Posted: 13 Feb 2016, 13:32
Ah, so create a layer named "Att-Screen(*)" and put the "world 1-1" in this layer.
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Edit: Well.. even through it is working, it is NOT always working. From the editor it seems to have an error rate of 50 % lol. Means = with every start-up there is a chance it is working. In further 25 % of the cases the layer itself moves once after starting a little bit to the left, for whatever reasons.
But since it is basically working, this seems to be an generic programming issue only fixable by 5438A38A himself.
Where did you get that information ? Has 5438A38A instructed you already with further usage of "functions" and stuff like that, this would be my guess at least.
-Added some special events that automatically triggers when certain conditions are met.(AutoRun-Event)
-Name list:Level - End,Player - GotHurt,Player - GotItem,Player - GotNPChurt,Player - Swimming,Player - Warping,NPC - Death,NPC - Killed,Timer - Over,etc.
-Added API layers.Objects in these layers are locked in a special position.
-Name list:Att-Player1(*),Att-Player2(*),Att-Screen(*),Att-ScreenII(*).'*' can be any vaild characters.
-'Attach to Layer' function is not available to NPCs in these layers.
-spinjump:can the NPC be killed by spin jumps or not.
-To be compatible with jumphurt,this one should be set the same time you set jumphurt.
-spinjumphurt:can players get hurt trying spin-jump the NPC.
-waterjumphurt:can the NPC be stomped to death under water.
-To be compatible with jumphurt,this one should be set the same time you set jumphurt.
-nolava:can the NPC be killed by lava.
-nohammer:can the NPC be killed by hammers.
-health:hitpoints for the NPC,can only be a const.
-holdgenerator:makes the NPC hold a NPC generator itself.
-Usage:holdgenerator = x , y , id , Delay , Speed , Angle , [Optional L = 1] , [Optional R = 360] , [Optional AC = 1]
-Parameters:relative position of NPC(x,y),generating interval,initial speed,initial angle,branches,range,whether the direction changes according to the facing of NPC.
-Be careful,you may make lakitus throwing lakitus using this,producing deadly lags.
-framestyle:(additions)
-framestyle=3 Animations are not played automatically.
-framestyle=4 Animations are only played once.
-framestyle=5,6,7£ºMuch the same as 0,1,2.Differences:GFX will have a downward offset 'NPC special setting value * NPC original frame number',for example,player fireballs are using this.
-fireballdmg:damage taken when hit by fireballs.
-jumpdmg:damage taken when hit by stomps.
-hammerdmg:damage taken when hit by hammers.
-shelldmg:damage taken when hit by shells.
-lavadmg:damage taken when hit by lava.
-tailspindmg:damage taken when hit by tail spins.
-blockhitdmg:damage taken when hit by blocks.
-explosiondmg:damage taken when hit by bombs.
-float:is the NPC affected by buoyance,only makes sense when nogravity is set to 0,for example,SMB3 platforms are using this.
Aaah, I guess this is supposed to imitate World 4-1 lakitus of SMB1?-Parameters:relative position of NPC(x,y)
So, it is a bug indeed.Catskart wrote:This problem with "Att-Screen(*)" is related with the Scrolllok.
Catskart wrote:But there are no problem if you use "WORLDINFOL", just, you forgot to tick "Enable" in the event "ScreenXStart" and you must add the line "val(ScreenX) = sysval(Player1scrX) in the second script after the Y version.
Either he did read my post or this is a pure accident.-The number of star coins are now shown on the world map.
Don't worry, I already extended my todo list and I already has drafts for layers and events on world map. So, I'll start works on action-styled events (by anyway, there are convertable into classic events with with partial losses (for example, unsupported controls or actions)). World map will take action-styled events now instead of classic styled, BUT, how I already told, there are will be compatible with 38A's world map eventsmariofan 64 wrote:And Wohlstand needs to add stuff to the editor before he can have full support of the 1.4 files, because there's some new stuff that would not be loaded, like world map layers and events, and 1-time levels. :o
So, he could use myorder priorities table to keep order of BGO's as-is:ILikeWoods wrote:I just noticed the order of background objects has been 'rearranged' (?), my project map is now a mess. It would be nice if the former order of 1.4.1 could be kept!
Code: Select all
//Built-in order priorities per SMBX-64 BGO's
const int _smbx64_bgo_sort_priorities[190] = {
44,25,27,25,33,27,27,27,27,27,5,4,13,3,37,2,2,30,30,30,18,18,51,51,51,7,29,29,33,1,
28,28,33,39,39,24,37,34,1,1,1,1,5,5,56,56,3,48,59,58,58,14,14,14,14,14,14,11,14,4,
5,34,34,1,6,5,19,55,55,47,47,47,47,47,1,0,1,1,8,33,20,6,7,37,21,37,46,46,31,31,
31,46,22,38,38,39,5,39,17,47,8,8,23,46,46,50,46,34,34,9,10,10,10,26,11,12,12,12,24,24,
21,21,21,21,21,22,22,22,41,43,42,11,12,32,32,32,53,53,45,45,46,20,54,21,54,22,22,23,23,19,
20,24,9,52,52,52,52,5,5,8,49,20,40,7,6,6,7,7,6,16,16,5,36,35,35,35,35,35,35,35,
35,35,35,35,15,9,57,57,13,13
};
Catskart wrote:-spinjump:can the NPC be killed by spin jumps or not.
-To be compatible with jumphurt,this one should be set the same time you set jumphurt.
-spinjumphurt:can players get hurt trying spin-jump the NPC.
-waterjumphurt:can the NPC be stomped to death under water.
-To be compatible with jumphurt,this one should be set the same time you set jumphurt.
-nolava:can the NPC be killed by lava.
-nohammer:can the NPC be killed by hammers.
-health:hitpoints for the NPC,can only be a const.
-holdgenerator:makes the NPC hold a NPC generator itself.
-Usage:holdgenerator = x , y , id , Delay , Speed , Angle , [Optional L = 1] , [Optional R = 360] , [Optional AC = 1]
-Parameters:relative position of NPC(x,y),generating interval,initial speed,initial angle,branches,range,whether the direction changes according to the facing of NPC.
-Be careful,you may make lakitus throwing lakitus using this,producing deadly lags.
-framestyle:(additions)
-framestyle=3 Animations are not played automatically.
-framestyle=4 Animations are only played once.
-framestyle=5,6,7£ºMuch the same as 0,1,2.Differences:GFX will have a downward offset 'NPC special setting value * NPC original frame number',for example,player fireballs are using this.
-fireballdmg:damage taken when hit by fireballs.
-jumpdmg:damage taken when hit by stomps.
-hammerdmg:damage taken when hit by hammers.
-shelldmg:damage taken when hit by shells.
-lavadmg:damage taken when hit by lava.
-tailspindmg:damage taken when hit by tail spins.
-blockhitdmg:damage taken when hit by blocks.
-explosiondmg:damage taken when hit by bombs.
-float:is the NPC affected by buoyance,only makes sense when nogravity is set to 0,for example,SMB3 platforms are using this.
I asked Wohlstand about it already and he considered a seperate forum section for that.DarkMecha wrote:Would be okay if I make a new topic for the bugs on SMBX 1.4.2 and other topic exclusively for the suggestions and ideas? I think we really need to do that because some ideas / bugs reports are a bit disorganized, however I'd like to consult staff's opinion before do it.