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> SMB help., assistance please.
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Gr8Goomba88
  Posted: Sep 30 2005, 09:52 AM
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hey guys!
You know like in the original SMB when you pass a certain part in the stage, you can't go back. Is there a way on TGF to do that? Also, how can you make combos with a koopa shell that's already been kicked (the way to earn big points and 1ups.) and I need the movement for a hammer bro.
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Draco Icebane
Posted: Sep 30 2005, 11:07 AM
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X POSITION OF "LOL TARGET" < X ("Mario")
Set X Position of "LOL TARGET" to X("Mario")

ALWAYS
Focus X position of screen to X("Lol Target")
Focus Y position of screen to Y("Lol Target")

EDIT: Switched the order because that should run smoother; always place Always events last

This post has been edited by Draco Icebane on Sep 30 2005, 11:07 AM
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Guinea
Posted: Sep 30 2005, 12:28 PM
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Koopa Shell Combos?
Impossibility to go back?
Hammer Bros?

Excellent.
If that turns out to work glitchless, your game will be fun!
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Miles
Posted: Sep 30 2005, 09:11 PM
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QUOTE (Guinea @ Sep 30 2005, 12:28 PM)
Koopa Shell Combos?
Impossibility to go back?

If that turns out to work glitchless, your game will be fun!

Easy, besides the brammer hoes, which I might soon try to make.

Can't go back: Do what Draco said for the camera (screen positioing), then add this. So you cannot go back.

If X position of (Mario) < X("LOL TARGET") - [insert half of window size here without brackets]
Set X position of Mario to X("Mario") + "Counter - Mario Speed"
Set value of "Counter - Mario Speed" to 4 [or whatever you want]

If you use platform movement, use set speed to 4 or whatever instead of speed counter and set direction to 0.

This post has been edited by Miles on Sep 30 2005, 09:12 PM


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Gr8Goomba88
Posted: Oct 1 2005, 10:11 AM
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I forgot to include this. How can you make enemies that are far from the screen not move until you got to the point to where they are? And thanks for the info ya'll! I appriciate it! biggrin.gif
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LuigiFan
Posted: Oct 1 2005, 10:14 AM
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QUOTE (Gr8Goomba88 @ Oct 1 2005, 10:11 AM)
I forgot to include this. How can you make enemies that are far from the screen not move until you got to the point to where they are? And thanks for the info ya'll! I appriciate it! biggrin.gif

make a sensor move with the camera


enemy collides with sensor

enemy = start


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Miles
Posted: Oct 1 2005, 01:49 PM
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LuigiFan: Not exactly the best way to do it, if the enemies' movements were programmed. (AKA not using built-in platform movement, using static and your own custom movingness) But that is good.

Follow these steps for an easier way. There are a LOT of methods, but I'll show the easiest one, but you might find goombas falling from the sky if you don't use my scrolling engine.

1. Right click your goombas and other enemies. There will be a menu.

2. Highlight an option labelled "Object Preferences." Clicky.

3. In the the middle tab labelled "Extra," grey tick the box saying "Inactive object if far from window." It's enabled by default sometimes.

This post has been edited by Miles on Oct 1 2005, 01:49 PM


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Iceman3k
Posted: Oct 1 2005, 07:59 PM
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QUOTE (LuigiFan @ Oct 1 2005, 11:14 AM)
make a sensor move with the camera


enemy collides with sensor

enemy = start

Buggy believe me I tried that with Icy's Quest


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Xgoff
Posted: Oct 1 2005, 09:40 PM
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QUOTE (Miles @ Oct 1 2005, 12:49 PM)
"Inactive object if far from window."

And obviously you're NOT going to want to set that for projectiles


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Gr8Goomba88
Posted: Oct 4 2005, 09:17 AM
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One last thing! Is there a way to make a box have multiply coins inside? I really appriciate ya'lls help and I WILL try to make my last fangame da bomb! laugh3.gif
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Guinea
Posted: Oct 4 2005, 11:08 AM
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QUOTE (Gr8Goomba88 @ Oct 4 2005, 04:17 PM)
and I WILL try to make my last fangame da bomb! laugh3.gif

I like your spirit!

