Using custom tilesets without replacing existing tilesets

Need help with any SMBX game-related issues? Ask your questions here.

Moderator: Userbase Moderators

jaysparrow
Spiny
Spiny
Posts: 28
Joined: Sat Dec 26, 2020 2:38 am

Using custom tilesets without replacing existing tilesets

Postby jaysparrow » Sun Dec 27, 2020 2:16 am

Well after watching video's from here (the tileset editor
used is outdated and doesn't help and video and other video's
I've went to only shows the step but nobody explains clear step by
step instructions) and reading the thread (How to add a custom tileset?
does not explain anything. I'm about ready to quit your damn editor.
I love creating things but this is getting to be to much.
I also need help with other things but this first.

WHAT I NEED HELP WITH
Using custom tilesets without replacing existing tilesets.
I download Shikaternia GFX Pack V2 and I tested the blue bonus tileset
by putting it in my custom folder where my level is but it replaced the SMW
palace tileset and that not what I want, I want to add the blue bonus tileset.
I tried using the tileset editor and I named it, set type, set width and height,
I dragged and dropped custom blocks first and later tried the reserved blocks.
(please tell me what the difference is between the two)
The next step I did was to manually change the gif id's to the id's
of the custom blocks then later the reserved blocks but in both cases it
didn't display right. So how do I use everything in the Shikaternia GFX Pack V2
(ADD IT)? without replacing existing tilesets where it displays right?
Am I going to have to add everything manually in the tileset editor? If your answer is yes then couldn't
you make a tool to automatically install custom packs and make it where it ask
if you want to replace existing tilesets, bgo's, backgrounds, characters, npcs
etc. or set new id's in which case it would search for empty spots and asign it
the id of the empty custom or reserved spots.
I want have each tileset type in a seperate group to use any time
like what come with the editor.

I download the pack from https://www.smbxgame.com/view/graphics/

And one more short thing is how to set the lives for each of my levels?
It is always 99.

I was going to get help on discord on the smbx channel but it said I didn't have permission to message so I deleted my account.

Please help

Emral
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 9890
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Phoenix

Re: Using custom tilesets without replacing existing tilesets

Postby Emral » Sun Dec 27, 2020 2:46 am

Since the first paragraph has no links I don't know what resources you're talking about.

The difference between custom blocks and reserved blocks is that reserved blocks are reserved for the SMBX2 team to use in future versions, while custom blocks are there to replaced by level creators on a per-level or per-episode basis. The former might have different properties (frame count, hurting, bumpable) in future versions.

Lives are always 99 in the test mode. This is not the case for the actual game by default.

To add custom blocks to a level, make a folder with the same name as the level file (without .lvlx extension) in the directory of the lvlx file and insert the block-751.png (or .gif), .ini (for editor configuration such as what sprite to display. see _templates folder) and optionally .txt (for things like frames count). Repeat with incrementing numbers for each block you want to add.
Doing this for many tiles is always a bit of a hassle, so the faster method is replacing tiles (which you say isn't what you want, but hear me out). There are approximately 1000 unique tiles currently inserted into the game. If you replace tiles that this particular level will never use, you don't have to go through the trouble with the ini files and only need to copy and rename the png/gif files (png recommended. The editor has a conversion tool called gif2png in the "Tools" menu item if that process interests you).

If you want to add tiles for an entire episode, do either of these methods in the folder that the .lvlx files are stored in. We refer to that one as the "episode folder" since all levels pool from it. Here, the former is less likely to cause conflicts.

jaysparrow
Spiny
Spiny
Posts: 28
Joined: Sat Dec 26, 2020 2:38 am

Re: Using custom tilesets without replacing existing tilesets

Postby jaysparrow » Sun Dec 27, 2020 7:46 pm

Enjl wrote:
Sun Dec 27, 2020 2:46 am
Since the first paragraph has no links I don't know what resources you're talking about.

The difference between custom blocks and reserved blocks is that reserved blocks are reserved for the SMBX2 team to use in future versions, while custom blocks are there to replaced by level creators on a per-level or per-episode basis. The former might have different properties (frame count, hurting, bumpable) in future versions.

Lives are always 99 in the test mode. This is not the case for the actual game by default.

