General discussion about Super Mario Bros. X.
Moderator: Userbase Moderators
|
|
|
|
-
Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sat Oct 31, 2015 9:03 pm
I don't know if this was posted before, but today I figured out that wherearemycarkeys doesn't work with linik.
|
|
|
|
|
|
|
|
|
-
HenryRichard
- Reznor

- Posts: 2843
- Joined: Mon Dec 23, 2013 12:09 pm
- Flair: Is this where I type my password?
-
Contact:
Postby HenryRichard » Sat Oct 31, 2015 10:12 pm
Enjl wrote:I don't know if this was posted before, but today I figured out that wherearemycarkeys doesn't work with linik.
Which leads me to ask the question: Why does wherearemycarkeys not work with linik?
|
|
|
|
|
|
|
|
|
-
Imaynotbehere4long
- Boomerang Bro

- Posts: 1389
- Joined: Thu Jan 23, 2014 3:00 pm
Postby Imaynotbehere4long » Sat Oct 31, 2015 10:22 pm
HenryRichard wrote:Enjl wrote:I don't know if this was posted before, but today I figured out that wherearemycarkeys doesn't work with linik.
Which leads me to ask the question: Why does wherearemycarkeys not work with linik?
Because that cheat spawns the key in the player's hands, and since Link can't carry things the same way the Mario characters can, it doesn't work. I'd assume it would require extra code to check if the player is Link, then spawn the key in the player's inventory instead.
E: Oh, you guys were talking about Castlewars. Never mind.
|
|
|
|
|
|
|
|
|
-
Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sun Nov 01, 2015 4:58 am
Imaynotbehere4long wrote:HenryRichard wrote:Enjl wrote:I don't know if this was posted before, but today I figured out that wherearemycarkeys doesn't work with linik.
Which leads me to ask the question: Why does wherearemycarkeys not work with linik?
Because that cheat spawns the key in the player's hands, and since Link can't carry things the same way the Mario characters can, it doesn't work. I'd assume it would require extra code to check if the player is Link, then spawn the key in the player's inventory instead.
E: Oh, you guys were talking about Castlewars. Never mind.
Sorry, typo. Your explanation is exactly what I found out just before making the previous post.
|
|
|
|
|
|
|
|
|
-
Murphmario
- 2025 Egg Hunter

- Posts: 2389
- Joined: Fri Dec 20, 2013 7:07 pm
- Pronouns: he/him
Postby Murphmario » Mon Nov 09, 2015 4:00 pm
So I recently found out something while ripping enemy sprites in Super Metroid; Ripper's animation frames in SMBX are actually INCORRECT. In Super Metroid, it animates 1-2-1-3 repeat, but in SMBX, it's 1-2-3-2 repeat.
|
|
|
|
|
|
|
|
|
-
Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Mon Nov 09, 2015 9:01 pm
Showing a layer also spawns every NPC on that layer, even if they're in another section or offscreen.
|
|
|
|
|
|
|
|
|
-
Ness-Wednesday
- Purple Yoshi Egg

- Posts: 1669
- Joined: Sun Jun 28, 2015 3:50 pm
- Flair: Diverse Scouts
- Pronouns: He/Him
Postby Ness-Wednesday » Wed Nov 25, 2015 5:53 pm
Even if Mouser is set to friendly or not, the bombs he throws can still hurt you.
I could see some gimmicks with bosses done with this...
|
|
|
|
|
|
|
|
|
-
HeroLinik
- Larry Koopa

- Posts: 3464
- Joined: Fri Dec 20, 2013 1:28 pm
-
Contact:
Postby HeroLinik » Thu Nov 26, 2015 3:22 am
Ness-Wednesday wrote:Even if Mouser is set to friendly or not, the bombs he throws can still hurt you.
I could see some gimmicks with bosses done with this...
That's because the bombs are separate NPCs and aren't part of the Mouser. You could use this to make a fantastical bomb generator without having to use up any events.
|
|
|
|
|
|
|
|
|
-
Mable
- Luigi

- Posts: 5806
- Joined: Sat Dec 21, 2013 4:23 am
-
Contact:
Postby Mable » Thu Nov 26, 2015 3:24 am
Or i just place a pipe and have a bomb generator there instead of a random npc somewhere.
|
|
|
|
|
|
|
|
|
-
SecondScolipede
- Flurry

