Description: Report bugs and ask questions regarding PGE here.
Forum rules: Here you can ask any question related to PGE Project components:
I have already suggested Layer->Destroy(bool perform_effects) which destroys all blocks, BGO`s and NPC`s on given layer with option to play dectruction effects on all affected items.Squishy Rex wrote:I could see how that would work, but I don't know how useful it would be, except for some sort of rapid deletion of blocks. It's definitely a creative idea though and it may serve a purpose in the future.
Alucard means engine's event action which will destroy all items of target layer in the game process.Veudekato wrote:You can delete layer and objects will be deleted too
This will be done for sure.sky2 wrote:IDK if this was mentioned... But what about online play? I'm not talking about the editor or collab levels. Just multiplayer where you can play episodes through internet, hamachi, comodovpn and so on.
sky2 wrote:Sizable warps... I want it, for Instant warp type...
Ow, yea, this is a WRONG calculation thing in the SMBX, it should CALIBRATE, to fit player to NEAR block, but NOT over them (I will make better formula which will solve this issue). Also I will build able use multiple checkpoints. It is SIMPLE and EASY to implementing (I will store special array of checkpoinds and will mark gotten to correctly detect which points was taken and which point is last [where I should put player after it's fail]).bossedit8 wrote:What I surely want to suggest is to add a function to the Checkpoint that if you die while the Checkpoint has been touched and go to a different Level that the Checkpoint still has it's function like in Super Mario World since over there, even if you go to a different Level, the Checkpoint from the previous Level is still active and you always start at the Midway until you beat the Level entirely or getting a Game Over by losing all of your existing Lifes (1UPs).
The other thing by the Checkpoint behavour is to manually place the Starting Player for the Checkpoint so you don't have to always Start right where the Checkpoint is and to prevent from any glitching ups like if you put a sizeable tile right at the checkpoint you always start at the top in SMBX which is sometimes a very bad idea.
bossedit8 wrote:Oh yeah, I also noticed that on SMBX Level Editor inside the NPC Window that before you can place an NPC in you can change directions to either Left where it goes left first once it is activated, on Right where it goes right first or even at Random which it either goes to left or right. There are other NPCs that goes up and/or down of course and that counts on all of the Para-Enemies and Sushies that connects with the "NPC Advanced Section".
So about my suggestion is to add a Function on the Editor so that in the Game it always goes towards the player once it is activated like if that NPC has been activated to the right side, it goes to the left and if it started on the left, it goes right. The Name of the Button can be anything you like but I would of say something called "Follow" or "Towards" but there are way more possibilities to add in.
The samething goes to an NPC Function that is going away from the player once it is activated like if it has been activated from the right side, it goes to the right and if it has been activated to the left, it goes left. It can be called "Away" but like I said, the Name can be anything.
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