Smb3 Magnets (Update!)

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Cacazk
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Smb3 Magnets (Update!)

Postby Cacazk » Thu Apr 10, 2014 5:34 pm

Hello :D , y decided to make these following imams:

Positive:

Image

Negative:

Image

Link: http://www.mediafire.com/download/pd1fa ... Magnet.zip

I hope you enjoy. Gave enough work :mrgreen: !
Last edited by Cacazk on Sat Apr 12, 2014 3:58 pm, edited 3 times in total.

Murphmario
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Re: Smb3 Magnets

Postby Murphmario » Thu Apr 10, 2014 6:08 pm

Nice. Maybe you can use layers and events to make the block between 2 magnets move back and forth. Yeah, downloading!

Dragonmaster146
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Re: Smb3 Magnets

Postby Dragonmaster146 » Thu Apr 10, 2014 6:26 pm

Can you make a blue one? Cause you know, positive and negative.

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Re: Smb3 Magnets

Postby Giantfirering27 » Thu Apr 10, 2014 10:26 pm

Dragonmaster146 wrote:Can you make a blue one? Cause you know, positive and negative.
Here.

It is a medium type blue.

XuticX
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Re: Smb3 Magnets

Postby XuticX » Thu Apr 10, 2014 11:58 pm

awesome texture. can't get much better looking than that. and defiantly these would be a very cool level design feature with layers and events to tag along. great job!

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Re: Smb3 Magnets

Postby bossedit8 » Fri Apr 11, 2014 7:35 am

Tilesets are getting newer at the future. I really like those graphics you made right there. It is unique for a Mario Game. I see no flaws for that so you did made a good work on it.

Cacazk
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Re: Smb3 Magnets

Postby Cacazk » Fri Apr 11, 2014 1:04 pm

Dragonmaster146 wrote:Can you make a blue one? Cause you know, positive and negative.
Just paint it blue ué? You can do this too :) .
bossedit8 wrote:Tilesets are getting newer at the future. I really like those graphics you made right there. It is unique for a Mario Game. I see no flaws for that so you did made a good work on it.
Really gave work. Thank you :) !

silent_
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Re: Smb3 Magnets

Postby silent_ » Fri Apr 11, 2014 2:25 pm

What does it replace? These magnets are frankly some of the best graphics I've ever seen. Too bad there isn't any gravitational feature for SMBX. That would make these beyond excellent.

Murphmario
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Re: Smb3 Magnets

Postby Murphmario » Fri Apr 11, 2014 3:12 pm

Kep wrote:What does it replace? These magnets are frankly some of the best graphics I've ever seen. Too bad there isn't any gravitational feature for SMBX. That would make these beyond excellent.
Use layers and events to move the block.

Cacazk
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Re: Smb3 Magnets

Postby Cacazk » Fri Apr 11, 2014 3:38 pm

Use layers and events to move the block.
This is quite difficult. Because the block has to stop in time to reach the magnet.

Murphmario
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Re: Smb3 Magnets

Postby Murphmario » Fri Apr 11, 2014 3:44 pm

caiozk wrote:
Use layers and events to move the block.
This is quite difficult. Because the block has to stop in time to reach the magnet.
Actually, it's not so hard. You just need to think.

Emral
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Re: Smb3 Magnets

Postby Emral » Fri Apr 11, 2014 6:49 pm

(Block's speed) = (pixels it should move)/(time)/65
If i remember correctly... Then this should be the formula for making pixel perfect block movements. Keep in mind that the distance is measured in pixels, which means that for 1 block you need to move it 32 pixels.
I might've messed up in punctuation though.

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Re: Smb3 Magnets

Postby RudeGuy » Sat Apr 12, 2014 8:00 am

Emral wrote:(Block's speed) = (pixels it should move)/(time)/65
If i remember correctly... Then this should be the formula for making pixel perfect block movements. Keep in mind that the distance is measured in pixels, which means that for 1 block you need to move it 32 pixels.
I might've messed up in punctuation though.
The correct formula to make layers move in a X blocks in this:
32 * x / y / 65. DarkMatt posted a guide for this a long time ago that I made sure to memorize, because it works. I should know, I've been using this for a very long time now. You'll probably get a ridiculous decimal, but I usually just use the first four digits after the decimal point. However, with faster speeds/longer distances, you may still need to play around with the result a bit.

32 = Number of pixels in a given tile, of course.
x = How many tile spaces should this layer move?
y = How many seconds should this take?
65 = Maximum framerate.
Last edited by RudeGuy on Sat Apr 12, 2014 8:02 am, edited 2 times in total.

Emral
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Re: Smb3 Magnets

Postby Emral » Sat Apr 12, 2014 8:01 am

Christian07 wrote:
Emral wrote:(Block's speed) = (pixels it should move)/(time)/65
If i remember correctly... Then this should be the formula for making pixel perfect block movements. Keep in mind that the distance is measured in pixels, which means that for 1 block you need to move it 32 pixels.
I might've messed up in punctuation though.
The correct formula to make layers move in a X blocks in this:
32 * x / y / 65. DarkMatt posted a guide for this a long time ago that I made sure to memorize, because it works. I should know, I've been using this for a very long time now. You'll probably get a ridiculous decimal, but I usually just use the first four digits after the decimal point. However, with faster speeds/longer distances, you may still need to play around with the result a bit.

32 = Number of pixels in a given tile, of course.
x = How many tile spaces should this layer move?
y = How many seconds should this take?
65 = Maximum framerate.
That's exactly what I just said but okay.

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Re: Smb3 Magnets

Postby RudeGuy » Sat Apr 12, 2014 8:03 am

Well, the block's speed is the same as the time. In the level editor is the delay.

Cacazk
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Re: Smb3 Magnets

Postby Cacazk » Sat Apr 12, 2014 9:33 am

I know how this works. But difissil is yes.

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Re: Smb3 Magnets (Update!)

Postby SMBXxer » Tue Apr 22, 2014 4:46 pm

Wow! These graphics are very well designed! I can see these in lots of levels in the future. Good work.

Destiny
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Re: Smb3 Magnets (Update!)

Postby Destiny » Tue Apr 22, 2014 7:39 pm

Nossa caiozk, seu inglês é incrível!

Is simple but i liked it.


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