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General SMBX Help Thread
Forum Index - Sunken Ghost Ship - Old Contests & Events - SMWCX - General SMBX Help Thread
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How do I set my level to Auto-Scroll?

I need it for the second segment of my level.
Layout by DSC
There's a sprite for that in Special Commands and Generators. F3 is the standard autoscroll, but you can take a look at the others too if you want.

Edit: Okay, I'm an idiot.

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<blm> zsnes users are the flatearthers of emulation
Originally posted by Alcaro
There's a sprite for that in Special Commands and Generators. F3 is the standard autoscroll, but you can take a look at the others too if you want.

SMBX, not Lunar Magic! #w{=P}

As for doing it in SMBX, I'm not really sure. The Event dialogue box has an Autoscroll section but I've never used it before.

However, there is a tutorial video on Youtube.
Auto-scrolling is a bit of a hassle to make work in Super Mario Bros. X. If you look in the Super Mario Bros. X editor help file, it should tell you what you need to do.

First, set the playable level border to the screen you start from when you enter the level. Then, under events, make an event that, when activated will trigger the auto-scroll. I believe there is a box marked "auto-scroll" enabled or some such thing. Check it, and then, under position, hit "Set to Current". This should confine the level to a single playable screen, after which, under auto-scroll speed, enter the appropriate values for the speed and direction you want to scroll the screen in. After this is done, go back to your level, return the section to its original size, and run it. The auto-scrolling should work properly.
Still not too familiar with sprites and what options they offer.

So, uh, it'd be swell if I had some way of punishing the player for entering the water (without making it downright lethal, since other parts of the water are meant to be swum through and that would just be weird). I was thinking of adding a porcu-puffer or two, but I didn't see those anywhere in the menu, so...

Can anyone think of an alternative? (What sprite did they replace to create the "Charlie" in this video?)

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Originally posted by WhiteYoshiEgg
(What sprite did they replace to create the "Charlie" in this video?)

Probably the rainbow shell.
Also, I guess that editing the rainbow shell or a similar sprite would work, the rainbow shell can't pass through solid blocks iirc though, so that would be a problem if you're using them where you want the Porcu-Puffer.

To make it 'swim' and to make Mario being hurt after jumping on it I'm sure that there's a code that make the NPC 'float' and a code that makes the NPC to hurt Mario (jumphurt=x iirc) somewhere.
I believe that replaces a rainbow shell. Unfortunately, the rainbow shell can be taken out with a spin jump, and due to the fact that a rainbow shell flips over if hit with a tail, that might lead to more problems than it's worth.

Porcu-Puffers aren't available in the menu, but you can make one, and I believe they have one available in the graphics pack that was linked that you can swipe for use in your level. You can see a working one in action at about :53 of this video. Unfortunately, you can't quite make it chase Mario around.
While testing my level, if a Mushroom touches the lava I get an error message and the editor closes. I don't know if this also happens in the actual game or just while testing the level in the editor, but I would like to fix it.

Here is a screenshot of the problem.
In SMW you can easily make a filter system that brings you down to small Mario and removes your reserve item.

Would anyone know how to accomplish this in SMBX?
Xirix: I fear this isn't possible to cleanly accomplish. Technically, you could walk the player into a damage combo and, using an event, press the "drop" button to drop the player's reserve item off the screen. Of course, you'd then have to take some step to ensure that the player can't reach the middle of the screen to grab it.

Item filtering is kind of a scummy technique though, and I'd really advise against it unless absolutely necessary. What do you want to use it for?

aj6666: This is a commonly known bug in Super Mario Bros. X, unfortunately. If a mushroom touches lava, there's a chance it'll crash. There's no known way around this, I'm afraid. Your best bet is to keep power-ups away from lava or, if necessary, add an impromptu couple of blocks to prevent the power-up from sailing off of the edge into the lava.
Originally posted by Din
This is a commonly known bug in Super Mario Bros. X, unfortunately. If a mushroom touches lava, there's a chance it'll crash. There's no known way around this, I'm afraid. Your best bet is to keep power-ups away from lava or, if necessary, add an impromptu couple of blocks to prevent the power-up from sailing off of the edge into the lava.


Really? Because I've had mushrooms and power-ups fall into lava a lot and the game kept running and didn't crash or anything.

Click the character on the right side of my layout to visit my Discord server and discuss and play and look at and get updates and sneak peeks of the games and other things I'm making.

The authors of these 2 My Little Pony fan games have removed their games from the Internet.
Rise of the Clockwork Stallions has been updated! Download My Little Pony: Rise of the Clockwork Stallions DX: Director's Cut and My Little Pony: Magic Shards now! Spread this link!

I'm actually not too sure what exactly causes this - I know that the crash will occur when mushrooms hit lava, but only under certain circumstances. Honestly, I don't know if it's just chance or it only occurs with a specific type of mushroom or a specific type of lava or direction or planetary alignment or what. I know that other power-ups such as the leaf/fire flower/etc. don't seem to cause the game to crash, but I've definitely experienced that crash a few times before.
aj6666: One other suggestion I can think of is to make an npc-9.txt (this is the SMB3 Mushroom) file and put speed=0 in there. That way the Mushroom will not move when it comes out the block. You can do the same with the 1UP Mushrooms and the SMW Mushrooms too.
Never thought I'd be coming here, and this may seem like a dumb question, but is there a way to have an enemy that is impossible to kill? As in no matter what you do, you can't kill the enemy?
Originally posted by FlamingRok
Never thought I'd be coming here, and this may seem like a dumb question, but is there a way to have an enemy that is impossible to kill? As in no matter what you do, you can't kill the enemy?


I believe with npc codes you can prevent enemies being hurt by jumping on them, fireballs and iceballs but not spin jumping (unless it's normally immune to spin jumping) and hammers.
Originally posted by Quill
I believe with npc codes you can prevent enemies being hurt by jumping on them, fireballs and iceballs but not spin jumping (unless it's normally immune to spin jumping) and hammers.

Darn, hoping that wasn't the case. Oh well, looks like it is time to replace graphics.
Too bad, i can't download it, it contains a virus for my laptop.
Originally posted by jellybean
Too bad, i can't download it, it contains a virus for my laptop.

If you disable your antivirus, it should be fine. It's not a virus at all. Lol

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Well, i tried downloading again, and this time it contains no virusses. Maybe because the last time i tried it was in a older version :P. But here is a noobish question: How do you expand you levels?
Originally posted by jellybean
Well, i tried downloading again, and this time it contains no virusses. Maybe because the last time i tried it was in a older version :P. But here is a noobish question: How do you expand you levels?


1. Click on Level Settings
2. Click on Right
3. Scroll the screen to the right with the arrow keys and drag the right side to expand the level. You can also do the same with vertical by using the Up or Down buttons.
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