SMW Pipe Cannon Tutorial Level

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Squishy Rex
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SMW Pipe Cannon Tutorial Level

Postby Squishy Rex » Wed May 21, 2014 1:54 am

As requested by FanofSMBX. Here's the diagonal Pipe Cannon made by me, inspired by the vertical Pipe Cannon made by Firelink. I did have a step-by-step instruction manual on how to make the darn thing, but I have lost it. I will write up a new one, however it shouldn't be too hard to figure the basics out for now at least.

Have a blast!

Temporary Sendspace Link: (Mediafire isn't working ATM)
http://www.sendspace.com/file/mirkcf

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Re: SMW Pipe Cannon Tutorial Level

Postby Veudekato » Wed May 21, 2014 2:26 am

oh,nice. i searching this long time. thx

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Re: SMW Pipe Cannon Tutorial Level

Postby FutureNyanCat » Wed May 21, 2014 10:30 am

But can't you move while you are launched from the cannon? That may sound unnatural when warping to a bonus area.

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Re: SMW Pipe Cannon Tutorial Level

Postby FanofSMBX » Wed May 21, 2014 10:36 pm

I have two questions
1. Wouldn't it look weird that Mario was standing still (even if I made the blocks invisible)?
2. How would I make a checkpoint and have this?

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Re: SMW Pipe Cannon Tutorial Level

Postby FutureNyanCat » Thu May 22, 2014 10:02 am

There's no way we can do to change Mario's standing pose, just for your information. SMBX has limits.

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Re: SMW Pipe Cannon Tutorial Level

Postby Emral » Thu May 22, 2014 10:51 am

FutureNyanCat2014 wrote:There's no way we can do to change Mario's standing pose, just for your information. SMBX has limits.
There is a way. You grabbed the limits too soon. The solution is:
Paint.NET (not 4.0. That one sucks.)
If you want to replace his idling frame with his jumping frame, that is, of course. Would look funny. And would do what you thought wouldn't be possible.

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Re: SMW Pipe Cannon Tutorial Level

Postby Imaynotbehere4long » Fri May 23, 2014 4:28 pm

Or you could sprite-swap a foreground image, like the SMW ghost house railings, and have it disappear when the blocks do.

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Re: SMW Pipe Cannon Tutorial Level

Postby FanofSMBX » Fri May 23, 2014 4:29 pm

Imaynotbehere4long wrote:Or you could sprite-swap a foreground image, like the SMW ghost house railings, and have it disappear when the blocks do.
What would I replace it with?

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Re: SMW Pipe Cannon Tutorial Level

Postby Imaynotbehere4long » Fri May 23, 2014 7:06 pm

What do you mean
FanofSMBX wrote:What would I replace it with?
Mario's jumping sprite, of course! Actual-Mario will be behind the foreground image, so when it disappears (at the same time as the blocks), it will give the illusion that Mario was in his jumping pose the entire time.

For other characters, you could have some sort of player-check at the beginning of the level, as well as different foreground sprite-swaps for each of them, so that the illusion isn't destroyed by having another character briefly transform into Mario.

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Re: SMW Pipe Cannon Tutorial Level

Postby FanofSMBX » Fri May 23, 2014 7:25 pm

Imaynotbehere4long wrote:What do you mean
FanofSMBX wrote:What would I replace it with?
Mario's jumping sprite, of course! Actual-Mario will be behind the foreground image, so when it disappears (at the same time as the blocks), it will give the illusion that Mario was in his jumping pose the entire time.

For other characters, you could have some sort of player-check at the beginning of the level, as well as different foreground sprite-swaps for each of them, so that the illusion isn't destroyed by having another character briefly transform into Mario.
What about Mario's forms?

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Re: SMW Pipe Cannon Tutorial Level

Postby Imaynotbehere4long » Fri May 23, 2014 8:17 pm

FanofSMBX wrote:What about Mario's forms?
OH...I didn't think about that. Maybe what you could do is have a similar check for power-ups: when a power-up is collected, have it trigger an event that replaces one foreground image with another. You could even have the main foreground image recolored grey, and use transparencies to differentiate between the different forms instead.