- Posts: 184
- Joined: Tue Mar 17, 2015 9:12 pm
Postby SecondScolipede » Thu Nov 26, 2015 10:11 am
I don't know if this has been said before, but making lakitu throw ship pieces will cause them to slide around when they hit the ground. They will even slide at the same speed that they were thrown.
|
|
|
|
|
|
|
|
|
-
Ness-Wednesday
- Purple Yoshi Egg

- Posts: 1669
- Joined: Sun Jun 28, 2015 3:50 pm
- Flair: Diverse Scouts
- Pronouns: He/Him
Postby Ness-Wednesday » Thu Nov 26, 2015 11:46 am
Just like the block and the warp limit, the event delay limit is also wrong!
I set an event to 600 second and the game crashed with a runtime error-6 overflow!
|
|
|
|
|
|
|
|
|
-
KingBowser24
- Tweeter

- Posts: 126
- Joined: Mon Nov 16, 2015 9:31 pm
- Flair: Master Procrastinator
Postby KingBowser24 » Thu Nov 26, 2015 1:06 pm
-If youre using Link for an episode, its fairly easy to beat the SMB3 Bowser, so if you alter his Speed, he will jump past you instead of on you, which actually makes the battle a little more challenging. But dont use this if youre doing an SMB3 style battle where you have to make Bowser crush the blocks and fall through, I generally make it a semi-SM64 style Arena Battle if i use Link in the Episode.
-If you REALLY beef up the speed on Wart's Bubbles he shoots them nearly straight at you like a fuckin machine gun!
-Ive created a Metroid-Style Episode where Link's fire power is a missle. Just make a little rocket with the fireball sprite and give Link an arm cannon.
-Birdos on top of each other actually makes for a decent boss battle, though it looks wierd. haha
-The SMB3 silver bricks can be broken with Hammers/Bombs/Boomerang powers. Found that out the hard way when i made an entire Exterior Castle level with those bricks
Just a few random things ive done or found in my 5 years with SMBX.
|
|
|
|
|
|
|
|
|
-
HeroLinik
- Larry Koopa

- Posts: 3464
- Joined: Fri Dec 20, 2013 1:28 pm
-
Contact:
Postby HeroLinik » Thu Nov 26, 2015 1:50 pm
KingBowser24 wrote:-If youre using Link for an episode, its fairly easy to beat the SMB3 Bowser, so if you alter his Speed, he will jump past you instead of on you, which actually makes the battle a little more challenging. But dont use this if youre doing an SMB3 style battle where you have to make Bowser crush the blocks and fall through, I generally make it a semi-SM64 style Arena Battle if i use Link in the Episode.
Interesting. Link could just downstab the hell out of Bowser but when he jumps Link will be damaged. I can see a really cool-looking boss fight being made out of this, even if Link isn't being used and it's a Mario-centric level.
KingBowser24 wrote:-If you REALLY beef up the speed on Wart's Bubbles he shoots them nearly straight at you like a fuckin machine gun!
I tampered with the speed, and they just drop horizontally down. This is something really cool. Definitely gonna make a level out of this.
KingBowser24 wrote:-Ive created a Metroid-Style Episode where Link's fire power is a missle. Just make a little rocket with the fireball sprite and give Link an arm cannon.
Yeah, but what if Samus/Link doesn't have the gun? Will she just use her hands?
KingBowser24 wrote:-Birdos on top of each other actually makes for a decent boss battle, though it looks wierd. haha
Ahaha yeah, similar to those stacked Mousers featured in Dunes of the Past, in ToB2. That was incredibly funny, but they all need to be set to "Don't Move" otherwise they'll fall off each other and ruin it.
KingBowser24 wrote:-The SMB3 silver bricks can be broken with Hammers/Bombs/Boomerang powers. Found that out the hard way when i made an entire Exterior Castle level with those bricks 
A lot of us knew that already lol. Hell, it's even indicated in The Invasion 2!
|
|
|
|
|
|
|
|
|
-
Julia Pseudo
- Luigi

- Posts: 5609
- Joined: Wed Jan 08, 2014 12:04 am
- Flair: gay gaymer girl
- Pronouns: She/her
Postby Julia Pseudo » Thu Nov 26, 2015 6:59 pm
Way back on the original forums, I asked Redigit on IRC why the Invasion/Invasion 2 level "The Suck" was called that. His answer was that "it sucks".
You can chain points (similarly to jumping on enemies consecutively) by hitting a block that has multiple coins on top of it. This can be seen by playing as Luigi or Toad and collecting the coins that come out of a block with multiple coins in it by hitting another block.
|
|
|
|
|
|
|
|
|
-
Ness-Wednesday
- Purple Yoshi Egg