To add custom blocks to a level, make a folder with the same name as the level file (without .lvlx extension) in the directory of the lvlx file and insert the block-751.png (or .gif), .ini (for editor configuration such as what sprite to display. see _templates folder) and optionally .txt (for things like frames count). Repeat with incrementing numbers for each block you want to add.
Doing this for many tiles is always a bit of a hassle, so the faster method is replacing tiles (which you say isn't what you want, but hear me out). There are approximately 1000 unique tiles currently inserted into the game. If you replace tiles that this particular level will never use, you don't have to go through the trouble with the ini files and only need to copy and rename the png/gif files (png recommended. The editor has a conversion tool called gif2png in the "Tools" menu item if that process interests you).

If you want to add tiles for an entire episode, do either of these methods in the folder that the .lvlx files are stored in. We refer to that one as the "episode folder" since all levels pool from it. Here, the former is less likely to cause conflicts.
I read your post last night and thanks for the response but what you are saying makes no sense to me or maybe it's my disability
that's not letting me understand. I already had a folder without the .lvlx extension and I don't understand what you mean by this.
Enjl wrote: Repeat with incrementing numbers for each block you want to add.
{{Clarify}}
Enjl wrote: you don't have to go through the trouble with the ini files and only need to copy and rename tiles
{{Clarify}}

The problem is the id's of the Blue Bonus are the same as the SMW palace.
Spoiler: show
background-148
background-148m
background-163
background-163m
block-227
block-228
block-229
block-230
block-231
block-232
block-233
block-234
block-235
block-236
block-237
block-238
block-239
Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image
What I need is id's that won't conflict with existing id's.
You said the reserve blocks are for devs. right?
And you said custom blocks are there to be replaced by level creators on a per-level or per-episode basis. right?
So that means what? by a level creator like me for individual levels or map levels?
I have tried going to the tileset editor and and placing them together (total15 custom blocks) and using their id's
but the blocks doesn't display right they are gray instead of blue in the custom section and clear when placed
on my level. If I can't use custom blocks then how do I get id's that will work and not conflict (replace) existing
tilesets and other things. About the 99 lives in the editor, is there a way for someone to make a script I can set lives
to force my level to load the lives I set when I load it from the folder in the smbx2 launcher?
I saw two files with scripts that had something about setting lives.
main_level.lua
D:\installed\SMBX2b4.3.1\SMBX2\data\PGE\configs\SMBX2-Integration\script
Spoiler: show
Processes player powerup system
function ProcessPlayerPowerUP(plr, npc)
if(npc_isCoin(npc.id))then
plr.globalState:addCoins(1)
if(plr.globalState.coins >= 0)then
plr.globalState:setCoins( plr.globalState.coins-0 )
plr.globalState:addLives(1)
Audio.playSoundByRole(SoundRoles.Bonus1up)
if(plr.globalState.lives>99)then
plr.globalState:setLives(99)
end
end
elseif( npc_isLife(npc.id) )then
Audio.playSoundByRole(SoundRoles.Bonus1up)
plr.globalState:addLives(1)
if(plr.globalState.lives>99)then
plr.globalState:setLives(99)
end
elseif( npc.id==188 )then
Audio.playSoundByRole(SoundRoles.Bonus1up)
plr.globalState:addLives(3)
if(plr.globalState.lives>99)then
plr.globalState:setLives(99)
end
and data.json
D:\installed\SMBX2b4.3.1\SMBX2\worlds\Mario Challenge
Spoiler: show
{"deaths":{"The Invasion 2:level17.lvl":[{"y":572,"x":3031.4350000000381},{"y":199.00600550413145,"x":2888.2352223303069}]},"settings":{"mode_shuffle":true,"mode_mirror":false,"mode_timer":false,"mode_rinka":false,"lives":99,"rerolls":99,"mode_oneshot":false,"mode_slippery":false,"mode_onehit":false,"levels":5}}
It seems like someone could come up with a script I could put in each folder I have a level in to force set lives
when playing levels I create from the main smbx2 launcher open level.
Oh I tried to modify the data.json file, that's why is says 99 lives, just messing around with files.

jaysparrow
Spiny
Spiny
Posts: 28
Joined: Sat Dec 26, 2020 2:38 am

Re: Using custom tilesets without replacing existing tilesets

Postby jaysparrow » Sun Dec 27, 2020 8:18 pm

TO THE DEVS.
Once you get the bugs worked out of smbx2, will you add two things?
1: In the section settings add set lives for level.
Lives should not reset back to what the max lives amount set when dying
and lives set should only apply when level is played from folder in the smbx2 launcher main menu.
2:Create a smbx2 pack installer that will automatically install custom packs items to the right folders
and ask (if there is Id/id's conflict) Do you want to replace this/these item/items or assign new id/id's.
I like this editor and hope one or mode devs. answer this.

