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RudeGuy
- Bowser

- Posts: 4994
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Sun Jul 12, 2015 10:14 am
UnskilledPlayer wrote:Can you code blocks to do things? I wanna make a battle level where it hurts to stand on a switch block (y'know to prevent cheating).
You can't use NPC codes with blocks, but you can do this with events. Replace something that hurts the player in every sides (for example a muncher block) with the switch block graphic, then put the switch blocks hit and not hit in 2 layers respectively and then have the switch blocks trigger an event that toggles these 2 layers.
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Arceus88
- Flurry

- Posts: 190
- Joined: Sat Jan 24, 2015 7:00 am
Postby Arceus88 » Fri Jul 17, 2015 4:33 am
Heh, why do you even need these cheat codes, I mean they're useful but why?!
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Julia Pseudo
- Luigi

- Posts: 5609
- Joined: Wed Jan 08, 2014 12:04 am
- Flair: gay gaymer girl
- Pronouns: She/her
Postby Julia Pseudo » Fri Jul 17, 2015 12:53 pm
They're just easter eggs in the game. They're also useful for testing episodes and such.
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RudeGuy
- Bowser

- Posts: 4994
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Fri Jul 17, 2015 3:37 pm
Pseudo-dino wrote:They're just easter eggs in the game. They're also useful for testing episodes and such.
They're also useful for stupid bugs or unfair parts in episodes.
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Julia Pseudo
- Luigi

- Posts: 5609
- Joined: Wed Jan 08, 2014 12:04 am
- Flair: gay gaymer girl
- Pronouns: She/her
Postby Julia Pseudo » Fri Jul 17, 2015 5:18 pm
^
Yeah, some physics change in an SMBX update actually made one of the later levels in the Invasion (original) impossible. One of the colored block lifts wouldn't move even if it was turned on, so you can't complete it without cheats or changing the level in the editor. Definitely a good usage.
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HenryRichard
- Reznor

- Posts: 2843
- Joined: Mon Dec 23, 2013 12:09 pm
- Flair: Is this where I type my password?
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Contact:
Postby HenryRichard » Sat Jul 18, 2015 7:06 pm
UnskilledPlayer wrote:I'm so glad I came across this.
Can you code blocks to do things? I wanna make a battle level where it hurts to stand on a switch block (y'know to prevent cheating).
That can be done with lunalua - if you're interested I'll explain it.
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zxcv
- Volcano Lotus

- Posts: 511
- Joined: Tue Aug 05, 2014 10:10 am
- Pronouns: They/She
Postby zxcv » Mon Jul 20, 2015 12:41 pm
It's cool and usefull.Just be carefull with the bugs.
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HeroLinik
- Larry Koopa

- Posts: 3463
- Joined: Fri Dec 20, 2013 1:28 pm
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Contact:
Postby HeroLinik » Mon Jul 20, 2015 1:17 pm
Matthewism wrote:I found this secret a while back
while messing around with smbx,
Yeah, I discovered it by accident three years ago when I was reading a guide about how to get a custom graphic into a level. The guy who originally discovered it, although it's labelled as a complicated method, used the same one we use now, but with more stress; it involved stuff like SMB3 Bowser and clicking the Lakitu button countless times.
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Chris14
- Fighter Fly

- Posts: 31
- Joined: Sun May 10, 2015 4:00 pm
Postby Chris14 » Thu Jul 23, 2015 8:40 pm
Does this still work? It doesn't work for me. 
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RudeGuy
- Bowser

- Posts: 4994
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Fri Jul 24, 2015 12:54 pm
Chris14 wrote:Does this still work? It doesn't work for me. 
Maybe you aren't writing the codes. Make sure the codes are wrote like the ones in the OP of this topic, without also the spaces between the codes and the "=". Also, try using PGE (with it you can create NPC codes without having to write them on a .txt file) or Luigifan's NPC editor-
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Funfun11
- Bob-Omb

- Posts: 21
- Joined: Sat Aug 29, 2015 2:21 pm
Postby Funfun11 » Sat Aug 29, 2015 3:10 pm
Mine kept throwing Goombas. Any help?
EDIT: Oh. Forgot to do the switch from SMB3 to SMB1.
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Drachenbauer
- Blooper

- Posts: 174
- Joined: Sun Sep 13, 2015 3:24 pm
Postby Drachenbauer » Tue Sep 15, 2015 3:32 pm
for one Level i make a ridable kite out of the clown-car.
i want to slow down the framespeed, because for the wiggling kite-tail a slower framespeed mal look better.
But i see no differences, after adding a txt named after the clown-car-grafic and put in the framespeed-line with a number, i want to try...
What happens
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Tue Sep 15, 2015 7:58 pm
Clown cars can't have their graphic values changed because they're hard coded into the game.
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Drachenbauer
- Blooper

- Posts: 174
- Joined: Sun Sep 13, 2015 3:24 pm
Postby Drachenbauer » Thu Sep 24, 2015 3:48 pm
how to change the hight of animated objekts?
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RudeGuy
- Bowser

- Posts: 4994
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Thu Sep 24, 2015 4:02 pm
Drachenbauer wrote:how to change the hight of animated objekts?
Exactly like how you change the size of non animated NPCs.
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Drachenbauer
- Blooper

- Posts: 174
- Joined: Sun Sep 13, 2015 3:24 pm
Postby Drachenbauer » Thu Sep 24, 2015 4:27 pm
ii tried it, but the animation was messy: it showed a part of one stage and a part of another stage...
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RudeGuy
- Bowser

- Posts: 4994
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Fri Sep 25, 2015 1:29 am
Nothing will work if you don't use graphics.
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Drachenbauer
- Blooper

- Posts: 174
- Joined: Sun Sep 13, 2015 3:24 pm
Postby Drachenbauer » Fri Sep 25, 2015 11:56 am
i mean, i used my own grphic, thet was higher than the original-item, and changed the GFX-hight and the frame-hight into the hight of the animation-states in my own grafic.
then i got this messy effect...
and in this effect i saw a rectangle from the hight of the original item.
i made a flapping butterfly-platform out of a para-koopa.
The hight of the parakoopa is 54 pix.
it was bossible to create a bigger width (96pix), because the butterfly´s wingspan is now 3 blocks.
but the change of the hight did not work...
For the hight of the butterflies i planned 96 px too (i tried to make a butterfly with swallowtail-lappets at its hind-wings.)
But the frame-hight was still 56 pix after changing wich the npc-codes...
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Drachenbauer
- Blooper

- Posts: 174
- Joined: Sun Sep 13, 2015 3:24 pm
Postby Drachenbauer » Fri Sep 25, 2015 12:21 pm
is it possible to change the graphic of the hidden ridable airship?
some one sayd, the Koopa-clown-car is hard-scripted.
it get´s its original design back, if the player is boarding.
is it thae same at the hidden ridable airship, or does it keep it´s new sprite all the time?
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Valtteri
- Birdo

- Posts: 2150
- Joined: Sun Dec 01, 2013 1:16 pm
Postby Valtteri » Fri Sep 25, 2015 2:51 pm
Drachenbauer wrote:is it possible to change the graphic of the hidden ridable airship?
some one sayd, the Koopa-clown-car is hard-scripted.
it get´s its original design back, if the player is boarding.
is it thae same at the hidden ridable airship, or does it keep it´s new sprite all the time?
You can edit the airship piece and a lot of people have, too. It's been used to recreate Lakitu's Cloud, the Magic Carpet, Clown Copter and various custom vehicles.
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