Pipe warp death?

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HeroLinik
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Pipe warp death?

Postby HeroLinik » Wed Mar 26, 2014 3:23 pm

In a level in my project (1-3) there is this section in which I tried to mimic vertical autoscrolling by using a moving layer, including blocks, BGOs, NPCs and the warp 7 at the end of the section. Warp 7 is supposed to be set for a specific pipe in section 6 (where the exit is).

However, when testing, as soon as I enter the pipe, the pipe sound can be heard again but Mario won't be there. Straight after, he dies. This happens every time since I finished that moving layers section and I don't even know why.

Why is Mario dying every time I use the pipe at the end of the section, and how do you fix it?

bossedit8
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Re: Pipe warp death?

Postby bossedit8 » Wed Mar 26, 2014 3:28 pm

Using moving warps is not always the best idea because once you use one, both of them are actually moving (entrance and exit warp). Better do not let them move what so ever.

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Re: Pipe warp death?

Postby HeroLinik » Wed Mar 26, 2014 3:32 pm

Yet the whole section essentially moves with the layers...

Is there a way to fix it without screwing up the level?

Chad
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Re: Pipe warp death?

Postby Chad » Wed Mar 26, 2014 3:55 pm

I think the problem is that the section with the pipe's entrance moves, but the section with the pipe's exit doesn't, right? Both ends of the warp would be moving, which would explain your death each time you go through. The exit warp would no longer be on-screen.

If that's the case, you can solve it by placing the warp in the exit section a certain number of tiles away from the pipe, so that the warp will be placed correctly in front of it when the scrolling stops. However, this involves the tedious step of counting the number of tiles that the layer moves, because the warp must be that same number of tiles away from the exit pipe in the same direction.

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Re: Pipe warp death?

Postby HeroLinik » Wed Mar 26, 2014 4:01 pm

Chad wrote:I think the problem is that the section with the pipe's entrance moves, but the section with the pipe's exit doesn't, right? Both ends of the warp would be moving, which would explain your death each time you go through. The exit warp would no longer be on-screen.

If that's the case, you can solve it by placing the warp in the exit section a certain number of tiles away from the pipe, so that the warp will be placed correctly in front of it when the scrolling stops. However, this involves the tedious step of counting the number of tiles that the layer moves, because the warp must be that same number of tiles away from the exit pipe in the same direction.
I just counted now - the warp has to be placed 191 blocks away. I'll try it tomorrow as it's getting late. Thanks for the help, guys.

bossedit8
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Re: Pipe warp death?

Postby bossedit8 » Wed Mar 26, 2014 4:37 pm

Another example is if you reach at the end where the moving stuff ends, make the warp appear where the pipe should appear at the end...

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Re: Pipe warp death?

Postby Chad » Wed Mar 26, 2014 4:40 pm

I considered that solution as well, but that would require counting the same number of spaces, plus hiding the warp layer until the scrolling stops. It's pretty much the same process, but either one works.

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Re: Pipe warp death?

Postby Emral » Fri Mar 28, 2014 6:45 pm

else you could always put section 2 on moving layers aswell and make them stop at the same time, enter the warp, reset the screen in section 2 and you're set. this would require section 2's starting borders to be rather big, though, and the section as a whole would need a bit of fill-space, so your actions won't be obvious to the player


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