TO LET EVERYONE KNOW
Sadly I don't know anything about lua so I can't make any fancy level's or anything so I hope that if I need a script
someone will help me and make what I need.
I am just now getting the hang of making events, I have only made 4.

Hoeloe
Phanto
Phanto
Posts: 1465
Joined: Sat Oct 03, 2015 6:18 pm
Flair: The Codehaus Girl
Pronouns: she/her

Re: Using custom tilesets without replacing existing tilesets

Postby Hoeloe » Sun Dec 27, 2020 8:19 pm

jaysparrow wrote:
Sun Dec 27, 2020 8:18 pm
Lives should not reset back to what the max lives amount set when dying
They don't. As was already explained to you, they ONLY do this in testing mode. If you play levels though an episode, rather than through the editor, lives will not reset.

jaysparrow
Spiny
Spiny
Posts: 28
Joined: Sat Dec 26, 2020 2:38 am

Re: Using custom tilesets without replacing existing tilesets

Postby jaysparrow » Sun Dec 27, 2020 9:27 pm

Hoeloe wrote:
Sun Dec 27, 2020 8:19 pm
jaysparrow wrote:
Sun Dec 27, 2020 8:18 pm
Lives should not reset back to what the max lives amount set when dying
They don't. As was already explained to you, they ONLY do this in testing mode. If you play levels though an episode, rather than through the editor, lives will not reset.
That's not right or maybe you just don't know what I'm saying.
Playing my level from the folder in the main smbx2 launcher not playing in testing mode and also that is not through the editor.
Both of these the editor is not even running, the main smbx2 launcher is running.
What you are talking about is having the editor running and testing my level by going to the test tab and clicking "test" or
" luna tester"/test level. I do aspect 99 lives when just testing to work out any level bugs, THAT IS NOT WHAT I'M DOING.
Right now I don't really want to create worlds and episodes and all that (I just started using this editor) so as a level creator I should have the right to set my lives for individual levels if I don't want to create worlds and episodes.

What I'm talking about for now is if something temporary can be done with a script in my level folder where I can set the level lives
and it will give me that set amount WHEN I PLAY IT FROM THE MAIN SMBX2 MAIN LAUNCHER.
Hopefully they will add set lives to the section settings later.
EDIT: And it will not reset back to the max amount set when I die but decrease until I lose all my lives.

Emral
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 9890
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Phoenix

Re: Using custom tilesets without replacing existing tilesets

Postby Emral » Mon Dec 28, 2020 3:17 am

jaysparrow wrote:
Sun Dec 27, 2020 9:27 pm
Playing my level from the folder in the main smbx2 launcher not playing in testing mode and also that is not through the editor.
It actually is the same behind the scenes. The only thing that isn't using this "testing mode" is when you play a level through an episode. When you're not in an episode, game overs don't really make sense, so neither do lives.
jaysparrow wrote:
Sun Dec 27, 2020 9:27 pm
What I'm talking about for now is if something temporary can be done with a script in my level folder where I can set the level lives
You can do the following in the level's luna.lua to overwrite the lives amount. However, this will ALWAYS set it to the number specified, even if you lose one. I presume your objective is to have a visual indicator of gaining lives, rather than a game over opportunity.
Spoiler: show

Code: Select all

function onStart()
	mem(0x00B2C5AC, FIELD_FLOAT, 3) --set lives to 3 when level starts
end
Okay I read onwards and it seems you actually want the player to game over in a level. That seems counterintuitive to the play experience, but I guess? I heavily discourage this though because all you're adding is a possibility for frustration as players are kicked out of the level they're trying to play.
Spoiler: show