Solution 2: don't use power-ups.

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Re: SMW Pipe Cannon Tutorial Level

Postby HenryRichard » Mon May 26, 2014 6:52 pm

Imaynotbehere4long wrote:
FanofSMBX wrote:What about Mario's forms?
OH...I didn't think about that. Maybe what you could do is have a similar check for power-ups: when a power-up is collected, have it trigger an event that replaces one foreground image with another. You could even have the main foreground image recolored grey, and use transparencies to differentiate between the different forms instead.

Solution 2: don't use power-ups.
OR...

Solution 3: Place some invisible climbable tiles and replace all the character's climbing frames with their jump frames. Then all you have to do is don't use anything climbable.

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Re: SMW Pipe Cannon Tutorial Level

Postby Imaynotbehere4long » Mon May 26, 2014 8:22 pm

HenryRichard1234 wrote:Solution 3: Place some invisible climbable tiles and replace all the character's climbing frames with their jump frames. Then all you have to do is don't use anything climbable.
But then the player would be forced to listen to a constantly repeating "kur-thunk" sound effect during the duration of the cannon blast. Trust me; constantly repeating sound effects gets annoying after a while. I guess it could work if you were to have an extra event that would force the player to move left or right continuously after the event that forces the player to grab onto the vine (to prevent the constant kur-thunk sound effects and to prevent the player from moving off of the vine), then enable movement after the blocks disappear.

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Re: SMW Pipe Cannon Tutorial Level

Postby HenryRichard » Mon May 26, 2014 8:24 pm

Imaynotbehere4long wrote:
HenryRichard1234 wrote:Solution 3: Place some invisible climbable tiles and replace all the character's climbing frames with their jump frames. Then all you have to do is don't use anything climbable.
But then the player would be forced to listen to a constantly repeating "kur-thunk" sound effect during the duration of the cannon blast. Trust me; constantly repeating sound effects gets annoying after a while. I guess it could work if you were to have an extra event that would force the player to move left or right continuously after the event that forces the player to grab onto the vine (to prevent the constant kur-thunk sound effects and to prevent the player from moving off of the vine), then enable movement after the blocks disappear.
You could set it to use the dash key after up.

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Re: SMW Pipe Cannon Tutorial Level

Postby Imaynotbehere4long » Mon May 26, 2014 8:29 pm

HenryRichard1234 wrote:You could set it to use the dash key after up.
Ha! You're right; I'm surprised I forgot about that.

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Re: SMW Pipe Cannon Tutorial Level

Postby HenryRichard » Mon May 26, 2014 8:52 pm

Glad to help. Enjoy!

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Re: SMW Pipe Cannon Tutorial Level

Postby DaSpongeBobMan » Fri Mar 20, 2015 9:14 am

I cannot download this because it expired. Can you send it to MediaFire? Check if it's working or not. Looks cool.

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Re: SMW Pipe Cannon Tutorial Level

Postby Squishy Rex » Fri Mar 20, 2015 8:58 pm

DaSpongeBobMan wrote:I cannot download this because it expired. Can you send it to MediaFire? Check if it's working or not. Looks cool.
Alright, I'll dig out the file and do a Mediafire link now it's working again.

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Re: SMW Pipe Cannon Tutorial Level

Postby DerpMcSkerp20 » Mon Jul 06, 2015 8:56 pm

sad thing is that theres no custom cannon thing that can be attached to pipes in the "Warps and Doors" section....
idea for next update anyone?

oh and the link isnt working :/

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Re: SMW Pipe Cannon Tutorial Level

Postby RudeGuy » Tue Jul 07, 2015 8:40 am

DerpMcSkerp20 wrote:idea for next update anyone?
There's not gonna be any other SMBX updates. (unless you're talking about PGE or VSMBX)
DerpMcSkerp20 wrote:oh and the link isnt working :/
https://www.dropbox.com/s/l4hbsbiqc3szn ... n.rar?dl=0


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