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Posted on 09-23-14, 11:16 am (rev. 1 by  Hiccup on 09-23-14, 11:16 am)
Birdo


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The sprite data doesn't make sense. It doesn't explain how it works or what 'reverse Triggering Event ID' means. And why does it have two Triggering Event IDs?
Posted on 09-23-14, 11:46 am
We do what we must because we can

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I don´t know why there are two Input IDs but I can explain you the second one. First of all these names "Reverse Input ID" are just confusing but nothing special. The second Input ID will stop, if activated, the spiked ball from spawning. So if you hit a switch with Output 1 then the spike ball with input 1 won´t spawn, until the switch timed out. Mario has to leave the screen so it can spawn then. If you set no timer then the spiked balls will disappear forever.
You can make something pretty cool with this like a maze where the exit is blocked by spike balls and you have to find the switch to make them disappear.
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Posted on 09-23-14, 12:05 pm
Death by cuteness

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I can certainly explain why I chose the name "Reverse Input ID":
Usually Input IDs spawn the sprite upon activating an event, but the Spike Balls and Giant Spike Balls do the opposite in the sense that activating the event will actually destroy the sprites, hence the "Reverse".
Posted on 09-23-14, 12:53 pm
Birdo


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So there is no way to create a spike ball 'spawner' with this, by switching the event on and off?
Posted on 09-23-14, 03:54 pm
We do what we must because we can

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No there´s no way.
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