Code: Select all

GameData.lives = GameData.lives or 3
function onStart()
	mem(0x00B2C5AC, FIELD_FLOAT, GameData.lives)
end
function onTickEnd()
	local internalLives = mem(0x00B2C5AC, FIELD_FLOAT)
	if GameData.lives ~= internalLives then
		GameData.lives = internalLives
	end
end
jaysparrow wrote:
Sun Dec 27, 2020 8:16 pm
Enjl wrote: Repeat with incrementing numbers for each block you want to add.
{{Clarify}}
You make the image, ini and txt for block 751. Then you do it for block 752. Then 753. The number increments, the general process is repeated all the same.
jaysparrow wrote:
Sun Dec 27, 2020 8:16 pm
Enjl wrote: you don't have to go through the trouble with the ini files and only need to copy and rename tiles
{{Clarify}}
Basegame tiles have their editor ini file definitions stored elsewhere, so you don't need to make them by yourself. If you for example move the conflicting tiles over to instead occupy IDs used by (for example) the SMB2 cave tileset, you can just rename the images and it should show up in the editor just fine (if the editor is already open, you need to hit F8 to refresh the level assets).
jaysparrow wrote:
Sun Dec 27, 2020 8:16 pm
And you said custom blocks are there to be replaced by level creators on a per-level or per-episode basis. right?
So that means what? by a level creator like me for individual levels or map levels?
Yes.
jaysparrow wrote:
Sun Dec 27, 2020 8:16 pm
I have tried going to the tileset editor and and placing them together (total15 custom blocks) and using their id's
but the blocks doesn't display right they are gray instead of blue in the custom section and clear when placed
on my level.
If you continue experiencing this, sending an image of your level folder and of the seen result would be helpful to pinpoint the issue.
jaysparrow wrote:
Sun Dec 27, 2020 8:16 pm
If I can't use custom blocks then how do I get id's that will work and not conflict (replace) existing
tilesets and other things.
You're not gonna use all 1000 built in blocks in every level. Replacing tilesets you won't use is easier than getting custom blocks and isn't going to cause you trouble in other levels since it's all replaced for a single level.
jaysparrow wrote:
Sun Dec 27, 2020 8:16 pm
D:\installed\SMBX2b4.3.1\SMBX2\data\PGE\configs\SMBX2-Integration\script
Spoiler: show
Processes player powerup system
function ProcessPlayerPowerUP(plr, npc)
if(npc_isCoin(npc.id))then
plr.globalState:addCoins(1)
if(plr.globalState.coins >= 0)then
plr.globalState:setCoins( plr.globalState.coins-0 )
plr.globalState:addLives(1)
Audio.playSoundByRole(SoundRoles.Bonus1up)
if(plr.globalState.lives>99)then
plr.globalState:setLives(99)
end
end
elseif( npc_isLife(npc.id) )then
Audio.playSoundByRole(SoundRoles.Bonus1up)
plr.globalState:addLives(1)
if(plr.globalState.lives>99)then
plr.globalState:setLives(99)
end
elseif( npc.id==188 )then
Audio.playSoundByRole(SoundRoles.Bonus1up)
plr.globalState:addLives(3)
if(plr.globalState.lives>99)then
plr.globalState:setLives(99)
end
This script is not used by SMBX2. It's something from the non-smbx engine made by the developer of the editor.
jaysparrow wrote:
Sun Dec 27, 2020 8:16 pm
and data.json
D:\installed\SMBX2b4.3.1\SMBX2\worlds\Mario Challenge
Spoiler: show
{"deaths":{"The Invasion 2:level17.lvl":[{"y":572,"x":3031.4350000000381},{"y":199.00600550413145,"x":2888.2352223303069}]},"settings":{"mode_shuffle":true,"mode_mirror":false,"mode_timer":false,"mode_rinka":false,"lives":99,"rerolls":99,"mode_oneshot":false,"mode_slippery":false,"mode_onehit":false,"levels":5}}
This is a JSON file storing mario challenge playthrough information.

jaysparrow
Spiny
Spiny
Posts: 28
Joined: Sat Dec 26, 2020 2:38 am

Re: Using custom tilesets without replacing existing tilesets

Postby jaysparrow » Mon Dec 28, 2020 4:33 pm

@Enjl
Thanks Enjl your helping me understand this more and more and
Well darn I didn't think that would be considered the editor.
I will try again and hopefully I will have better luck with it tonight.
If it doesn't display right I will post whats happening with it.
I know this is still just a beta project so there is bound to be bugs so maybe
doing this will help them fix it if it is a bug and not me screwing something up.
I hope you will stick with me and be patient because I'm doing my damnedest to get
this. I will try the script later because my main goal is using custom tilesets.
Thanks again for helping me Enjl, :D

