Level Exit Warp Help (SMBX2 4.4.1)

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Lurrae
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Level Exit Warp Help (SMBX2 4.4.1)

Postby Lurrae » Tue May 25, 2021 8:52 pm

I'm not sure if I set up the warp incorrectly or if I'm using something that is unfinished, but using "instant" warps and "portal" warps, I cannot get the game to recognize that I'm ending a level and have it make the corresponding path. Both "pipe" and "door" warps work just fine, however.

When using a "portal" warp set to lead to another level, not supplying a level file to warp to leads to the game sending the player back to the overworld, which is good because it means they can go to the next level if they want. However, exiting a level in this way does not unlock any paths, even ones set to unlock from any exit. On the other hand, using an "instant" warp with otherwise the same settings as the "portal" warp described above causes the player to both enter and exit from the same position, rather than exiting the level at all. (So if the player jumps into the warp from below, for example, they get teleported upwards a bit and then fall back down)

If anyone knows how to make the path to the next level unlock properly (preferably without needing to use pipe or door warps, if possible), please let me know!

ClearMan06
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Re: Level Exit Warp Help (SMBX2 4.4.1)

Postby ClearMan06 » Wed May 26, 2021 12:38 pm

You're not setting up the warp incorrectly, it's just that for some reason "instant" and "portal" warps can't be used for this as far as I'm aware. I found one way to circumvent this issue though. If you make a "portal" warp and place the exit outside the section borders (on the side, not the bottom or top!), then enable "Offscreen exit" in that section, then entering the warp instantly ends the level. Then you can place NPC filter blocks just outside the section borders if you have them exposed.
Last edited by ClearMan06 on Fri May 28, 2021 1:27 pm, edited 1 time in total.

Lurrae
Bob-Omb
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Joined: Sun Apr 17, 2016 8:08 am
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Re: Level Exit Warp Help (SMBX2 4.4.1)

Postby Lurrae » Wed May 26, 2021 12:42 pm

Okay, thank you!

Edit: I did some testing myself, and the setup is slightly more complex if your main exit is the SMB3 card roulette exit, and the portal exit is in the same section as the card roulette exit. Turns out, there are two possible effects when you have an offscreen exit with the SMB3 card roulette:
1. If the screen's edge is blocked in any way, the game will permanently softlock.
2. If the player collects the SMB3 card roulette in a section with offscreen exits enabled, the game will count that as the offscreen exit, and not the card roulette exit.
To get around this, I tried having the portal exit warp the player offscreen in a different section, with the main exit's section not having offscreen exit enabled. This just killed the player for some reason, though... Placing the warp within the bounds of the secondary section and using a conveyor to push them off-screen worked, however!

Edit 2: Warping the player to a different section does actually work, but you have to place the warp's exit on one of the tiles adjacent to the section's left or right boundary; placing it with any sort of gap will kill the player instead of having them beat the level.


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