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Multiple checkpoints

Posted: Wed Jan 08, 2014 5:04 pm
by KILROCK
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

Re: Multiple checkpoints

Posted: Wed Jan 08, 2014 5:06 pm
by Quill
So simple and yet no one has thought of it before. Brilliant.

Re: Multiple checkpoints

Posted: Wed Jan 08, 2014 5:06 pm
by Valtteri
If this works, it's definitely a breakthrough in level designing.

Re: Multiple checkpoints

Posted: Wed Jan 08, 2014 5:44 pm
by KILROCK
As of this writing, the trick doesn't work as it should. I'll perfect it as soon as possible.

Re: Multiple checkpoints

Posted: Fri Jan 24, 2014 7:32 pm
by Imaynotbehere4long
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.

Re: Multiple checkpoints

Posted: Fri Jan 24, 2014 8:39 pm
by Chill Pingu
i didn't understand nothing

Re: Multiple checkpoints

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

Re: Multiple checkpoints

Posted: Sat Jan 25, 2014 7:59 am
by zlaker
How brilliant. I'll maybe this idea. Nice work KILROCK!

Re: Multiple checkpoints

Posted: Sat Jan 25, 2014 3:58 pm
by KILROCK
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.

Re: Multiple checkpoints

Posted: Sat Jan 25, 2014 11:57 pm
by xtremegamer51
KILROCK wrote:As of this writing, the trick doesn't work as it should. I'll perfect it as soon as possible.
Image
Anyways nice trick.I will try it out if I ever happen to make a really long level.

Re: Multiple checkpoints

Posted: Sun Jan 26, 2014 5:41 pm
by Imaynotbehere4long
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.

Re: Multiple checkpoints

Posted: Tue Feb 25, 2014 3:56 pm
by Phazon1111
It won't work for me. Can you help me? Here is my test level for it.
Test.zip

Re: Multiple checkpoints

Posted: Wed Feb 26, 2014 5:38 am
by Magician
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.

Re: Multiple checkpoints

Posted: Fri Mar 14, 2014 1:49 pm
by Imaynotbehere4long
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.

Re: Multiple checkpoints

Posted: Sat Mar 15, 2014 7:13 am
by Magician
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?

Re: Multiple checkpoints

Posted: Sat Mar 15, 2014 5:44 pm
by Imaynotbehere4long
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.

Re: Multiple checkpoints

Posted: Sun Mar 16, 2014 6:20 am
by icemario12
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...

Re: Multiple checkpoints

Posted: Sun Mar 16, 2014 8:13 am
by Valtteri
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.

Re: Multiple checkpoints

Posted: Sun Mar 16, 2014 11:19 am
by Magician
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?

Re: Multiple checkpoints

Posted: Sun Mar 16, 2014 11:27 am
by Valtteri
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.