2. Make another layer (I'll name it "Checkpoint Warp"), and put a warp to the second checkpoint where the first checkpoint is.
3. When you place the midway point in the second checkpoint, open the Events window and put "Checkpoint Warp" in the "No More Objects in Layer" section.
4. Make an event to make the second checkpoint appear (I'll name it "Checkpoint 2 teleports").
5. Put "Checkpoint 2 teleports" in the Events window of the first checkpoint, in the "Death" section. If you don't do this, the player will restart in the latest checkpoint regardless of what checkpoint you took.
That's it. Very simple, no? If you catch the second checkpoint first, SMBX would recognize it as the first checkpoint, so either way it works.
"inb4 valtteri re-releases one of his episodes and claims his episode was the first to have 2 checkpoints per level!!!" ~Serena
"only a son of MINE could make such outstanding work." ~Ragont
(COPYROCK) Lester Keith Illias Lan Ragont Olimar Cooper Kameko, 2014
Last edited by KILROCK on Fri Feb 28, 2014 10:41 pm, edited 2 times in total.
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Quill
- Rydia

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Postby Quill » Wed Jan 08, 2014 5:06 pm
So simple and yet no one has thought of it before. Brilliant.
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Valtteri
- Van De Graf

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Postby Valtteri » Wed Jan 08, 2014 5:06 pm
If this works, it's definitely a breakthrough in level designing.
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KILROCK
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Postby KILROCK » Wed Jan 08, 2014 5:44 pm
As of this writing, the trick doesn't work as it should. I'll perfect it as soon as possible.
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Imaynotbehere4long
- Boomerang Bro

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Postby Imaynotbehere4long » Fri Jan 24, 2014 7:32 pm
KILROCK wrote:As of this writing, the trick doesn't work as it should. I'll perfect it as soon as possible.
If I remember correctly from when I tried to make a level with multiple checkpoints, getting one checkpoint and then dying will send you to a random one. It could be the one you got or it could be one you didn't get. Therefore, my conclusion is that no matter how many checkpoints you get, SMBX will only register that you got A checkpoint, and then activate events triggered for a random one's death, if not all of their deaths, if you die and then try to play the level again. Let me know if I'm wrong or if I helped.
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Chill Pingu
- Guest
Postby Chill Pingu » Fri Jan 24, 2014 8:39 pm
i didn't understand nothing
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Darkonius Mavakar
- Torpedo Ted

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Postby Darkonius Mavakar » Sat Jan 25, 2014 6:23 am
So you basically warp the player from a checkpoint to another.
that's pretty smart there, nice job!
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zlaker
- Birdo

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Postby zlaker » Sat Jan 25, 2014 7:59 am
How brilliant. I'll maybe this idea. Nice work KILROCK!
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KILROCK
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Postby KILROCK » Sat Jan 25, 2014 3:58 pm
Imaynotbehere4long wrote:KILROCK wrote:As of this writing, the trick doesn't work as it should. I'll perfect it as soon as possible.
If I remember correctly from when I tried to make a level with multiple checkpoints, getting one checkpoint and then dying will send you to a random one. It could be the one you got or it could be one you didn't get. Therefore, my conclusion is that no matter how many checkpoints you get, SMBX will only register that you got A checkpoint, and then activate events triggered for a random one's death, if not all of their deaths, if you die and then try to play the level again. Let me know if I'm wrong or if I helped.
You are correct. But I think we can still find a way around this.
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xtremegamer51
- Guest
Postby xtremegamer51 » Sat Jan 25, 2014 11:57 pm
KILROCK wrote:As of this writing, the trick doesn't work as it should. I'll perfect it as soon as possible.

Anyways nice trick.I will try it out if I ever happen to make a really long level.
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Imaynotbehere4long
- Boomerang Bro

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Postby Imaynotbehere4long » Sun Jan 26, 2014 5:41 pm
KILROCK wrote:Imaynotbehere4long wrote:You are correct. But I think we can still find a way around this.
The only thing I can think of is if you have multiple levels on the world map (labled part 1, part 2, etc.), give the first part its own checkpoint. Then, later in the level, create a warp to lead to the checkpoint in part 2's level. That way, if the player dies in part 2, he/she can go to part 2 on the map and start there. This is untested and probably not what you were going for, but it might work.
Also, set the player starting point for part 2, etc. to its own section to prevent people from skipping part 1.
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Phazon1111
- Dolphin

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Postby Phazon1111 » Tue Feb 25, 2014 3:56 pm
It won't work for me. Can you help me? Here is my test level for it.
Test.zip
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Magician
- Volcano Lotus

