Share guides you have written for SMBX, and related tools here.
|
|
|
|
-
Axiom
- Foo
- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Fri Sep 25, 2015 7:09 pm
could you show us?
|
|
|
|
|
|
|
|
|
-
LakituBros
- Rex
- Posts: 34
- Joined: Sat Sep 27, 2014 2:56 pm
Postby LakituBros » Tue Sep 29, 2015 4:41 pm
I felt like having to do it. I am spamming brothers of mine :O
|
|
|
|
|
|
|
|
|
-
KoopaGoomba
- Goomba
- Posts: 2
- Joined: Sun Dec 20, 2015 9:00 am
Postby KoopaGoomba » Sun Dec 20, 2015 9:26 am
Did have penalties while using cheat codes?
|
|
|
|
|
|
|
|
|
-
PixelPest
- Raccoon Mario
- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
-
Contact:
Postby PixelPest » Sun Dec 20, 2015 9:36 am
KoopaGoomba wrote:Did have penalties while using cheat codes?
On episodes you can't save after using a cheat code.
|
|
|
|
|
|
|
|
|
-
Saltlord
- Volcano Lotus
- Posts: 584
- Joined: Thu Sep 03, 2015 12:28 pm
- Pronouns: any
-
Contact:
Postby Saltlord » Sun Dec 20, 2015 9:48 am
I wish we would "Mua Boi" instead of "I am error".
|
|
|
|
|
|
|
|
|
-
Alib234
- Shy Guy
- Posts: 6
- Joined: Sun Dec 20, 2015 4:24 pm
Postby Alib234 » Sun Dec 20, 2015 5:31 pm
i have an question can you make npc not move and do not act like conveyor belt
|
|
|
|
|
|
|
|
|
-
RudeGuy
- Fry Guy
- Posts: 4993
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Sun Dec 20, 2015 5:58 pm
Alib234 wrote:i have an question can you make npc not move and do not act like conveyor belt
It's possible to make NPCs not move by putting speed=0 in their txt files, but it's not possible to make them act like a conveyor belt (you meant to write "do act like conveyor belt", right?).
|
|
|
|
|
|
|
|
|
-
cgfx
- Goomba
- Posts: 2
- Joined: Thu Nov 12, 2015 10:34 am
Postby cgfx » Mon Dec 21, 2015 4:16 pm
I am adding more frames to the drybones npc animation. I have successfully done so and it is working as it should. However, when a playable character stops on its head, it just keeps playing the 8 frame walking animation but stays in place before shaking and resuming movement. I have kept the falling and down frames at the bottom of the sprite however, I must be missing something? Anyone able to shed some light on this?
Thx,
|
|
|
|
|
|
|
|
|
-
Emral
- Cute Yoshi Egg
- Posts: 9722
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Mon Dec 21, 2015 4:19 pm
frames=, framestyle= and framespeed= override parts of the NPC's animation. If you change the frame count on npcs such as dry bone, boom boom or birdo, they won't have a specific collapsing/hiding/shooting frame anymore. You can fix this with LunaLua by writing a new animation for them from scratch.
|
|
|
|
|
|
|
|
|
-
cgfx
- Goomba
- Posts: 2
- Joined: Thu Nov 12, 2015 10:34 am
Postby cgfx » Mon Dec 21, 2015 4:29 pm
Thank you Enjl for the quick reply! I have been wondering about the LunaLua and what it does. I guess now is the time to go and figure that out..
|
|
|
|
|
|
|
|
|
-
Emral
- Cute Yoshi Egg
- Posts: 9722
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Mon Dec 21, 2015 4:39 pm
cgfx wrote:Thank you Enjl for the quick reply! I have been wondering about the LunaLua and what it does. I guess now is the time to go and figure that out..
