Well, this tutorial is for people who wants a snake block from SMW, NSMB, etc...
The first thing you have to do, create layers and events. Create many layers as the number of moves you want the snake to do.
Put a block IN EACH LAYER separately, that means, for example, that the 1st block is EG: "Layer 1" and the 20th one is "Layer 20".
Each event must show the next block and hide the first one.
That events should play a sound, for example the kick shell.
Those events must tiger the next event that hides and show the next blocks, with a delay time of about 0,5 seconds.
Now put an npc (like an axe; or multiple invisible axes) that its death tigers the first event.
In the attachment you'll find a test level, and sorry if i'm not explaining this well...
Last edited by Seminesho on Tue Oct 14, 2014 2:52 pm, edited 1 time in total.
It's an interesting concept, but making 100-some layers and events to achieve what a regular platform can do just fine seems needlessly complicated and impractical to me.
Flying Brick wrote:It's an interesting concept, but making 100-some layers and events to achieve what a regular platform can do just fine seems needlessly complicated and impractical to me.
That's only if you want a good-looking effect, but its true is toooo long, but its worth doing it, i swear
Personally, I only use flashy effects if it's reasonably practical to do so. This is anything but practical. Sorry mate, but I don't see myself using this anytime soon.
Samuel wrote:Well, this tutorial is for people who wants a snake block from SMW, NSMB, etc...
The first thing you have to do, create layers and events. Create many layers as the number of moves you want the snake to do.
Put a block IN EACH LAYER separately, that means, for example, that the 1st block is EG: "Layer 1" and the 20th one is "Layer 20".
Each event must show the next block and hide the first one.
That events should play a sound, for example the kick shell.
Those events must tiger the next event that hides and show the next blocks, with a delay time of about 0,5 seconds.
Now put an npc (like an axe; or multiple invisible axes) that its death tigers the first event.
In the attachment you'll find a test level, and sorry if i'm not explaining this well...
This is what I did in a level I made and deleted about half a year ago. The only error other hen event count is flow hen the blocks go up, the do not push Mario, or the player up.
Samuel wrote:Well, this tutorial is for people who wants a snake block from SMW, NSMB, etc...
The first thing you have to do, create layers and events. Create many layers as the number of moves you want the snake to do.
Put a block IN EACH LAYER separately, that means, for example, that the 1st block is EG: "Layer 1" and the 20th one is "Layer 20".
Each event must show the next block and hide the first one.
That events should play a sound, for example the kick shell.
Those events must tiger the next event that hides and show the next blocks, with a delay time of about 0,5 seconds.
Now put an npc (like an axe; or multiple invisible axes) that its death tigers the first event.
In the attachment you'll find a test level, and sorry if i'm not explaining this well...
This is what I did in a level I made and deleted about half a year ago. The only error other hen event count is flow hen the blocks go up, the do not push Mario, or the player up.
Yeah, but it can be fixed by simply dont doing that too long and giving some space to jump.
You can make sure that the player isn't enable to go through these blocks by adding "playerblock=1". With that, the side and the bottom is solid and the player can't be inside it.
bossedit8 wrote:You can make sure that the player isn't enable to go through these blocks by adding "playerblock=1". With that, the side and the bottom is solid and the player can't be inside it.
Well, and the speed? I mean, if you only want to make one of a lenght of 6 blocks it wil be so difficult!
You can make the Blocks as big as you want. By the speed, it is hard to tell on these SMB3 Wooden Platforms or SMW Switch Platforms but I do saw that it does work like that in NGCA (New Great Castle Adventure) but the problem is that the player's momentum is kinda weird if it has speed coded in.
bossedit8 wrote:You can make the Blocks as big as you want. By the speed, it is hard to tell on these SMB3 Wooden Platforms or SMW Switch Platforms but I do saw that it does work like that in NGCA (New Great Castle Adventure) but the problem is that the player's momentum is kinda weird if it has speed coded in.
The speed also can be fixed by doing the platform longer. Some ways are better and worse.