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Postby Magician » Wed Feb 26, 2014 5:38 am
Imaynotbehere4long wrote:KILROCK wrote:Imaynotbehere4long wrote:You are correct. But I think we can still find a way around this.
The only thing I can think of is if you have multiple levels on the world map (labled part 1, part 2, etc.), give the first part its own checkpoint. Then, later in the level, create a warp to lead to the checkpoint in part 2's level. That way, if the player dies in part 2, he/she can go to part 2 on the map and start there. This is untested and probably not what you were going for, but it might work.
Also, set the player starting point for part 2, etc. to its own section to prevent people from skipping part 1.
Having the level segmented by the world map kind of defeats the purpose of a checkpoint, though. If you can save between checkpoints, it might as well not be a checkpoint. It could just be a different level.
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Imaynotbehere4long
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Postby Imaynotbehere4long » Fri Mar 14, 2014 1:49 pm
Hey, everyone! I think I figured out how to do this, but this will only work for stand-alone levels, not levels in an episode.
First: put a regular midway point where you want the FIRST midway point.
Second: put an SMW star where you want the SECOND (and all other) midway point(s).
Third: set the SMW star to trigger an event on its death that shows a layer containing a door that leads from the first midway point to where the SMW star was.
This will only work if each SMW star is in its own section (i.e., not being shared with another SMW star.)
As far as doing this for levels in an episode, see my previous post. Also:
Magician wrote:Imaynotbehere4long wrote:Also, set the player starting point for part 2, etc. to its own section to prevent people from skipping part 1.
If you can save between checkpoints, it might as well not be a checkpoint. It could just be a different level.
First of all, sorry for the late response. I didn't realize you had commented on my comment.
Second, technically, you CAN save between checkpoints, but SMBX won't remember that you got the checkpoint when you restart the episode, so what you said is invalid. Remember, attempting to start the second part of the level before getting the checkpoint in the second part by going through the first part will put the player in a separate section where the only thing that can be done is to exit the level. However, this will not cause the next level to appear; it will simply put the player back on the world map.
I guess I forgot to say that both "parts" of the level will appear on the world map at the same time, similar to a split path.
Also, I messed up with the quotes:
I wrote: KILROCK wrote:Imaynotbehere4long wrote:You are correct. But I think we can still find a way around this.
What I should have written:
KILROCK wrote:You are correct. But I think we can still find a way around this.
I'm not sure how that happened, but it did.
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Magician
- Volcano Lotus

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Postby Magician » Sat Mar 15, 2014 7:13 am
Imaynotbehere4long wrote:Remember, attempting to start the second part of the level before getting the checkpoint in the second part by going through the first part will put the player in a separate section where the only thing that can be done is to exit the level. However, this will not cause the next level to appear; it will simply put the player back on the world map.
Oh okay, I understand what you're saying now, but is there any reason not to just use warps to hidden levels as checkpoints, with "restart last level on death" set? Wouldn't that prevent the need to make the second part accessible, even if it just led to an empty section?
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Imaynotbehere4long
- Boomerang Bro

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Postby Imaynotbehere4long » Sat Mar 15, 2014 5:44 pm
Magician wrote:is there any reason not to just use warps to hidden levels as checkpoints, with "restart last level on death" set?
Yes: If you die with "restart last level on death" set, all events that cause layers to move (or all events that have "Auto-start" checked, I don't remember too well) will stop working. Other than that, your idea just might work.
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icemario12
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Postby icemario12 » Sun Mar 16, 2014 6:20 am
So... basically you can do this in individual levels or with a world map with the "Restarting" option, but thing is that from what I saw I understanded a big, fat 0! I hope someone doesn't mind to write how to do it in an ACTUAL episode without the "Restarting" option...
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Valtteri
- Van De Graf

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Postby Valtteri » Sun Mar 16, 2014 8:13 am
I believe I brought up the SMW Star idea on IRC back when this was discussed. I even tried it in my MAGLX Contest entry, but it wouldn't work, and I don't understand why. The SMW Star gimmick worked perfectly when I did it in Tower of Biased 5.
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Magician
- Volcano Lotus

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Postby Magician » Sun Mar 16, 2014 11:19 am
icemario12 wrote:So... basically you can do this in individual levels or with a world map with the "Restarting" option, but thing is that from what I saw I understanded a big, fat 0! I hope someone doesn't mind to write how to do it in an ACTUAL episode without the "Restarting" option...
I use it because I dislike the alternative. Having to reload a level every time you want to retry it feels obnoxious to me (even though it's probably necessary in community episodes unless people were to edit the levels to contain warps back to the world map the way Chad's SMSE levels do, which is a lot of extra work).
Otherwise, the method that Imaynotbehere4long suggested works if you want to do that.
Imaynotbehere4long wrote:Magician wrote:is there any reason not to just use warps to hidden levels as checkpoints, with "restart last level on death" set?
Yes: If you die with "restart last level on death" set, all events that cause layers to move (or all events that have "Auto-start" checked, I don't remember too well) will stop working. Other than that, your idea just might work.
I think that's because people usually use auto-start with layers that move, rather than it being a problem specifically with moving layers, but that can be fixed by placing an axe over the player's start location to trigger those events.
Valtteri wrote:I believe I brought up the SMW Star idea on IRC back when this was discussed. I even tried it in my MAGLX Contest entry, but it wouldn't work, and I don't understand why. The SMW Star gimmick worked perfectly when I did it in Tower of Biased 5.
What did you specifically do with the stars, if I may ask?
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Valtteri
- Van De Graf

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Postby Valtteri » Sun Mar 16, 2014 11:27 am
Magician wrote:What did you specifically do with the stars, if I may ask?
In Tower of Biased 5, I made SMW Stars make bosses disappear and paths open so the player doesn't have to beat them all every time he/she enters the hub. In my contest level, I tried to make instant warps appear where the player would restart on the SMW Star's deaths as means of checkpoints but for some reason it didn't work like in TOB5.
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