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Keebee |
Posted on 06-21-18, 05:09 pm
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Micro-Goomba
BoulderGiest Karma: 9 Posts: 5/12 Since: 06-21-18 |
How do I make enemies avilaible that are red? cause they wont spawn otherwise.
Also how do i choose where mario spawns? Lastly, how do i make the end point not a flagpole and or boss _________________________ Currently Prasing Mario Galaxy |
RicBent |
Posted on 06-21-18, 05:14 pm (rev. 2 by RicBent on 06-21-18, 05:18 pm)
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Mariomaster
Karma: 8528 Posts: 1264/1681 Since: 06-09-12 |
1) You have to enable them in the sprite sets. The sprite set is that X-Y in the sprite list. Only certain combinations work tho.
2) Entrances, have a look how they work in the retail levels. 3) You don't unless you use a door like in a toad house but these don't mark the level as finished. _________________________ GitHub - Kuribo64 - YouTube |
Keebee |
Posted on 06-21-18, 05:15 pm
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Micro-Goomba
BoulderGiest Karma: 9 Posts: 6/12 Since: 06-21-18 |
ok thanks
_________________________ Currently Prasing Mario Galaxy |
Skylander |
Posted on 06-21-18, 05:28 pm
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Giant Paratroopa
Cream Cheese King Karma: 2140 Posts: 274/1379 Since: 04-24-18 |
Entrances are easy. They are not only used to spawn Mario, but in pipes and doors as well!
Click on the first tab and you'll see level settings, like Entrance, Midway Entrance, Sound(Hex), blah blah blah. Set the Entrance to the same number as the ID on the entrance you want Mario to spawn in. For Example, you set it to 5. Well, then the settings on the entrance should look like this: Entrance ID: 5 Camera X: 0 Camera Y: 0 Destination Area: 0 Destination Entrance: 0 Connected Pipe ID: 0 View: 0 Then there's checkboxes. All you need to worry about is the ID. don't worry about the other things unless your programming doors or pipes. _________________________ Discord Server 1 - Discord Server 2 - Youtube Channel |
Keebee |
Posted on 06-21-18, 05:37 pm (rev. 1 by Keebee on 06-21-18, 05:37 pm)
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Micro-Goomba
BoulderGiest Karma: 9 Posts: 7/12 Since: 06-21-18 |
Thanks, But what does ID 5 mean? I just put in the normal entrance. its ID 0
_________________________ Currently Prasing Mario Galaxy |
RicBent |
Posted on 06-21-18, 05:39 pm
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Mariomaster
Karma: 8528 Posts: 1265/1681 Since: 06-09-12 |
Keebee |
Posted on 06-21-18, 06:06 pm
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Micro-Goomba
BoulderGiest Karma: 9 Posts: 8/12 Since: 06-21-18 |
what about path nodes to check where you are in the level?
_________________________ Currently Prasing Mario Galaxy |
RicBent |
Posted on 06-21-18, 06:11 pm
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Mariomaster
Karma: 8528 Posts: 1266/1681 Since: 06-09-12 |
Keebee |
Posted on 06-21-18, 08:10 pm
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Micro-Goomba
BoulderGiest Karma: 9 Posts: 9/12 Since: 06-21-18 |
i put path nodes in the level like i did a few years back, and it didn't display on the minimap that mario was moving at all
_________________________ Currently Prasing Mario Galaxy |
Thierry |
Posted on 06-21-18, 08:11 pm
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この記号は… 解読できないよ…
Karma: 6012 Posts: 2414/2723 Since: 01-17-13 |
then you did not set the node ID for mario's movement in the view params.
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Keebee |
Posted on 06-21-18, 09:06 pm
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Micro-Goomba
BoulderGiest Karma: 9 Posts: 10/12 Since: 06-21-18 |
Ok, So I just checked Scuttlebugs, the guys that drop down in W4.
I tried every preset for enemy's and it didn't pop up _________________________ Currently Prasing Mario Galaxy |
Skylander |
Posted on 06-21-18, 09:35 pm (rev. 1 by Skylander on 07-01-18, 02:35 pm)
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Giant Paratroopa
Cream Cheese King Karma: 2140 Posts: 275/1379 Since: 04-24-18 |
There's 2 kinds of Path Nodes. Normal Paths and Progress Paths. Progress Paths is what records where Mario is.
Just like how I explained in the entrances, the ID's have to be the same, except this time, the Progress Path ID is in the view, not the tab. Edit: Normal Paths are a bit more complicated and I am sure there's a tutorial for them on here somewhere. It's used for pipes in the same view _________________________ Discord Server 1 - Discord Server 2 - Youtube Channel |
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