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1. How is everyone making breakable blocks? 2. How do I set where the exit of a level is? 3. How do I set the length and width of a level when creating it? 4. Why, when I look at level one of the original game in the editor, is the bottom of the big pit at the end that has spikes in it chopped off? (I might have been stupid on this one and not been at the very bottom, but I think I was smart enough to make repeated attempts to drag farther down on the mini map.)
------------------ "Si hanc sententiam legere potes, tum es et optime educatus et non habitus vitam."
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Originally posted by LoneIgadzra: **1. How is everyone making breakable blocks? 2. How do I set where the exit of a level is? 3. How do I set the length and width of a level when creating it? 4. Why, when I look at level one of the original game in the editor, is the bottom of the big pit at the end that has spikes in it chopped off? (I might have been stupid on this one and not been at the very bottom, but I think I was smart enough to make repeated attempts to drag farther down on the mini map.)
**
1: Choose "Edit Crunch Dir Mode" or something like that from a menu. 2: Choose "Level Exit" or something like that from the Bonouses menu. 3: Uh, It's in a dialog that pops up whenever you make a new level. 4: Use 8/4/5/6/2 on the keypad to scroll
------------------ "They want the federal government controlling Social Security like it's some kind of federal program." -- G.W. Bush "Rarely is the question asked: Is our children learning?" -- G.W. Bush "Keep good relations with the Grecians." -- G.W. Bush Bush is a moron! VOTE FOR ALBERT GORE!
Originally posted by aschaaf_86: **1: Choose "Edit Crunch Dir Mode" or something like that from a menu. 2: Choose "Level Exit" or something like that from the Bonouses menu. 3: Uh, It's in a dialog that pops up whenever you make a new level. 4: Use 8/4/5/6/2 on the keypad to scroll
1: Tiles Menu > FG Crunch Kind Mode Click on the tile to make it a crunch tile. Keep clicking to select type. 0- Fireball or spin jump 1- Fireseed 2- um? 3- Breakable when Ferazel stands on it 4- Ziridium Fireseed?
FG Crunch Dir Mode changes from which direction they can be destroyed from.
2: Yeah, the level exit is just a sprite you can move around. To edit where the level exit goes to use place and edit map nodes. Use the links to node fields to type in the level numbers that you can exit to. If your level has multiple exits, you have to edit the level exit sprite. In the info fields type which # of the links to node field it corisponds with. If it doesn't open any new levels on the map type -1 in the info field.
3: It's the main forground tilemap size fields. What do the back and middle layer map sizes control, and why can't you change the bkgd tile size?
4: Don't use the mouse to scroll unles you want to hop to somewhere on the map. Use the keypad keys.
------------------ (url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/Ultimate.cgi?action=email&ToWhom;=Burnum")Stephen(/url) ż' ((url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/ubbmisc.cgi?action=getbio&UserName;=Burnum")The Burnum Man(/url)) (url="http://"http://AppleInfo.net")http://AppleInfo.net(/url) - Once a cool Apple site (url="http://"http://SaveMax.org")http://SaveMax.org(/url) - Once a cool MacAddict site I really don't know why you would vote for Bush. In fact, I'm a little scared on what he might do to the country, if he was elected. On the other hand, I don't really support Gore. But, I'm not going to vote for Nader. It would be taking votes away from Gore, and he needs all the votes he can get. VOTE GORE TO KEEP BUSH OUT OF OFFICE!
This is the code spamguy gave us awhile back: ** Select "FG Crunch Dir Edit Mode" and click where you want the breakable block. Keep clicking to cycle through the different kinds. Currently only the 4-arrow all-directional kind is supported. Select "FG Crunch Kind Edit Mode" to change the type of block.
(0) regular (1) takes 3 hits (2) takes a fire seed (3) crunches under your feet (4) requires the ice pick **
Hope that helps.
Thanks for the crunch tile help. And I can't believe I didn't notice the size fields when I created a level just to see if that was where you entered the size.
Another thing I'm wondering is how do I get rid of a block of red text that used to be where the exit was on a level I am editing from the orginal set that says something about an overlay. I've figured out that overlays are just graphics that Ferazel will appear to be behind in the game, but I can't figure out how to get rid of them. Its probably in a menu command somewhere, but I have a real problem finding things with the shear number of choices that most menus present.
Tiles > Clear all Wind/Overlay tiles
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Thanks again!
It occurs to me that my questions probably look pretty stupid...
Question On Crunch Tiles:
You know how you can change the arrow directions on crunch tiles, by selecting crunch dir edit mode. I can't seem to figure out how they work. They seem breakable from all sides even when I have only one side selected.
I think I read that only thing that's supported is all four directions.
