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Posted on 10-05-11, 08:19 pm
Shyguy


Karma: 29
Posts: 18/81
Since: 09-18-11
I have a problem.
This problem may sound really confusing as even I don't know how to explain it.
There is an area in my level that I'm making that uses a lot of ? Switches and tile creator/destroyers, all the switches and other crap have been set to the right target and trigger events all set correctly to create/destroy, but apparently, when I play the level, all the blocks are in the way in the places they should be, whilst all the Switches have vanished, the only way I can play it correctly is when I put a Midway Point in, then I die, and then play from the midway point, and it works fine, but I want it to work right from the start.
What do I need to do?(btw sorry if you don't get it, but I can't explain any other way)
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Posted on 10-05-11, 08:25 pm
Fuzzy
Full mod

Karma: 1183
Posts: 226/785
Since: 06-28-11
Could you upload the level or post a screenshot of it in NSMBe?
Posted on 10-06-11, 12:03 am
Buster Beetle


Karma: 379
Posts: 315/464
Since: 06-29-11
Check to make sure that you have the 197s set for stay on forever if needed. Unless you need it, make sure your 168 sprites are not using a input ID of any other sprites. I keep them set to zero always unless I want another sprite to change them with the same ID set for the output. For the 107s set them for multiple hits.

My best guess is that you have the input ID of your switches is waiting for the output from another sprite, so it vanishes. For some reason counting from a higher ID down to a lower ID as you are activating switches seems to be more reliable.


I am still working on some of the settings of all the activator IDs. So they are not 100% yet.

Copying and pasting to create new sprites that use IDs is not good either as it can transfer unwanted data.

Make sure you have not built your level within the 16x16 blocks surrounding the editor map. Don't have any views within 16 tiles of each other. Also make sure that if there are more than one areas in your level, that you are not using the same IDs in different area. They will trigger in all areas of the same level.
Posted on 10-06-11, 06:05 pm
Shyguy


Karma: 29
Posts: 21/81
Since: 09-18-11
Aaaah...crap.
I had put some sprite 107s and 197s into the first area, and I thought they would only affect the area, not the WHOLE level!
I had to change the input/output IDs for all the switches in the second area! And now, it works fine.
Fail.
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Posted on 10-06-11, 06:09 pm
Roy Koopa


Karma: 4011
Posts: 762/2722
Since: 06-26-11
Yeah, this CAN be good for some secrets... but often its annoying
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Posted on 10-06-11, 08:33 pm
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 10010
Posts: 958/4457
Since: 06-08-11
Posted by ray
Yeah, this CAN be good for some secrets... but often ALWAYS its annoying


Fixed that for you.

NEVER hide secrets with bugs in the game!! (And don't hide them with super hard to find stuff). It's super frustrating. Remember that YOU know where is the secret, but other's DON'T.
Posted on 10-07-11, 04:19 am
Roy Koopa


Karma: 4011
Posts: 764/2722
Since: 06-26-11
I mean for example, you have a level where you often have to go trough to areas. And in area one is a switch, which activates something in area 2
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Posted on 10-07-11, 12:47 pm
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 10010
Posts: 960/4457
Since: 06-08-11
Posted by ray
And in area one is a switch, which activates something in area 2




It may be a personal opinion, but when I hit a switch, I expect to see immediately what has been activated. The switch in the final castle that turns on a platform to reach a star coin is a good example. Even though you'll be using that platform later on, you can SEE the purpose of the switch. If not, it's reaaaally confusing...
Posted on 10-07-11, 04:31 pm
Roy Koopa


Karma: 4011
Posts: 765/2722
Since: 06-26-11
It was a Example... I never used something like this/will never use it
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See a lots of creative DS Hacking here
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