Emral
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 9890
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Phoenix

Re: Using custom tilesets without replacing existing tilesets

Postby Emral » Tue Dec 29, 2020 2:56 am

Nothing in this thread could be considered a bug so far, just so you know. A bit cumbersome? Sure. I wish the img field in the ini wouldn't need to be set manually when renaming. But I've done it and messed it up often enough to say that when doing it right, it will work.

jaysparrow
Spiny
Spiny
Posts: 28
Joined: Sat Dec 26, 2020 2:38 am

Re: Using custom tilesets without replacing existing tilesets

Postby jaysparrow » Tue Dec 29, 2020 6:19 pm

You said "A bit cumbersome?" How about more of a pain in the ass is more like it Enjl.

1: I tried renaming the files (Blue Bonus 1, Blue Bonus 2 etc) and placing them in the folders with the same id's
D:\installed\SMBX2b4.3.1\SMBX2\data\graphics\block
And
D:\installed\SMBX2b4.3.1\SMBX2\data\graphics\background
because two of them say background. DIDN'T WORK!
-----------------------------------------------------------------------------------------------------------
2: I tried again in the tileset editor and placed the 15 custom blocks in a 5x3 section and changed the id's
of the blue bonus from
148, 163, 227, 228, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239 to the custom block id's,
766, 767, 755, 762, 763, 764, 765, 768, 769, 770, 771, 772, 773, 814, 986
then tried loading it in the tileset editor, then the tileset group edit editor and it's not displaying
right and not showing up in the custom section. AGAIN, DIDN'T WORK.
-----------------------------------------------------------------------------------------------------------
3: I tried putting them is seq. like you talked about,
755, 756, 757, 758 etc. and still didn't display right. SO AGAIN DIDN'T WORK!
-----------------------------------------------------------------------------------------------------------
4: I tried putting them in seq. with id's past the last id of block 1291.
1292 to 1306 and id doesn't display right. DIDN'T WORK!

Well it seems I made my own tab, the first time was a surprise to be but I know what I did now to do that.

I'm tired of trying to get custom tilesets to work so maybe you work on it and can figure it out
because I can't. If you could make a video of you doing it (if you could get it to work)
Then I could get it to work hopefully every time.
That would be a big help to me.

Spoiler: show
Image

Image

Image

Image

Image

Image

Image

Image

Image
@Enjl
It would be so much better like I said if they would Create a smbx2 pack installer that will automatically install custom packs items to the right folders and ask (if there is Id/id's conflict) Do you want to replace this/these item/items or assign new id/id's.
I'm sure they could come up with something like this so everything doesn't have to be done manually
and people wouldn't get so frustrated with it.
It would be a nice addiction.

-------------------------------------------------------------------------------------------------------------------------------
Oh about the lives lua btw, it's not for online use just me, friends and family to play my individual levels.
It does start me with the live set (3) but even when playing it from the smbx2 main menu when I lose
and hit restart I still have 3 lives. Is there some script you can add that would not reset the lives to the
amount set and let it decrease even on restarting when I die so when you reach 0 lives you get a game
over.
What I am trying to get to here is playing my individual levels as if I was playing it as a real game level
either beating it or when my lives reach 0 getting a GAME OVER.

If you can't do it then don't worry about it. Hell, I guess I will have to create a map and all that to
make is as a real level. I hope that's not too hard.
Last edited by ElectriKong on Tue Dec 29, 2020 6:31 pm, edited 1 time in total.
Reason: Merged Double Post, Spoilered Screenshots

Hoeloe
Phanto
Phanto
Posts: 1465
Joined: Sat Oct 03, 2015 6:18 pm
Flair: The Codehaus Girl
Pronouns: she/her

