This is pretty much a revolutionary discovery in SMBX, publicised by SkyBlueYoshi of the Knux forums, although it hasn't made its way here yet. It allows people to push SMBX further past its limits and allow for blocks of all shapes and sizes.
First open up your SMBX, make a regular level and save it as .lvl file. Then choose the block you want to customize and open the debugger (in View--Debugger) and record its coordinate. After that, open up your .lvl file using Notepad (or other tools like Notepad++) and search (Ctrl+F is the common hotkey) its coordinate.
Using the New Blocks.lvl (download link available in this post: http://www.sendspace.com/file/8sjqj7), suppose we want to change the block at coordinate (X:-199616,Y:-200256), then after searching "-199616" or "-200256" we can navigate to the following code:
-199616----X coordinate
-200256----Y coordinate
32----Block's height
32----Block's width
82----Block ID
0----Contained item ID
#FALSE#----Invisibility
#FALSE#----Slippery
"Default"----Layer
""----Death
""----Hit
""----No More Objects in Layer
By changing the height and width, we can customize its size.
About blocks:
Changing
32
32
to
64
64
, the block will be rendered as 64*64 and its actual hitting boundary will become 64*64 as well.
Changing to
10
12
will do the same except for the size (obviously).
About slopes:
First the basic principle:
This is a 32*32 slope
This is a 64*32 slope
This is a 128*32 slope
From this we can know the slope is actually rendered by drawing the diagonal. So by changing the height and width of the slope we can create any slope of any size and any slope angle we want.
Using New Blocks.lvl as an example, after finding the following code:
1. open your level file with a normal text editor
2.search for exactly "next" including the double quotation marks
3. once again this is the block code:
First open up your SMBX, make a regular level and save it as .lvl file. Then choose the block you want to customize and open the debugger (in View--Debugger) and record its coordinate. After that, open up your .lvl file using Notepad (or other tools like Notepad++) and search (Ctrl+F is the common hotkey) its coordinate.
Using the New Blocks.lvl (download link available in this post: http://www.sendspace.com/file/8sjqj7), suppose we want to change the block at coordinate (X:-199616,Y:-200256), then after searching "-199616" or "-200256" we can navigate to the following code:
-199616----X coordinate
-200256----Y coordinate
32----Block's height
32----Block's width
82----Block ID
0----Contained item ID
#FALSE#----Invisibility
#FALSE#----Slippery
"Default"----Layer
""----Death
""----Hit
""----No More Objects in Layer
By changing the height and width, we can customize its size.
About blocks:
Changing
32
32
to
64
64
, the block will be rendered as 64*64 and its actual hitting boundary will become 64*64 as well.
Changing to
10
12
will do the same except for the size (obviously).
About slopes:
First the basic principle:
This is a 32*32 slope
This is a 64*32 slope
This is a 128*32 slope
From this we can know the slope is actually rendered by drawing the diagonal. So by changing the height and width of the slope we can create any slope of any size and any slope angle we want.
Using New Blocks.lvl as an example, after finding the following code:
1. open your level file with a normal text editor
2.search for exactly "next" including the double quotation marks
3. once again this is the block code:
the first five are the same as in the above tutorial
This is an id that defines what object is inside of the block (this can be any number from 0 to 1292)
This can either be #TRUE# or #FALSE# it tells if the block is invisible or not
This can either be #TRUE# or #FALSE# it tells if the block is slippery or not
Name of the layer
Name of the Death Event Trigger
Name of the Hit Event Trigger
Name of the No more Objects in Layer Trigger
4. add a modified version of that code above the "next" save the file
5. open the level file in your editor and you will see the result of the hack
Credits go to the makers of the tutorials, SkyBlueYoshi and GreenNekoHaunt. Enjoy making blocks of all shapes and sizes!
ow, I think I just sprained my brain.
sorry if im rude but, could somebody help me make some custom blocks? I might need some for a project im starting.
With PGE Editor is possible to use the custom blocks with any sizes:
- The SMBX is using the static values of block size and animation frame offset, and you should to define the each value.
- The PGE Editor is defining block's and BGO's sizes by image size dynamically, therefore you can use any images as custom blocks and target block size will be captured from image size directly when you place them.