I really want to help you on that one, but I can't MMF/TGF. sad.gif
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Nicholas Ainsworth
Posted: Oct 4 2005, 11:55 AM
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QUOTE (Gr8Goomba88 @ Oct 4 2005, 09:17 AM)
One last thing! Is there a way to make a box have multiply coins inside? I really appriciate ya'lls help and I WILL try to make my last fangame da bomb! laugh3.gif

I guess you can make it so that you use alterable values for the block.

Use alterable values A and B.

-Once Mario hits the block and its stopped animation is playing, change the block's animation to its bumping animation and set alterable value A to 1.

-Alterable value A = 1, every 1 second, add 1 to alterable value B.

-Alterable value B >= 5 (or whatever number of your choosing) and bumping animation is finished, change animation to the >< animation.


I've never tried this before, but if what I'm thinking is correct, that's one feasible way to get it done.


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Gr8Goomba88
Posted: Oct 6 2005, 05:26 PM
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One LAST thing! (I promise ohmy.gif ).
I'm REALLY having a hard time with parallax, I tried the how-to at the main MFGG site but I just can't get the events to work correctly! unsure.gif BTW, I also wanted my game to have the events for collecting dragon coins and when if you get/ don't get them in each stage.
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Miles
Posted: Oct 6 2005, 10:08 PM
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You'll need one HELL of a mess of active objects for paralax if you plan on long levels, and that wouldn't work very well. I've tried, trust me. Flickering of image visability and such. TGF has a limit. =\ I can help with Dragon Coins though.

For Dragon Coins, use the below events and comments.

CODE
If (Mario) collides with (ONOSTEHCOIN)
 Destroy ONOSTEHCOIN
 Add 1 to OMGCOINZ counter.

If any of your Mario objects collide with a Dragon Coin with the name of your choice, you must destroy that coin and add however much to your score optionally. Add 1 to your Dragon Coin counter so you can use that in the next events.

CODE
If (OMGCOINZ) => (XX)
 Insert your own other events here, and customs actions.

If you want to have events for how many Dragon Coins you have, use that. If you do get them, use greater than or equal (=>). For not getting them, replace greater than or equal with less than. (<) Replace XX with how many Dragon Coins you need.


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Draco Icebane
Posted: Oct 7 2005, 11:22 AM
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QUOTE (Gr8Goomba88 @ Oct 6 2005, 03:26 PM)
One LAST thing! (I promise ohmy.gif ).
I'm REALLY having a hard time with parallax, I tried the how-to at the main MFGG site but I just can't get the events to work correctly! unsure.gif BTW, I also wanted my game to have the events for collecting dragon coins and when if you get/ don't get them in each stage.

In TGF, give up. This can be done, however it runs like ****, because it requires actives. Then you have to make *more* actives so that your foregrounds display above the parallax...

In MMF, you'd use the Background System Box object, place all parallax backgrounds under a Qualifier, and do this:

Start of Level
* Set Value A("Qualifier.1") to X("Qualifier.1")
+ Set Value B("Qualifier.1") to Y("Qualifier.1")

Always
* Set X("Qualifier.1") to X Left Playfield * a + value A("Qualifier.1")
+ Set Y("Qualifier.1") to Y Top Playfield * a + value B("Qualifier.1")

EDIT: The calculation is something like that. If it doesn't work right, try changing it to:

* Set X("Qualifier.1") to (X Left Playfield + value A("Qualifier.1")) * a
+ Set Y("Qualifier.1") to (Y Top Playfield + value B("Qualifier.1")) * a

Please note, that a is a static number. Usually with decimals. The number you set it to determines how quickly the background scrolls. Less than one scrolls the wrong way, greater than one scrolls the right way, and precisely one will have it align with the screen perfectly.

This post has been edited by Draco Icebane on Oct 7 2005, 11:23 AM
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