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Semisolid Request (SMBX 2.0 Beta 4)

Posted: Tue Sep 29, 2020 7:37 pm
by NoobyNoob_Noob5
In Super Mario World, upon entering Yoshi's Island 1, you are greeted by a diagonal semisolid. I was unable to find it anywhere in the editor, and I was unable to recreate it with the resources I was given. I also have zero experience with coding in Lua.

Re: Semisolid Request (SMBX 2.0 Beta 4)

Posted: Wed Sep 30, 2020 6:55 am
by Jumper
The closest you're going to get is to make a Custom Block with tags that fit the Semi-Solid Slope
For example:

Code: Select all

semisolid = true
floorslope = -1
The following makes a Semi-Solid Slope that goes from the bottom-left to the top-right. Change "floorslope = -1" to "floorslope = 1" if you want it going from top-left to bottom-right.

Re: Semisolid Request (SMBX 2.0 Beta 4)

Posted: Wed Sep 30, 2020 10:13 pm
by NoobyNoob_Noob5
Jumper wrote:
Wed Sep 30, 2020 6:55 am
The closest you're going to get is to make a Custom Block with tags that fit the Semi-Solid Slope
For example:

Code: Select all

semisolid = true
floorslope = -1
The following makes a Semi-Solid Slope that goes from the bottom-left to the top-right. Change "floorslope = -1" to "floorslope = 1" if you want it going from top-left to bottom-right.
Ok. How do I do that in SMBX2?
Like, the tags part.

Re: Semisolid Request (SMBX 2.0 Beta 4)

Posted: Thu Oct 01, 2020 1:12 am
by Jumper
NoobyNoob_Noob5 wrote:
Wed Sep 30, 2020 10:13 pm
Jumper wrote:
Wed Sep 30, 2020 6:55 am
The closest you're going to get is to make a Custom Block with tags that fit the Semi-Solid Slope
For example:

Code: Select all

semisolid = true
floorslope = -1
The following makes a Semi-Solid Slope that goes from the bottom-left to the top-right. Change "floorslope = -1" to "floorslope = 1" if you want it going from top-left to bottom-right.
Ok. How do I do that in SMBX2?
Like, the tags part.
It's quite simple, actually.
There are two ways to do this:
  • Go into SMBX2/data/_templates and copy block-n.txt (you can remove excess lines if needed)
  • Create a new .txt file with "block-n" as the name
Note that you need to change the "n" to a specific number (for example, you can change it to "751", and it will modify block-751 in the game).
Also, as with all custom GFX/LunaLua scripts, you must place it in the same folder as the Episode/Level (for example, if your level is stage1.lvl, stick it in the folder named "stage1")

Also, to mention the other files that are similarly named as "block-n", they are .ini and .lua files.
The former is how it'll show in the PGE Editor, while the latter is for custom Lua scripting. You technically don't need either of these, but it's probably a good idea to use these, depending on what you want your custom block to be.

Also, one last thing, SMBX 2.0 currently has a custom Block/BGO/NPC limit of 751-1000.

I'm sorry if this is long, but I hope this helps.

Edit: Forgot to mention this, but the SMBX2 Handbook will help with Block/BGO codes.

Re: Semisolid Request (SMBX 2.0 Beta 4)

Posted: Thu Oct 01, 2020 2:57 am
by Emral
SMBX was never made with diagonal semisolids in mind. This is guaranteed to be glitchy, even with MrDoubleA's slope fix script. The above advice is equivalent to setting an NPC to be both a yoshi and a coin, in terms of compatibility.

Re: Semisolid Request (SMBX 2.0 Beta 4)

Posted: Thu Oct 01, 2020 3:55 am
by Jumper
Enjl wrote:
Thu Oct 01, 2020 2:57 am
SMBX was never made with diagonal semisolids in mind. This is guaranteed to be glitchy, even with MrDoubleA's slope fix script. The above advice is equivalent to setting an NPC to be both a yoshi and a coin, in terms of compatibility.
My apologies; this is the best that I could do at the moment.
Also, off topic: How do I get custom blocks to not be Invisible, Slippery & contain Items whenever I replace a custom block?