I need Help!! In my 1st level, ferazel can go through walls!! Enemies, too. Also, where do you write what signs say? And, how do you make walls breakable?
Originally posted by cat99: I need Help!! In my 1st level, ferazel can go through walls!! Enemies, too. Also, where do you write what signs say? And, how do you make walls breakable?
'Ferazel can go through walls!' You did not define the purpose of FG and/or BG tiles; if you started a level from scratch rather than copying the info from other levels (as is the norm), nothing is defined. Ferazel has no way of knowing what tiles do unless you tell them what to do. I bet you're having problems with spiked tiles, since Ben usually doesn't define what isn't needed. Go to "Define FG Tiles" menu item, and look for the four tiles in which spikes are embedded in the ground. type in the following:
202 (skip the next four tiles, since they aren't spiked) 200 203 201
'What do you write in what signs say?' Hack into your level with ResEdit. Create an STR# resource ID 500. Create a new field within 500 for every sign text in your world. Then, in MASCOT, let the sign's INFO(0) equal the field number with the text in it. I believe it starts with 1...?
'And how do you make blocks breakable?' Quoting from Ben himself:
Select "FG Crunch Dir Edit Mode" and click where you want the breakable block. Keep clicking to cycle through the different kinds. Currently only the 4-arrow all-directional kind is supported. Select "FG Crunch Kind Edit Mode" to change the type of block.
(0) regular (1) takes 3 hits (2) takes a fire seed (3) crunches under your feet (4) requires the ice pick
------------------ Er...perhaps it is time to get rid of the electoral college. Or at least make Florida divvy up its votes. Anything that keeps Bush locked up in the Guv's mansion, out of trouble.
Thanks for the tips! I got the sign stuff working, and the breakable blocks. Ferazel sitll, however, goes through walls, and I started from a World Data file. There's static around the spikes. too. Ferazel also sometimes can't hoist himself up onto a ledge. Fish swim out of water!! Also, when ferazel is in green water, he doesn't show up--just a white blob Bubbles and the rim around the water is a dark red!
Originally posted by cat99: Thanks for the tips! I got the sign stuff working, and the breakable blocks. Ferazel sitll, however, goes through walls, and I started from a World Data file. There's static around the spikes. too. Ferazel also sometimes can't hoist himself up onto a ledge. Fish swim out of water!! Also, when ferazel is in green water, he doesn't show up--just a white blob Bubbles and the rim around the water is a dark red!
Try setting level info(0) to 0.
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Thanks. It helped--a little. Ferazel still can't hoist himself up onto ledges! it's frusterating. Fishes still come out of water!Static is gone, and poison liquid looks right now. Also, Feraze can stic his head upinto the ceiling!! What's wrong?!?
HELLP!!! For some wierd reason, ferazel acts fine around the part of the level I didn't modify. He can host himself up. and doesn't go through ceilings However, with everything I changed, he doesn't hoist himself up and his head goes through the roof!!Enemies sometimes go through walls. My level info settings are the same as the original level file. Also, how do you mke a button open a rock barrier? I have the # right in the sprite infos, but it stil doesn't work.
Dunno about the first question.
About the second: make sure you have the sprite # of the button pressed in info(0) of the rock barrier. Make the info(0) for the button = 1, because that keeps it pressed down.
Thanks. That helped. I have come across a new problem though: How do you make a conversation stop? Mine just goes around and around. And I still have that annoying problem of ferazel's head going into the ceiling.
Ferazel's Wand terminates a conversation when a goto sends the program to a line with no commands on it, or a nonexistent line. Line 20 does not exist, so if it the conversation is directed to that, the conversation will stop.
Thanks. How do you how make freazel say something different when you talk with a person a second time? Also, how do I make ferazel's picture and the dying guy's picture show up when they talk? And, when I try to go to my 2nd level, the game says it doen't have enugh memory. Increasing memory allocation doesn't help.
Many things a FAQ could clear up right away.
First question: that involves setting flags. Have it so a flag is set while you are talking to the person the first time. In the pre-conversation actions, have it so it checks to see if this flag is on or off, and have it direct to the appropriate lines. I'm away from MASCOT, so I can't tell you exactly what numbers need inputting. But that's the system for flags.
Second question: Hack into Ferazel's Wand Sprites. All portraits will be in the PICT resource, somewhere. Take the ID of the portraits you want, and put them in the conversation window fields under where the speaker's name goes.
Third question: Check your level exit info fields. If info(0) = 0 when you check it, set it to 1 instead. If it's 1, set it to 0. (Bonus fact: -1 makes you retreat to past levels. 2 sets you ahead of the next level; ie, two levels ahead).