Re: Interesting things in SMBX
Posted: Sat Oct 31, 2015 9:03 pm
I don't know if this was posted before, but today I figured out that wherearemycarkeys doesn't work with linik.
Forums for SMBX
https://www.smbxgame.com/forums/
Which leads me to ask the question: Why does wherearemycarkeys not work with linik?Enjl wrote:I don't know if this was posted before, but today I figured out that wherearemycarkeys doesn't work with linik.
Because that cheat spawns the key in the player's hands, and since Link can't carry things the same way the Mario characters can, it doesn't work. I'd assume it would require extra code to check if the player is Link, then spawn the key in the player's inventory instead.HenryRichard wrote:Which leads me to ask the question: Why does wherearemycarkeys not work with linik?Enjl wrote:I don't know if this was posted before, but today I figured out that wherearemycarkeys doesn't work with linik.
Sorry, typo. Your explanation is exactly what I found out just before making the previous post.Imaynotbehere4long wrote:Because that cheat spawns the key in the player's hands, and since Link can't carry things the same way the Mario characters can, it doesn't work. I'd assume it would require extra code to check if the player is Link, then spawn the key in the player's inventory instead.HenryRichard wrote:Which leads me to ask the question: Why does wherearemycarkeys not work with linik?Enjl wrote:I don't know if this was posted before, but today I figured out that wherearemycarkeys doesn't work with linik.
E: Oh, you guys were talking about Castlewars. Never mind.
That's because the bombs are separate NPCs and aren't part of the Mouser. You could use this to make a fantastical bomb generator without having to use up any events.Ness-Wednesday wrote:Even if Mouser is set to friendly or not, the bombs he throws can still hurt you.
I could see some gimmicks with bosses done with this...
Interesting. Link could just downstab the hell out of Bowser but when he jumps Link will be damaged. I can see a really cool-looking boss fight being made out of this, even if Link isn't being used and it's a Mario-centric level.KingBowser24 wrote:-If youre using Link for an episode, its fairly easy to beat the SMB3 Bowser, so if you alter his Speed, he will jump past you instead of on you, which actually makes the battle a little more challenging. But dont use this if youre doing an SMB3 style battle where you have to make Bowser crush the blocks and fall through, I generally make it a semi-SM64 style Arena Battle if i use Link in the Episode.
I tampered with the speed, and they just drop horizontally down. This is something really cool. Definitely gonna make a level out of this.KingBowser24 wrote:-If you REALLY beef up the speed on Wart's Bubbles he shoots them nearly straight at you like a fuckin machine gun!
Yeah, but what if Samus/Link doesn't have the gun? Will she just use her hands?KingBowser24 wrote:-Ive created a Metroid-Style Episode where Link's fire power is a missle. Just make a little rocket with the fireball sprite and give Link an arm cannon.
Ahaha yeah, similar to those stacked Mousers featured in Dunes of the Past, in ToB2. That was incredibly funny, but they all need to be set to "Don't Move" otherwise they'll fall off each other and ruin it.KingBowser24 wrote:-Birdos on top of each other actually makes for a decent boss battle, though it looks wierd. haha
A lot of us knew that already lol. Hell, it's even indicated in The Invasion 2!KingBowser24 wrote:-The SMB3 silver bricks can be broken with Hammers/Bombs/Boomerang powers. Found that out the hard way when i made an entire Exterior Castle level with those bricks
I just hate it when my NPCs can't freestyle! I want to make a mixtape, maaaan.Ness-Wednesday wrote:Emral and Marina probably discovered this already, but if an npcs freestyle is set to 0, it's animation will go in reverse when facing left, stay at the first frame when set to random and shows the animation normally when facing right.
First of all, there's no such thing as "freestyle". What I think you mean to say is "framestyle". This really isn't anything interesting and isn't really true 75% of the time. When setting framestyle to zero, it declares that the NPC's left and right movement will use the same sprites. Example: SMB3 goombas are naturally like this.Ness-Wednesday wrote:Emral and Marina probably discovered this already, but if an npcs freestyle is set to 0, it's animation will go in reverse when facing left, stay at the first frame when set to random and shows the animation normally when facing right.
You're wrong about this one. Happens to me all the time. I think there's an inconsistency between setting framestyle=0 in a .txt file and it being a passive component of the NPC.PixelPest wrote:This really isn't anything interesting and isn't really true 75% of the time.Ness-Wednesday wrote:Emral and Marina probably discovered this already, but if an npcs freestyle is set to 0, it's animation will go in reverse when facing left, stay at the first frame when set to random and shows the animation normally when facing right.
Hmmm. Just tried it out and it didn't work for me. But you're probably right. Oops.Enjl wrote:You're wrong about this one. Happens to me all the time. I think there's an inconsistency between setting framestyle=0 in a .txt file and it being a passive component of the NPC.PixelPest wrote:This really isn't anything interesting and isn't really true 75% of the time.Ness-Wednesday wrote:Emral and Marina probably discovered this already, but if an npcs freestyle is set to 0, it's animation will go in reverse when facing left, stay at the first frame when set to random and shows the animation normally when facing right.
Ness-Wednesday wrote:Emral and Marina probably discovered this already, but if an npcs freestyle is set to 0, it's animation will go in reverse when facing left, stay at the first frame when set to random and shows the animation normally when facing right.