What I mean?
Read My little tutorial:
- create the dummy image with any size (set the size which you want use as target block) and save it as custom block image. (like block-3.gif).
- Find your custom block in the toolbox and take them for placing.
- Place these blocks on the level map. It will have the custom image's size. (animated block size will calculated with formula: height=image_height/total_frames)
Note: if you creating sprite for animated block, image must have same frames number which defined globally for same block ID.
- PGE Editor will automatically calculate frame height and frame offset (one_frame_height = image_height / total_frames ), and animation will be displayed correctly,
- but in the SMBX frame height defined statically, and frame positions on the image will be wrong. Because you should to use the default image height for animated blocks.
P.S. I recommend to take the laboratory build of the PGE Editor, because in them fixed a lot of bugs which had current build.
It doesn't appear to be working for me. I have found and isolated the problem, but that still doesn't mean I have found the solution. It lets me save the file and proceed to something else without changing my modification to the text file, but not so much when I go into smbx. The problem is, whenever I save the level I am working with in the editor, the text numbers that I modified change back to normal! I tested this multiple times, changing the very top numbers of the text file to one digit higher. They were fine after I saved the text file, but they were changed back to normal when I saved in the editor.
It's really quite odd, has anyone else had this error? It might be my computer but I'm not really sure.
I thought this trick was common knowledge by now. I've been using it a long before I made my maglx level. With the help of copy paste tool I had to make only one of each block for the entire level. I've already made one that uses 64x64 tileset. Huge rezised cloud blocks can also work as custom size backgrounds.
sezixor wrote:It doesn't appear to be working for me. I have found and isolated the problem, but that still doesn't mean I have found the solution. It lets me save the file and proceed to something else without changing my modification to the text file, but not so much when I go into smbx. The problem is, whenever I save the level I am working with in the editor, the text numbers that I modified change back to normal! I tested this multiple times, changing the very top numbers of the text file to one digit higher. They were fine after I saved the text file, but they were changed back to normal when I saved in the editor.
It's really quite odd, has anyone else had this error? It might be my computer but I'm not really sure.
Remember: if you edit file by pge on by notepad while smbx is opened, don't save file on test run by SMBX. Always press "No" on ask for test, SMBX will overwrite your modified version with state which was in the smbx before, and you will lose your modification.
This also works if you use the "global swap" in the debugger (So you can make 32*16 slopes by swapping out pipes for them). It's eaisier than picking through the txt files, though not as easy as it is in PlatGEnWhol.
HenryRichard wrote:This also works if you use the "global swap" in the debugger (So you can make 32*16 slopes by swapping out pipes for them). It's eaisier than picking through the txt files, though not as easy as it is in PlatGEnWhol.
please...PlatGEnWohl* becouse Platformer game engine by wohlstand
oh my god, I didn't know you could do this until just now.
I would actually like to make SM3DL blocks in my episode, but does this method work with animations on special blocks?
See, I want my blocks to be SMB1 styled, and they need to glow like SMB1 blocks. I wanted the blocks to keep the glow animation.
I hope it will work.
Edit: Um, I might need some help trying to get this to work.
This is something I've never done before.
So I might need a video tutorial...
Call me a noob all you want...
I don't care.
Anphiba wrote:oh my god, I didn't know you could do this until just now.
I would actually like to make SM3DL blocks in my episode, but does this method work with animations on special blocks?
See, I want my blocks to be SMB1 styled, and they need to glow like SMB1 blocks. I wanted the blocks to keep the glow animation.
I hope it will work.
Yes, it works with animated ones, as long they are resized.
Anphiba wrote:oh my god, I didn't know you could do this until just now.
I would actually like to make SM3DL blocks in my episode, but does this method work with animations on special blocks?
See, I want my blocks to be SMB1 styled, and they need to glow like SMB1 blocks. I wanted the blocks to keep the glow animation.
I hope it will work.
Edit: Um, I might need some help trying to get this to work.
This is something I've never done before.
So I might need a video tutorial...
Call me a noob all you want...
I don't care.
Yea, Already exist video-tutorial, how use blocks with custom sizes: http://www.youtube.com/watch?v=bGk7lmmmjP4
Also, with same method you can get slopes with any sizes