Re: smwMap.lua (v1.2.1) - The Levels are using Levels!
Posted: Thu Feb 22, 2024 6:16 pm
got a question, is there a way multiple paths can hide the same scenery?
Forums for SMBX
https://www.smbxgame.com/forums/
I am sure it will be helpful. Not everyone is keen to say thank you for everything. It may therefore be that it helps some unregistered user - i.e. a guest - somewhere. In any case, I think it's very cool of you to have made the effort. As I said, it will help someone, even if you don't necessarily notice it actively.SpoonyBardOL wrote: ↑Thu Feb 29, 2024 6:00 amHere's an example from my project.
...
Does that help any?
OHHHHHHH. So this was the documentation and example everyone was asking for!Just_Thomas wrote: ↑Thu Feb 29, 2024 9:16 amI am sure it will be helpful. Not everyone is keen to say thank you for everything. It may therefore be that it helps some unregistered user - i.e. a guest - somewhere. In any case, I think it's very cool of you to have made the effort. As I said, it will help someone, even if you don't necessarily notice it actively.SpoonyBardOL wrote: ↑Thu Feb 29, 2024 6:00 amHere's an example from my project.
...
Does that help any?
cuz it don't support the X2 characters by default, man.
if I remember correctly, you need to make a level called "Intro" somewhere in your episode.KurttheKing wrote: ↑Thu Sep 01, 2022 4:26 pmCan I make an intro level that loads before the World Map does and how? (BTW, I've seen it done in STTB3 so I know it's possible somehow)
Also, how do you/what do you use to make Mega Tiles? (What Software or Technique to be specific) Is it possible to change what Area of the Map you're in via going into a level? (for example, at the end of the level, your character gets fired out of a cannon into a new location on the Map) And finally, can a Path be made of multiple different Types of Paths? (Normal Path followed by a Bridge Path and another Normal Path) P.S., I'm TERRIBLE at Scripting
that actually helps a whole lot, thank you!SpoonyBardOL wrote: ↑Thu Feb 29, 2024 6:00 amHere's an example from my project. The path going from the right of Mario on the map has its info in the settings shown below it. Don't get hung up on names like 'rounded' in the 'Types' field, I just have some extra path types created but it would still function the same using the default path names, which you can find in the 'path' subfolder in the smwMap main folder.
You can add as many different path types in a single path as you'd like but each one needs its own coordinates. However the coordinates used at the end of the previous path type are used as the beginning of the new path type.
In the duplicate settings window I have in this image I have some boxes and lines drawn in to help visualize how the points connect. The first two sets of coordinates connect to the first path type (red lines) and this is where any path with a single path type would stop. But I add a second 'rounded' node in the path (orange lines), and in this case this is just so the initial path leading out of the level is straight before turning. Then I have an invisible path (green lines), and this is just so my rounded path will come to a natural end before leading into the bridge and is just for aesthetic purposes. Then there's the bridge (blue lines) which leads into one final invisible path to the next level (purple lines).
It took me a bit to get my head around how the spline coordinates needed to be set up too. It got easier once I realized that you effectively need to have one extra pair of coordinates for every path type you have (ie: two pairs for just a single path type, three for two, four for three, etc).
Does that help any?
Assuming that this is due to the recent Discord changes, you can still access it. Just paste the download link into a discord message, then open it in Discord. This should work for any broken Discord download link.
I just tried that, and it worked like a charm.
Heya. I've been using your crossroad object for my SMBX episode in SMWMap. It works like a charm actually, but there's this one issue I noticed:SpoonyBardOL wrote: ↑Sat May 15, 2021 2:18 pmI've made some extras for use with this lua pack. First off is a Crossroad object that auto-opens any selected paths once the crossroad itself is revealed, its appearance changes based on which paths are currently unlocked (thanks mutantvine code!) and it even has a locked function where you can set any combination of Stars or Star Coins to unlock it.
I've also ported some of the map sprites from Level Contest Japan (which were created by Enjl, I believe?), floating blocks, Walking NPCs, Jumping NPCs, and Patrolling NPCs (Charlie).
Images:Download:Spoiler: showSpoiler: show
Image isn't working and I really need it to, do you think you could update the link please?SpoonyBardOL wrote: ↑Thu Feb 29, 2024 6:00 amHere's an example from my project. The path going from the right of Mario on the map has its info in the settings shown below it. Don't get hung up on names like 'rounded' in the 'Types' field, I just have some extra path types created but it would still function the same using the default path names, which you can find in the 'path' subfolder in the smwMap main folder.
You can add as many different path types in a single path as you'd like but each one needs its own coordinates. However the coordinates used at the end of the previous path type are used as the beginning of the new path type.
In the duplicate settings window I have in this image I have some boxes and lines drawn in to help visualize how the points connect. The first two sets of coordinates connect to the first path type (red lines) and this is where any path with a single path type would stop. But I add a second 'rounded' node in the path (orange lines), and in this case this is just so the initial path leading out of the level is straight before turning. Then I have an invisible path (green lines), and this is just so my rounded path will come to a natural end before leading into the bridge and is just for aesthetic purposes. Then there's the bridge (blue lines) which leads into one final invisible path to the next level (purple lines).
It took me a bit to get my head around how the spline coordinates needed to be set up too. It got easier once I realized that you effectively need to have one extra pair of coordinates for every path type you have (ie: two pairs for just a single path type, three for two, four for three, etc).
Does that help any?
Thanks man! You're a massive help!SpoonyBardOL wrote: ↑Thu Mar 28, 2024 7:10 pmLooks like Cubeupload, or Cloudflare, crapped the bed. It'll probably right itself eventually but in the meantime I threw the image on Imgur.
Yeah, I updated the files by downloading it... But now I'm getting an error related to the crossroad objects themselves.SpoonyBardOL wrote: ↑Thu Mar 28, 2024 3:31 pmHuh, weird, I thought I accounted for that but I supposed I overlooked something. Anyway it was an easy fix, you can grab the updated file in the original post or here.