Pages: 1
|
Posted on 10-27-14, 08:59 pm
|
![]() Karma: 871 Posts: 1019/1315 Since: 11-12-12 |
Title says all ^
|
|
Posted on 10-27-14, 09:05 pm
|
Karma: 3772 Posts: 2057/2112 Since: 06-28-11 |
|
Posted on 10-27-14, 09:12 pm
|
Death by cuteness
Karma: 6609 Posts: 137/598 Since: 05-01-13 |
This.
The sprite Freeze refers to is the sprite 232 BTW. And there's the Flying ? block too (sprite 290). |
|
Posted on 10-27-14, 09:18 pm (rev. 1 by
|
![]() Karma: 871 Posts: 1020/1315 Since: 11-12-12 |
Can I use input id though?
EDIT: not what I wanted, I mean like the automatic ?block with a input id |
|
Posted on 10-28-14, 09:03 am
|
![]() Karma: 2799 Posts: 1118/2091 Since: 06-26-11 |
There may be an input ID on the powerup sprite, but I think dirbaio documented that and didn't find anything other than settings that determain the powerup and the way that it is spawned.
You could spawn the powerup offscreen, then destroy a tile under it using the tile creater/destroyer. That would make it drop from the ceiling on command. I think they only added the powerup triggering event id setting in nsmb2/nsmbu. An asm way of doing it would be to create an event triggerable sprite that could spawn any actor (like the one the Newer Team created for NSMBW). You could use that to spawn the powerup sprite, or the automatic powerup block. |
|
Posted on 10-28-14, 10:49 am
|
![]() Karma: 871 Posts: 1028/1315 Since: 11-12-12 |
oh, ok.
|
Pages: 1