Re: General Help and Quick Questions
Posted: Thu Apr 14, 2022 6:02 am
how to make boss drop something? or make boss that wont after killing him go to map instead of credits?
Forums for SMBX
https://www.smbxgame.com/forums/
In SMBX 1.3.0.1: if you want that the boss drops a hazard, you can make a layer with a generator of that hazard and make the boss attached to that layer (select the NPC that is the boss, go to "Events" and choose the layer in "Attach to Layer").
In SMBX 1.3.0.1, before placing a level in the World editor, you have to write the name that the archive of the level has in "Level Filename". The Credits can be changed in "Settings".Draco_Flare wrote: Hey, I been wanting to make a smbx world but I haven't able to make the levels work on the world and do not know how to make the end credits.
but i'm on smbx 2.0Okton3999 wrote: ↑Tue May 10, 2022 1:13 amIn SMBX 1.3.0.1: if you want that the boss drops a hazard, you can make a layer with a generator of that hazard and make the boss attached to that layer (select the NPC that is the boss, go to "Events" and choose the layer in "Attach to Layer").
If you want that the boss drops something that ends the level: if the boss is a Birdo or a Boom Boom, you can activate the "Legacy Boss", that can be found in the "Advanced" section. If that is not the case (or if you prefer using this way), you have to create a layer with the NPC that ends the level and make an event that shows this layer. After creating these things, go to the NPC that is the boss, click on "Events" and choose the event in "Death".
This video can be helpful: https://www.youtube.com/watch?v=KMTjHSk-8WQ.
In SMBX 1.3.0.1, before placing a level in the World editor, you have to write the name that the archive of the level has in "Level Filename". The Credits can be changed in "Settings".Draco_Flare wrote: Hey, I been wanting to make a smbx world but I haven't able to make the levels work on the world and do not know how to make the end credits.
I don't know if it helps, but, from what I read in the SMBX2 b4 Handbook, you can still use Events and Layers to make a boss drop something
okOkton3999 wrote: ↑Tue May 10, 2022 12:51 pmI don't know if it helps, but, from what I read in the SMBX2 b4 Handbook, you can still use Events and Layers to make a boss drop something.
"Open the “Layers” and “Events” windows respectively. Together, these can be used to create moving layers and toggle layer visibility. Events can further be used to play sound effects, lock player input, manipulate the section and even execute lua code (using LunaLua’s onEvent event)".
viewtopic.php?f=105&t=25425
i can't find it so i'll keep using my old boss fightsOkton3999 wrote: ↑Tue May 10, 2022 12:51 pmI don't know if it helps, but, from what I read in the SMBX2 b4 Handbook, you can still use Events and Layers to make a boss drop something.
"Open the “Layers” and “Events” windows respectively. Together, these can be used to create moving layers and toggle layer visibility. Events can further be used to play sound effects, lock player input, manipulate the section and even execute lua code (using LunaLua’s onEvent event)".
viewtopic.php?f=105&t=25425
even if someone does understand it'll be much easier to identify the problem if you uploaded your level file for people to view.POPME wrote: ↑Mon May 16, 2022 12:53 pmThis will be hard to explain
So I have this problem in which I would make layers appear with the help of a block, I'll call this block "block 1". The thing is that other hidden layers which were meant to be activated by a different block, let's call that one "block 2", get activated by block 1 when they are not meant to be activated
I hope someone understood this, and if they did, please help me
Oh you're right, I never thought about thatdeice wrote: ↑Mon May 16, 2022 2:13 pmeven if someone does understand it'll be much easier to identify the problem if you uploaded your level file for people to view.POPME wrote: ↑Mon May 16, 2022 12:53 pmThis will be hard to explain
So I have this problem in which I would make layers appear with the help of a block, I'll call this block "block 1". The thing is that other hidden layers which were meant to be activated by a different block, let's call that one "block 2", get activated by block 1 when they are not meant to be activated
I hope someone understood this, and if they did, please help me
i believe the issue stems from a quirk of the engine regarding case-sensitivity (or lack thereof) of layer and event names.POPME wrote: ↑Mon May 16, 2022 3:47 pmOh you're right, I never thought about that
Here it is: https://www.mediafire.com/file/33de12yy ... l.zip/file
PD: The on/off switch closer to the start of the level is block 1, the second one that's closer to the start is block 2
Any laptop with a dedicated graphics card and SSD (NVME preferred but SATA works as well) should run it without issues.
If I recall, that usually means the file path is wrong. But more information such as the error itself and what the folders are like would be useful.NotDuhPopo wrote: ↑Sat May 28, 2022 8:10 pmHey, I've been having some problems with SMBX2 that I can't find solutions to anywhere. Every time I try to add custom music, I get the error "ModPlug_Load Failed" and nothing plays. What can I do to fix this? For the record I basically just took some audio from youtube and converted it to an mp3 on a third party website.
The exact text of the error is "Mix_LoadMUS: (File directory where the music is) ModPlug_Load failed.
the ModPlug_Load error doesn't occur due to an incorrect path (that error is "Couldn't open file"). this is probably an issue regarding use of the mp3 format, which isn't always supported by the mixer (iirc this happens on some linux distros) or the file could be corrupted in some way. try converting the audio to ogg and seeing if that fixes the issue (this is recommended in general by the way, the ogg format is lighter and more versatile).NotDuhPopo wrote: ↑Sat May 28, 2022 9:28 pmThe exact text of the error is "Mix_LoadMUS: (File directory where the music is) ModPlug_Load failed.
The song is in a folder in the same folder the levels are in labeled "Custom Music", which is just because I looked up a basic tutorial and the guy did that and it worked. The levels themselves are just in a custom folder along with the rest of the folders in the "Worlds" folder.
copy the block's graphic (from "data/graphics/block"), and then rename that one inside your level folder to match the name of a graphic used for a background object. that background object will then appear as the block when you play the level.
it worked, thanks a lot!