- Posts: 1669
- Joined: Sun Jun 28, 2015 3:50 pm
- Flair: Diverse Scouts
- Pronouns: He/Him
Postby Ness-Wednesday » Thu Nov 26, 2015 9:58 pm
Emral and Marina probably discovered this already, but if an npcs framestyle is set to 0, it's animation will go in reverse when facing left, stay at the first frame when set to random and shows the animation normally when facing right.
EDIT: Dangit, it happened again...
Last edited by Ness-Wednesday on Fri Nov 27, 2015 1:58 pm, edited 1 time in total.
|
|
|
|
|
|
|
|
|
-
Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Thu Nov 26, 2015 10:01 pm
Ness-Wednesday wrote:Emral and Marina probably discovered this already, but if an npcs freestyle is set to 0, it's animation will go in reverse when facing left, stay at the first frame when set to random and shows the animation normally when facing right.
I just hate it when my NPCs can't freestyle! I want to make a mixtape, maaaan.
|
|
|
|
|
|
|
|
|
-
PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
-
Contact:
Postby PixelPest » Thu Nov 26, 2015 10:03 pm
Ness-Wednesday wrote:Emral and Marina probably discovered this already, but if an npcs freestyle is set to 0, it's animation will go in reverse when facing left, stay at the first frame when set to random and shows the animation normally when facing right.
First of all, there's no such thing as "freestyle". What I think you mean to say is "framestyle". This really isn't anything interesting and isn't really true 75% of the time. When setting framestyle to zero, it declares that the NPC's left and right movement will use the same sprites. Example: SMB3 goombas are naturally like this.
|
|
|
|
|
|
|
|
|
-
Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Thu Nov 26, 2015 10:08 pm
PixelPest wrote:Ness-Wednesday wrote:Emral and Marina probably discovered this already, but if an npcs freestyle is set to 0, it's animation will go in reverse when facing left, stay at the first frame when set to random and shows the animation normally when facing right.
This really isn't anything interesting and isn't really true 75% of the time.
You're wrong about this one. Happens to me all the time. I think there's an inconsistency between setting framestyle=0 in a .txt file and it being a passive component of the NPC.
Also, interesting thing: You can't move a block.
You CAN move blocks on a layer.
|
|
|
|
|
|
|
|
|
-
PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
-
Contact:
Postby PixelPest » Thu Nov 26, 2015 10:12 pm
Enjl wrote:PixelPest wrote:Ness-Wednesday wrote:Emral and Marina probably discovered this already, but if an npcs freestyle is set to 0, it's animation will go in reverse when facing left, stay at the first frame when set to random and shows the animation normally when facing right.
This really isn't anything interesting and isn't really true 75% of the time.
You're wrong about this one. Happens to me all the time. I think there's an inconsistency between setting framestyle=0 in a .txt file and it being a passive component of the NPC.
Hmmm. Just tried it out and it didn't work for me. But you're probably right. Oops.
ANYHOO,something I found out earlier that may or may not be common knowledge:
When selecting an SMB1, SMB2, SMB3, SMW, or Misc NPC while in a different NPC tab or editor tab, it will automatically go to the tab containing that NPC when it is clicked. But, if you select an NPC from the Lakitus are throwing Lakitus! tab without that tab open, the NPC will immediately change into the last NPC selected from an unhidden tab while keeping all of the selected LATLs NPC's properties (layer, etc.).
|
|
|
|
|
|
|
|
|
-
Mable
- Luigi

- Posts: 5806
- Joined: Sat Dec 21, 2013 4:23 am
-
Contact:
Postby Mable » Fri Nov 27, 2015 7:22 am
Ness-Wednesday wrote:Emral and Marina probably discovered this already, but if an npcs freestyle is set to 0, it's animation will go in reverse when facing left, stay at the first frame when set to random and shows the animation normally when facing right.
Wasn't it framespeed and not freestyle? Wherever you got that from.
|
|
|
|
|
Return to “General”
Users browsing this forum: Petal [Bot] and 1 guest
|