Dragon Coin + P Switch

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FanofSMBX
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Dragon Coin + P Switch

Postby FanofSMBX » Mon Feb 17, 2014 12:29 am

So I got the idea to hide a dragon coin when the p switch was pressed, and replace it with a "dragon block" (portrayed by the SMB1 used block in this test level). However, even if I set the dragon coin to hide the block layer when death, the dragon block still shows when the p switch is pressed. Help! Here is a test level (I repurposed this graphic test level I was checking out, credits to MRX for this door graphic):
http://www.sendspace.com/file/vnj8va

FallingSnow
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Re: Dragon Coin + P Switch

Postby FallingSnow » Mon Feb 17, 2014 12:41 am

Layers don't work that way. Hiding a layer on death will only hide a currently visible layer. If the layer is already invisible, the event does nothing.

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Re: Dragon Coin + P Switch

Postby FanofSMBX » Mon Feb 17, 2014 1:01 am

My deal is that the "Show Block Layer" still happens during "P Switch Start" even if the Dragon Coin's death is supposed to hide the layer.

Magician
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Re: Dragon Coin + P Switch

Postby Magician » Mon Feb 17, 2014 2:24 am

FallingSnow understood the problem perfectly, actually. SMBX just can't do what you're saying it should be doing. When an event is triggered, it is only triggered in that specific moment. There's no memory bank or whatever for a layer being hidden twice. For all intents and purposes the game acts as if it was only hidden once, and thus when it is unhidden once, it appears. Event triggers don't really have the option for multiple conditions. You can't tell SMBX not to show the layer if the dragon coin was already taken. There's no way to do that. I don't even need to download the level to tell you that. (Though I did, to be certain.)

Apparently that's not your only problem though.
Spoiler: show
Image
Why does it act as if I just grabbed two coins? Look at the score. THAT, I can't explain. You didn't actually place two dragon coins on top of each other, but when it gets unhidden, it apparently acts as if there are two dragon coins in the same spot.

But anyway here's what you do. You have to create an event that triggers the dragon block to disappear, but it has to happen immediately AFTER the P switch has been hit. I can think of a way to do this off the bat:
http://www.sendspace.com/file/init53

I made the dragon coin death spawn an invisible floating goomba. Then I made the P switch appearify the block BUT also an invisible lava tile over the goomba. The goomba's death caused the block to invisify.

That's the best kind of solution you're gonna get with SMBX, though there's probably a better way that involves less noise and less work while adopting a similar method.

FanofSMBX
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Re: Dragon Coin + P Switch

Postby FanofSMBX » Mon Feb 17, 2014 10:33 pm

How do I fix the double score?

Magician
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Re: Dragon Coin + P Switch

Postby Magician » Tue Feb 18, 2014 5:15 am

Hmmm...

My best guess is that the dragon coin's death event is triggered by a P switch. The game is spawning a NEW dragon coin to put in the spot of its predecessor. That's my only explanation at the moment. The thing is, instead of triggering its death, you set the P switch start event to hide it so fast that the dragon coin is effectively hidden before it can be killed. When it is unhidden, it reappears but still triggers its death event, and the game still spawns another coin, leaving two coins in the same place.

I'm once again getting the niggling feeling that I'm overcomplicating this. Nonetheless:
Assuming the P switch will only be able to be used once, you need to make a Coin3 layer, put another dragon coin on that, and then set the P Switch - End event to show that layer instead of the original. Then, because this will cause the dragon coin to appear regardless of whether or not you grabbed it previously, you need to make another switch similar to the one I did. You have to simply activate a layer that contains another goomba when the first goomba dies, and have P Switch - End make lava spawn over that goomba and kill it, causing the dragon coin on the Coin3 layer to disappear effectively right after it would appear, assuming the previous conditions were met in which the first dragon coin was grabbed.
You would basically have to repeat this kind of chain for every time the the dragon coin or the dragon block would be able to reappear. This would depend entirely on how many times the P switch will be able to be used in the level.

Really though I think this whole process has become needlessly difficult what with how dragon coins are designed to work with the P switch, so I doubt it's worth the effort.

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Re: Dragon Coin + P Switch

Postby bossedit8 » Wed Feb 19, 2014 11:57 am

You can do something like that while the P Switch is active you can never get the dragon coin/SMB3 breakable block with some blocks around it. Other way you can make a different P Switch behavour. What I mean by that is make a custom music that has the SMW Switch Music or SMB3 (your choice), a Switch that replaces the SMW/SMB3 Blue P Switch, make a layer and event that does make the Coin into Blocks and the other way around but it is set up by errors if you put something like that so this suggestion is just for a low amount of effort to it.

Better is something like while the P Switch is active you are not allowed to get to the Dragon Coin at all.

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Re: Dragon Coin + P Switch

Postby FanofSMBX » Wed Feb 19, 2014 12:02 pm

"Better is something like while the P Switch is active you are not allowed to get to the Dragon Coin at all."
I recall SMW had a dragon coin hidden behind brown blocks which you needed a p switch to get to.

Valtteri
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Re: Dragon Coin + P Switch

Postby Valtteri » Wed Feb 19, 2014 2:11 pm

I think it's pretty safe to say it's impossible to make Dragon Coins and P Switches work normally in SMBX. My solution to this is replacing the SMB3 brick graphic with something that fits to the level, like a Turn Block if the level happens to take place in an SMW environment. Trying to hide it when the Switch is activated will double it for some reason and remaking the entire Switch system with events like bossedit8 suggested can get very time-consuming. I guess making blocks appear to cover the Dragon Coin prevents the player from breaking the block and losing the opportunity for a prize, but it doesn't stop the Dragon Coin from turning into a brick.

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Re: Dragon Coin + P Switch

Postby FanofSMBX » Mon May 12, 2014 2:43 am

Valtteri wrote:I think it's pretty safe to say it's impossible to make Dragon Coins and P Switches work normally in SMBX. My solution to this is replacing the SMB3 brick graphic with something that fits to the level, like a Turn Block if the level happens to take place in an SMW environment. Trying to hide it when the Switch is activated will double it for some reason and remaking the entire Switch system with events like bossedit8 suggested can get very time-consuming. I guess making blocks appear to cover the Dragon Coin prevents the player from breaking the block and losing the opportunity for a prize, but it doesn't stop the Dragon Coin from turning into a brick.
Sorry for the bump but...
Wouldn't replacing it with a turn block still mean it could be broken?


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