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Posted on 11-07-15, 11:50 pm (rev. 1 by  TheToaster on 11-07-15, 11:53 pm)
Paragoomba


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Posts: 65/69
Since: 01-29-14
Hello,
I have a few questions regarding the editor:

1.) What is the difference between 'Paths (p)' and 'Progress Paths (g)' and how do I use each one?

2.) What happens when you alter node values for Paths and Progress Paths

3.) How do I change the music played in the level to a different track (not custom music).

4.) What do the 'Raise to Top' and 'Lower to Bottom' buttons do?

5.) What does the 'Level wraps around on left/right' checkbox do when clicked?

I haven't used NSMBe in a while. I apologize if these questions seem pretty basic, but I need to master the fundamentals of the editor before I can make my levels. Blarg.





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Posted on 11-08-15, 03:27 am (rev. 4 by Thierry on 11-09-15, 02:08 am)
この記号は… 解読できないよ…


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Well, I'll try to answer some.


1. 'Paths (p)' are for random paths used by sprites and such. 'Progress Paths (g)' are the paths for Mario's progression on the bottom screen's progress bar. Check how Nintendo used them, and you should be able to replicate the original uses.

2. Random things happen. You probably won't need to alter anything other than the IDs (if you remove some paths for example).

3. Click on [View *number*]. It's in the views settings.

4. Imagine you create a tile. And then a smaller tile in front of it. The big tile is behind the small one, but if you select it and click on 'Raise to Top', it will then be in front. And you can click on 'Lower to Bottom' to put it behind again.

Raise to Top: Set tile in front of every other tiles.
Lower to Bottom: Set tile behind any other tile.

Posted on 11-08-15, 03:32 am (rev. 1 by  MarioFanatic64 on 11-08-15, 08:59 am)
Roy Koopa
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1. Progress Paths are the paths that the Progress Bar on the Bottom Screen follows, while regular Paths are often used by sprites or camera controllers for movement.

2. Nodes may contain certain data for an object depending on how the data is used. For example, if you use a connected pipe, the node determines which direction the camera goes.

3. You can swap the level music by looking at the view settings. Just click on a view and you should see it.

4. Raise and Lower changes the priority of sprites. If say, a sprite coin is raised higher than a Goomba, in gameplay the Goomba will walk behind the coin. If the Goomba were raised higher, vice versa.

5. Level wrapping is when you have a level (often vertical) where you walk off the edge of the screen and appear on the other side.
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Posted on 11-08-15, 09:04 am
Fire Brother
Eugene

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Posted by MarioFanatic64
5. Level wrapping is when you have a level (often vertical) where you walk off the edge of the screen and appear on the other side.


..like World 8-6 and the MvsL levels.
Posted on 11-08-15, 12:11 pm (rev. 1 by  TheToaster on 11-08-15, 12:14 pm)
Paragoomba


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Posts: 66/69
Since: 01-29-14
Ah. So when I create a level that is horizontal with no pipes, I just create a straight line with a progress path (2 nodes)?

Also how do you make the camera zoom out? Do I use the zoom camera controller sprite?
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Posted on 11-08-15, 12:26 pm (rev. 1 by  Arceus on 11-08-15, 12:27 pm)
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Sprite 84 is the way to go if you want the camera to zoom out.
Set a higher number for more outzooming.
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Posted on 11-08-15, 12:59 pm (rev. 1 by  KingYoshi on 11-08-15, 01:03 pm)
Fire Brother
Eugene

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There actually should be a Help button at the Path settings with info about (the difference between) normal Paths and Progress Paths. Then there won't be questions about that at the board anymore.

Posted by TheToaster
Ah. So when I create a level that is horizontal with no pipes, I just create a straight line with a progress path (2 nodes)?


Indeed.
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