Re: Using custom tilesets without replacing existing tilesets

Postby Hoeloe » Tue Dec 29, 2020 9:16 pm

jaysparrow wrote:
Tue Dec 29, 2020 7:18 pm
1: I tried renaming the files (Blue Bonus 1, Blue Bonus 2 etc) and placing them in the folders with the same id's
D:\installed\SMBX2b4.3.1\SMBX2\data\graphics\block
And
D:\installed\SMBX2b4.3.1\SMBX2\data\graphics\background
because two of them say background. DIDN'T WORK!
Doing this can break your install. Don't do this. To use graphics replacements, just place files with the same name in your level folder (which is created with a checkbox when you create your level file).
jaysparrow wrote:
Tue Dec 29, 2020 7:18 pm
2: I tried again in the tileset editor and placed the 15 custom blocks in a 5x3 section and changed the id's
of the blue bonus from
148, 163, 227, 228, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239 to the custom block id's,
766, 767, 755, 762, 763, 764, 765, 768, 769, 770, 771, 772, 773, 814, 986
then tried loading it in the tileset editor, then the tileset group edit editor and it's not displaying
right and not showing up in the custom section. AGAIN, DIDN'T WORK.
This is using custom IDs, which require a bit more setup - namely, they need .ini files to configure them for use in the editor.
jaysparrow wrote:
Tue Dec 29, 2020 7:18 pm
3: I tried putting them is seq. like you talked about,
755, 756, 757, 758 etc. and still didn't display right. SO AGAIN DIDN'T WORK!
See above.
jaysparrow wrote:
Tue Dec 29, 2020 7:18 pm
4: I tried putting them in seq. with id's past the last id of block 1291.
1292 to 1306 and id doesn't display right. DIDN'T WORK!
These blocks are reserved for future additions to the engine and will break in future versions, so don't use these. Plus they'd need the same setup as custom IDs (751-100).

jaysparrow wrote:
Tue Dec 29, 2020 7:18 pm
Oh about the lives lua btw, it's not for online use just me, friends and family to play my individual levels.
It does start me with the live set (3) but even when playing it from the smbx2 main menu when I lose
and hit restart I still have 3 lives. Is there some script you can add that would not reset the lives to the
amount set and let it decrease even on restarting when I die so when you reach 0 lives you get a game
over.
What I am trying to get to here is playing my individual levels as if I was playing it as a real game level
either beating it or when my lives reach 0 getting a GAME OVER.

If you can't do it then don't worry about it. Hell, I guess I will have to create a map and all that to
make is as a real level. I hope that's not too hard.
Enjl literally gave you code to do this.

jaysparrow
Spiny
Spiny
Posts: 28
Joined: Sat Dec 26, 2020 2:38 am

Re: Using custom tilesets without replacing existing tilesets

Postby jaysparrow » Tue Dec 29, 2020 11:09 pm

Hoeloe wrote: This is using custom IDs, which require a bit more setup - namely, they need .ini files to configure them for use in the editor.
Your not being specific, do you mean the ini file I made in the tileset editor or the ini file
with this in it.
Image

If yes, damn don't tell I have to make them too just to use people's custom tilesets.
This editor is way far from being user friendly.
Hoeloe wrote: Enjl literally gave you code to do this.
Hello! didn't you read my other post?
If you did then you would know I don't know anything about lua scripts if you mean for me to write
something in.

If you mean Enjl give me give me what I was talking about then your wrong. I did thank Enjl for the script on
the other post and Yes Enjl wrote a script to set my lives but they are still inf. and I need decreasing lives.
Anyway (read below)
jaysparrow wrote:Oh about the lives lua btw, it's not for online use just me, friends and family to play my individual levels.
It does start me with the live set (3) but even when playing it from the smbx2 main menu when I lose
and hit restart I still have 3 lives. Is there some script you can add that would not reset the lives to the
amount set and let it decrease even on restarting when I die so when you reach 0 lives you get a game
over.
What I am trying to get to here is playing my individual levels as if I was playing it as a real game level
either beating it or when my lives reach 0 getting a GAME OVER.


If you can't do it then don't worry about it. Hell, I guess I will have to create a map and all that to
make is as a real level. I hope that's not too hard.

