P-Switch Shenanigans

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Emral
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P-Switch Shenanigans

Postby Emral » Sat Mar 08, 2014 1:20 pm

Appearently a coin with modified frame number will not animate any longer when a P-Switch has been hit.

Here's my problem:
In a bonus room, after hitting a SMW P-Switch graphic, the SMB3 Brick Blocks turn into coins and vice-versa. However, those do not animate. And once the P-Switch expires none of the coins in the level animate anymore. They're stuck on the first frame forever. My coins have 7 frames, are 28x32 pixels large and replace the SMB3 coin. Is there a way to fix this?
I'm thinking about hiding/showing layers once a P-Switch has been hit (hiding Default, showing Replacement), but that doesn't make any sense.

So yeah. Can anyone help me?

bossedit8
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Re: P-Switch Shenanigans

Postby bossedit8 » Sat Mar 08, 2014 1:41 pm

Maybe try to use "framestyle=0" while changing the frame numbers.

Emral
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Re: P-Switch Shenanigans

Postby Emral » Sat Mar 08, 2014 2:34 pm

Adding it didn't do anything at all, because the coins have that tag by default.

Valtteri
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Re: P-Switch Shenanigans

Postby Valtteri » Sat Mar 08, 2014 6:54 pm

Either recreate the P-Switch effect with events (replace the detonator switch with the P-Switch graphic, make the music play when it's pressed and make every coin turn into a brick and vice versa, can be a pain in the ass) or prune the coin frames and remove the frames= code from the .txt file. It's the only way to get around that bug.

Emral
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Re: P-Switch Shenanigans

Postby Emral » Sat Mar 08, 2014 8:43 pm

Well that's a shame.
I think I have one more way to get around it, but I'm not sure.
Thanks, guys.


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