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Posted on 08-23-16, 01:02 pm


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I think he meant where the game takes the particle ID/sound ID numbers from.
Posted on 08-23-16, 08:18 pm (rev. 1 by  Hiccup on 08-23-16, 08:20 pm)
Birdo


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Also, I've noticed a bug where it just refuses to spawn an actor (but still does the particle effect and SFX) even though I've definitely set up everything right (sprite set, sprite in range, flag activated etc)

If you remind me tommorow, I'll upload an example level. Unless you somehow manage to recreate my situation/stupid mistake.
Posted on 08-23-16, 08:37 pm


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Did you put a sprite you're trying to spawn into the level elsewhere?
Posted on 08-24-16, 07:09 am (rev. 5 by  Hiccup on 09-04-16, 02:43 pm)
Birdo


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Yeah. And somehow it is working today... but wasn't yesterday. Must be some kind of ROM saving and/or loading error in NSMBe/Desmume or an oversight by me.


Also, @Mariomaster

Here are some reasons why an event activation feature is a good idea:
* Lets you make event activating ? Blocks, which would
** Let you make ? Blocks that "spawn" (activate) event-activated sprites
* Lets you spawn multiple actors/particles/SFX per ? Block

And why despawning actors would be useful:
* make a "temporarily spawned actor"
* similar reasons to the reasons the tile destroyer function of the tile god is useful
Posted on 08-24-16, 11:11 am
Panser
I AM DERP INCARNATE

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Posted by Hiccup
Also, @Mariomaster

Here are some reasons why an event activation feature is a good idea:
* Lets you make event activated ? Blocks, which would
** Let you make ? Blocks that "spawn" (activate) event-activate sprites
* Lets you spawn multiple actors per ? Block

It could also be used to loop an event ID, combined with tilegods you can basically make a constantly-changing room...

There should also be a feature where the spawner cannot spawn any more actors until the previous spawned actor has been killed, again, for puzzles.

(Also plz update the NSMBe5 mod to the latest base version with all the actor renders)
rip signature
Posted on 08-24-16, 11:21 am (rev. 1 by  Hiccup on 08-24-16, 11:21 am)
Birdo


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You can already do looping events with the existing event sprites.

Yeah, an actor on-screen limit would be useful. Maybe even something that activates events on enemy defeat like the IF sprite, but for actor-spawner spawned actors (the IF sprite only seems to work with sprites)
Posted on 08-24-16, 11:34 pm
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I completely agree with what  Hiccup had previously said. It would be definitely great and rather useful if there was a way to despawn sprites.
Posted on 09-04-16, 01:32 am (rev. 2 by ImageBot on 11-21-16, 03:23 am)


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Hello Asproek,

I tried "that" solution you give to me. There is a way to despawn sprite. using a switch. But I don't know if is what are you trying to say.

Testing MarioMaster Actor/Sprite Spawner

Youtube: 30 seconds

Download example.nml

It works!

EDIT:
Asproek, should we show to community the link of "who" help us to setup the MarioMaster solution?

[] -P
Posted on 09-04-16, 01:44 am (rev. 1 by ImageBot on 11-21-16, 03:23 am)
Passed away in 2017

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Posted by pinet
Hello Asproek,

I tried "that" solution you give to me. There is a way to despawn sprite. using a switch. But I don't know if is what are you trying to say.

Testing MarioMaster Actor/Sprite Spawner

Youtube: 30 seconds

Download example.nml

It works! :up:

*sigh* That is spawning, not despawning.

EDIT:
Asproek, should we show to community the link of "who" help us to setup the MarioMaster solution?

Why the heck not? She wanted to help anybody who had this problem anyway. People might despise her by now, but that's no reason to avoid her contributions. Do it in the appropriate thread, I think your formatting is better than my bland text.
Posted on 09-04-16, 03:03 am
Super Koopa
That MvL Hacker

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Can someone help me. I can't get this to work. I copied the example he provided I applied the asm hacks but it hangs on loading the level
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Posted on 09-04-16, 03:51 am


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Posted by Ndymario
Can someone help me. I can't get this to work. I copied the example he provided I applied the asm hacks but it hangs on loading the level

Ask to Asproek. He is the man who help me.

I wish you the persistence of Gandhi.
[]-P
Posted on 09-04-16, 06:00 am (rev. 2 by  cros107 on 09-05-16, 06:34 am)
Fuzzy
Will never finish a hack

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Edit: Oops. Ignore this, meant to post in a different thread. Can you delete posts?
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Posted on 09-04-16, 01:05 pm (rev. 2 by  pinet on 09-05-16, 01:50 am)


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Until this post have not found a way to run a despawn

Sorry,

[] -P
Posted on 09-05-16, 01:28 am
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So  Luluca figured a way to “despawn” actors… Not exactly what we intended, but it works pretty well!

Here's the tutorial and here's the test level.

We could spawn the actors we want to despawn from the beginning of the area and then use an event to despawn it at will.
Posted on 09-05-16, 01:50 am (rev. 2 by ImageBot on 11-21-16, 03:23 am)


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Despawn Actor Example

This test have aims to despawn for a while the Spawner Sprite, and give to player a time to pass an obstacle.

Testing a Despawn of an Actor Spawner Sprite [20]

Youtube: 30 seconds

It works.

Download despawn1018.nml

[] -P
P.S.: Thanks Asproek for the tip.

Posted on 09-06-16, 03:02 pm
Birdo


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@Mariomaster
What is hopefully a small request: could you make a build of the "actor spawner version of NSMBe" that uses hex instead of decimal for the SFX/particle/actor IDs? It is a pain having to convert the numbers to decimal every time.
Posted on 09-07-16, 03:33 am
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Posted by Hiccup
@Mariomaster
What is hopefully a small request: could you make a build of the "actor spawner version of NSMBe" that uses hex instead of decimal for the SFX/particle/actor IDs? It is a pain having to convert the numbers to decimal every time.

Maybe just featuring both would probably be better. Really so much trouble using a calculator? :P
Moreover, a confirmation regarding the implementation or rejection of a despawning function would be great too.
Posted on 09-08-16, 02:24 am (rev. 1 by  Ndymario on 09-08-16, 08:45 pm)
Super Koopa
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I have no clue what I'm doing wrong, I followed Luluca's tutorial on every step (even re-installed dev-kitPro), but every single time I try to play the level I made, the game hangs after the 1-1 screen. I applied the ASM hacks, so I don't know what I did wrong, plz help anyone

~Ndymario

Edit Img


Level Download
https://www.dropbox.com/s/t8kk7wl76akhhs7/Actor_Spawner.nml?dl=0
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Posted on 09-08-16, 10:27 am
Birdo


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Please post the level.
Posted on 09-09-16, 01:44 am (rev. 1 by  Ndymario on 09-09-16, 01:58 am)
Super Koopa
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I have no clue what I did differently but I got it to work : ] (on 1-1)

Now that it works, I can finally test on MvL, wish me luck
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