Hoeloe
Phanto
Phanto
Posts: 1465
Joined: Sat Oct 03, 2015 6:18 pm
Flair: The Codehaus Girl
Pronouns: she/her

Re: Using custom tilesets without replacing existing tilesets

Postby Hoeloe » Tue Dec 29, 2020 11:31 pm

jaysparrow wrote:
Tue Dec 29, 2020 11:09 pm
Your not being specific, do you mean the ini file I made in the tileset editor or the ini file
with this in it.
Image

If yes, damn don't tell I have to make them too just to use people's custom tilesets.
This editor is way far from being user friendly.
This is necessary for CUSTOM IDS, but not for sprite replacements, this is why we've told you REPEATEDLY to stick to simple custom graphics. It's really not nearly as hard as you're making it out to be. It's literally just a case of putting image files into a folder. Making your own custom blocks with their own IDs takes some more work because they need more configuration since you're making new blocks from scratch rather than just making existing ones look different.

I should also say you need to drop the attitude. Stop blaming the editor and the developers because you're not listening to people and insist on doing things in the most complicated way.
jaysparrow wrote:
Tue Dec 29, 2020 11:09 pm
Hello! didn't you read my other post?
If you did then you would know I don't know anything about lua scripts if you mean for me to write
something in.

If you mean Enjl give me give me what I was talking about then your wrong. I did thank Enjl for the script on
the other post and Yes Enjl wrote a script to set my lives but they are still inf. and I need decreasing lives.
Anyway (read below)
Enjl's code would NOT give you infinite lives, it would start you out with 3 in each play session, and decrease each time you died.

jaysparrow
Spiny
Spiny
Posts: 28
Joined: Sat Dec 26, 2020 2:38 am

Re: Using custom tilesets without replacing existing tilesets

Postby jaysparrow » Wed Dec 30, 2020 2:47 am

Hoeloe wrote: This is necessary for CUSTOM IDS, but not for sprite replacements, this is why we've told you REPEATEDLY to stick to simple custom graphics. It's really not nearly as hard as you're making it out to be. It's literally just a case of putting image files into a folder. Making your own custom blocks with their own IDs takes some more work because they need more configuration since you're making new blocks from scratch rather than just making existing ones look different.
Read this thread an tell me if anything was said about the ini I posted with the configuration before I posted it.
(I saw it a few times but didn't know that's what it' was for)
I'll answer that for you, no. I thought when people make custom packs that everything was ready to go and all
I had to do was import it but no people make useless packs (to me) with no ini files, nothing.

I might try using the ini config files and using custom blocks later then.
Hoeloe wrote:I should also say you need to drop the attitude. Stop blaming the editor and the developers because you're not listening to people and insist on doing things in the most complicated way.
Your the one with the attitude. Many parts of this editor are not friendly so yes it is the developers fault.
Also have you ever thought that some things might be more difficult for people with disabilities to learn on this or
is it you just don't give a damn?

Hoeloe wrote:Enjl's code would NOT give you infinite lives, it would start you out with 3 in each play session, and decrease each time you died.
Again if I load my level from the main smbx2 launcher (FOLDER) lives are inf. when I die. When I die I hit restart
(the only thing you can do if you want to keep playing) and the lives are still at 3 instead of 2.

If it can't be done, oh well I guess.

jaysparrow
Spiny
Spiny
Posts: 28
Joined: Sat Dec 26, 2020 2:38 am

Re: Using custom tilesets without replacing existing tilesets

Postby jaysparrow » Wed Dec 30, 2020 2:49 am

Forget the custom blocks for now.
Update: I have started a map for an episode but I don't know how to make the paths appear when you beat a level.
Can you help with that now?

Emral
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 9890
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Phoenix

Re: Using custom tilesets without replacing existing tilesets

Postby Emral » Wed Dec 30, 2020 3:10 am

jaysparrow wrote:
Wed Dec 30, 2020 2:47 am
I had to do was import it but no people make useless packs (to me) with no ini files, nothing.
Custom range blocks are a relatively new thing (2020). For the past decade, all custom graphics assumed you just renamed the IDs to replace another tileset, like for example the metroid tiles.
Example of how that works:
Spoiler: show
Image
And PEOPLE STILL PREFER THAT METHOD simply BECAUSE it's so much faster and easier and because no level uses all basegame blocks. Like Hoeloe explained, the custom range blocks NEED additional editor configuration in order for you to see them properly in the editor. You did send screenshots of your assembled tileset earlier, and what you could've discovered then was that while they weren't visible in the editor, they WOULD HAVE ALREADY looked fine in the game. When working with the editor, your folder will likely look a bit like this:
Spoiler: show
Image
With the inis all defining the image to be drawn in the editor.
Spoiler: show
Image
But remember - you don't have to make these files if you just replace tilesets you aren't going to use! Don't make things harder for yourself than they need to be and then blame others.
jaysparrow wrote:
Wed Dec 30, 2020 2:49 am
Forget the custom blocks for now.
Update: I have started a map for an episode but I don't know how to make the paths appear when you beat a level.
Can you help with that now?
This happens automatically if your level's exit is defined as any other than "None" and if there are no path tiles underneath the level tiles.