Here's an example code I've written. I'm sure it could be a lot cleaner, but it gets the job done: http://hastebin.com/oxulesijuv.lua
This is my npc-189.txt file, with the sprite showing: 4 frames left, followed by 4 frames right, followed by 1 frame for collapsing and being collapsed left, followed by the same for right:
Code: Select all width=28
height=64
gfxwidth=32
gfxheight=64
frames=12
It won't look pretty in the editor, but will work fine while playing.
|
|
|
|
|
|
|
|
|
-
Crystal More
- Fighter Fly
- Posts: 44
- Joined: Fri Oct 17, 2014 3:01 pm
Postby Crystal More » Tue Dec 22, 2015 9:45 am
I understood how works all the code, but did not understand how the foreground code
Valtteri wrote:
foreground=[1,0] (if true the NPC is in front of everything)
I tried to do something, but it did not work, I'll give an example:
see: I put to the currency foreground=1 and I put to the animal foreground=0
from what I understand the animal had to be shown behind Currency
But that's not what happened
please help me, what is the 'foreground'?
|
|
|
|
|
|
|
|
|
-
HeroLinik
- Boom Boom
- Posts: 3459
- Joined: Fri Dec 20, 2013 1:28 pm
-
Contact:
Postby HeroLinik » Tue Dec 22, 2015 9:49 am
Crystal More wrote:I understood how works all the code, but did not understand how the foreground code
Valtteri wrote:
foreground=[1,0] (if true the NPC is in front of everything)
I tried to do something, but it did not work, I'll give an example:
see: I put to the currency foreground=1 and I put to the animal foreground=0
from what I understand the animal had to be shown behind Currency
But that's not what happened
please help me, what is the 'foreground'?
I don't think it works like that. The foreground attribute only works against BGOs and blocks, not other NPCs.
|
|
|
|
|
|
|
|
|
-
Crystal More
- Fighter Fly
- Posts: 44
- Joined: Fri Oct 17, 2014 3:01 pm
Postby Crystal More » Tue Dec 22, 2015 10:00 am
Linik wrote:Crystal More wrote:I understood how works all the code, but did not understand how the foreground code
Valtteri wrote:
foreground=[1,0] (if true the NPC is in front of everything)
I tried to do something, but it did not work, I'll give an example:
see: I put to the currency foreground=1 and I put to the animal foreground=0
from what I understand the animal had to be shown behind Currency
But that's not what happened
please help me, what is the 'foreground'?
I don't think it works like that. The foreground attribute only works against BGOs and blocks, not other NPCs.
which means BGOs?
|
|
|
|
|
|
|
|
|
-
HeroLinik
- Boom Boom
- Posts: 3459
- Joined: Fri Dec 20, 2013 1:28 pm
-
Contact:
Postby HeroLinik » Tue Dec 22, 2015 10:15 am
Crystal More wrote:which means BGOs?
Background objects. They're under the "Backgrounds" tab in the editor.
|
|
|
|
|
|
|
|
|
-
Crystal More
- Fighter Fly
- Posts: 44
- Joined: Fri Oct 17, 2014 3:01 pm
Postby Crystal More » Tue Dec 22, 2015 2:51 pm
please someone give me a level using the code 'foreground'?
the test that I made using the foreground code, it did not work
|
|
|
|
|
|
|
|
|
-
Valtteri
- Van De Graf
- Posts: 2150
- Joined: Sun Dec 01, 2013 1:16 pm
Postby Valtteri » Tue Dec 22, 2015 5:39 pm
The foreground code doesn't work for all NPCs. Try it with the SMB2 Mushroom Blocks, I remember it working with those. The SMW question mark sign also covers other NPCs, I think.
I've found it's usually better to use the foreground background objects instead of NPCs.
|
|
|
|
|
|
|
|
|
-
Kunaimaster
- Shy Guy
- Posts: 8
- Joined: Thu Feb 11, 2016 6:37 am
Postby Kunaimaster » Thu Feb 11, 2016 7:02 am
Hey, nice! I didn't know about this
|
|
|
|
|
|
|
|
|
-
ProngoKingdom
- Tweeter
- Posts: 168
- Joined: Fri Mar 11, 2016 2:45 pm
Postby ProngoKingdom » Sun Mar 13, 2016 4:52 pm
1.4.2 made this into another folder labeled "Advance" which kinda stinks. Liked it better when it was an easter egg since it was a nice little touch that the player could find.
|
|
|
|
|
|
|
|
|
-
bouncywheel10
- Dolphin
- Posts: 84
- Joined: Fri Oct 24, 2014 1:19 am
Postby bouncywheel10 » Fri Mar 18, 2016 1:02 pm
How do you use the codes to change the value of a coin/money ?
|
|
|
|
|
Return to “Guides”
Users browsing this forum: No registered users and 6 guests
|