My researches of an engine: Level section intercross

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Wohlstand
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My researches of an engine: Level section intercross

Postby Wohlstand » Sun Feb 16, 2014 7:05 am

Hi!
Whether you knew, what will be if sections are crossed? :D

It it is useful to create VERY big sections for fans:
Screenshots:
Spoiler: show
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If you think that sections are isolated - you are mistaken, all sections are in UNIFORM two-dimensional space and differ on coordinates

Here result of my research of architecture of levels of game:
Download PDF (388 KB)

Here small demonstration:
The proof of uniform space of level in which there are all sections

I create level from two sections, having connected them one pipe:
Image

Demo:


Download testing level
Last edited by Wohlstand on Wed Jul 16, 2014 1:12 pm, edited 1 time in total.

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Re: My researches of an engine: Level section intercross

Postby Shadow Yoshi » Sun Feb 16, 2014 11:15 am

...wow, this is really interesting. Is there a certain place each section starts? Like, are the green squares realistic or did you just put them there for convenience?

Wohlstand
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Re: My researches of an engine: Level section intercross

Postby Wohlstand » Sun Feb 16, 2014 11:22 am

Joey, Green squares - designation of standard boundaries of sections, as a reference point. Place of start of each section - center of the appropriate green square. At first I thought that sections are rigidly restricted to the ranges - those green squares. But it appears, it is possible to get out for these green boundaries, having created big section. I wrote about it in my PDF-file.

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Re: My researches of an engine: Level section intercross

Postby Julia Pseudo » Sun Feb 16, 2014 12:05 pm

Redigit actually used this capability in the original Invasion, interestingly. In the final level, after Bowser is defeated for the first time, he was supposed to fall down into a different section (directly adjacent to the current one) and you would follow him and defeat him with a Billy Gun. This actually worked in earlier versions of SMBX, but it doesn't in 1.3 and you'll die if you try to follow him. In fact, all level sections in the Invasion seem to be directly adjacent to each other. I'm not sure if this is how SMBX 1.0 handled sections or if he did it manually, but it's interesting to see.

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Re: My researches of an engine: Level section intercross

Postby Emral » Sun Feb 16, 2014 2:55 pm

The drop-into-another-section thing might be useful.
Also, here's a list showing where each section starts (upper left corner):

Code: Select all

(Name, X, Y)
Section 1 -199998 -200600
Section 2 -179998 -180600
Section 3 -159998 -160600
Section 4 -139998 -140600
Section 5 -119998 -120600
Section 6 -099998 -100600 
Section 7 -079998 -080600
Section 8 -059998 -060600
Section 9 -039998 -040600
Section 10 -019998 -020600
Section 11 000002 -000600
Section 12 020002 019400
Section 13 040002 039400
Section 14 060002 059400
Section 15 080002 079400
Section 16 100002 099400
Section 17 120002 119400
Section 18 140002 139400
Section 19 160002 159400
Section 20 180002 179400
Section 21 200002 199400
As you can see the end of Section 20 is almost symmetrical to 0|0 to the beginning of Section 1.
Every section is 20000 pixels wide and high.

Wohlstand
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Re: My researches of an engine: Level section intercross

Postby Wohlstand » Sun Feb 16, 2014 3:12 pm

Sceptrum, Not bad, not bad ;-), but as you see, I did concerning the lower left corner, center of standard boundaries of sections

Wohlstand
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Re: My researches of an engine: Level section intercross

Postby Wohlstand » Sun Feb 16, 2014 3:50 pm

Sceptrum wrote:As you can see the end of Section 20 is almost symmetrical to 0|0 to the beginning of Section 1.
Every section is 20000 pixels wide and high.
Don't forgot: sections is 21, The 11th section is coordinate system center.
The 20th section is symmetric on a diagonal of the 2nd section:
Image


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