jaysparrow
Spiny
Spiny
Posts: 28
Joined: Sat Dec 26, 2020 2:38 am

Re: Using custom tilesets without replacing existing tilesets

Postby jaysparrow » Wed Dec 30, 2020 4:06 am

Thanks Enjl I now got my map to work right. :)

Hoeloe
Phanto
Phanto
Posts: 1465
Joined: Sat Oct 03, 2015 6:18 pm
Flair: The Codehaus Girl
Pronouns: she/her

Re: Using custom tilesets without replacing existing tilesets

Postby Hoeloe » Wed Dec 30, 2020 10:29 am

jaysparrow wrote:
Wed Dec 30, 2020 2:47 am
Your the one with the attitude. Many parts of this editor are not friendly so yes it is the developers fault.
Also have you ever thought that some things might be more difficult for people with disabilities to learn on this or
is it you just don't give a damn?
Hi, you're talking to someone with enough disabilities to fill a small pool. Of course I've thought of it, but you're not making your chances much better by ignoring what everyone has said throughout the entire thread, which is to NOT use the custom block range when all you want is a simple sprite replacement.

Let me explain: The purpose of the custom block range is not to make custom graphics, it's designed for custom behaviours. These are blank blocks with only default behaviour and graphics attached to them. They need, in principle, 3 files each: .png files to set up their visuals, .ini files to set up their editor appearance, and .lua files to set up their behaviour. There are more than enough tilesets and blocks (over 1000, in fact) that it is extremely rare that you'd need anything except simple sprite replacements for custom tilesets, since it's very unlikely you'll be using that many unique tiles in your level (and if you are you should probably consolidate things a bit).

Sprite replacements have been done the same way for a decade - you just put an image file, named "block-id.png", in your level or episode folder. That's it - the game will handle the rest for you. No need to mess about with .ini or .lua files, just a simple image file - as long as the ID is not in the custom or reserved ID ranges.

It's really not hard, and you've had it explained multiple times, but you insist on using a system that's not designed for this and then complain at the developers despite two such developers explaining to you that it's not the right tool for what you want.

jaysparrow
Spiny
Spiny
Posts: 28
Joined: Sat Dec 26, 2020 2:38 am

Re: Using custom tilesets without replacing existing tilesets

Postby jaysparrow » Wed Dec 30, 2020 4:53 pm

Thanks Hoeloe
And about this.
Hoeloe wrote:but you insist on using a system that's not designed for this
Please explain, do you mean it's not designed for the way I was trying to do it?
A system that's not designed for what?
And it's not the right tool for what I want.

I like smbx2 but still like I said some parts are not user friendly like the custom block ini and the ini config.
Buy maybe if future versions you can make that easier for everybody.

It would help if people put everything into their packs needed though that way all someone
would have to do is import the pack.

Thanks Hoeloe

Hoeloe
Phanto
Phanto
Posts: 1465
Joined: Sat Oct 03, 2015 6:18 pm
Flair: The Codehaus Girl
Pronouns: she/her

Re: Using custom tilesets without replacing existing tilesets

Postby Hoeloe » Wed Dec 30, 2020 9:29 pm

Like I said - custom block IDs are designed for custom block behaviours. If your pack doesn't supply .ini and .lua files, and just consists of .png files, then it's a graphics pack, not a block pack, and so you should just replace the graphics of existing blocks that you're not using. The ini configs are necessary for making your own blocks, but if you're just using things other people have made you will never need to touch them.


Return to “Help and Support”

Who is online

Users browsing this forum: No registered users and 5 guests

SMWCentralTalkhausMario Fan Games GalaxyKafukaMarioWikiSMBXEquipoEstelari