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Posted on 09-03-11, 05:20 pm
Buster Beetle


Karma: 379
Posts: 215/464
Since: 06-29-11
Can we have a feature added that allows you to see the zones and paths that are used in all areas of the level at once? Right now it only shows the ones in the individual area. It gets hard to keep track of which is the next in line.

Or more importantly, something to keep track of activator IDs used in all the areas of the level? When these get double assigned in different areas, only the first seen will work right.

These changes will make the editor more user friendly for beginner users, and make things easier for advanced users using a lot of 197/168 combos.
Posted on 09-03-11, 05:26 pm (rev. 1)


Karma: 3752
Posts: 378/2112
Since: 06-28-11
You can have an Activator ID 1 in both area 1 and area 2, without getting problems.
The same with Paths and Views.
Areas are completely independent from each other.
Posted on 09-03-11, 05:30 pm
Buster Beetle


Karma: 379
Posts: 216/464
Since: 06-29-11
No, the activator IDs will trigger between areas. Create a 197 block in area 1, and then area 2 of a level. Now put a 107 switch. Hit the switch and it will activate in both areas.

Same thing with zones if you use 168 sprites. If you activate on area, it will activate the other.

I am positive, they are not independent. I have many of these situations in many levels.

It is the same as using progress paths, this data is shared between areas too.
Posted on 09-03-11, 05:43 pm


Karma: 3752
Posts: 380/2112
Since: 06-28-11
REALLY?
I thought, they were intependent.
Posted on 09-04-11, 09:03 am
Roy Koopa


Karma: 4011
Posts: 608/2722
Since: 06-26-11
Ok, I knew that its with the progress path, but not the Activator ID's. Now I can fix my problem xD
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Posted on 09-04-11, 09:16 am


Karma: 3752
Posts: 386/2112
Since: 06-28-11
Posted by ray
Ok, I knew that its with the progress path, but not the Activator ID's. Now I can fix my problem xD

I thought exactly the same.
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