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| « Citoyen » 1416334140000
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| How can I make water grounds invisible? |
| « Citoyen » 1416334500000
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| Invisible grounds tutorial by Mousechris: http://atelier801.com/topic?f=6&t=259154&p=1 Read the M="" section |
| « Citoyen » 1416352620000
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| How do you make a delifiante map |
| « Citoyen » 1416367080000
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missglamgirl a dit : Here is a thread explaining it. Here is a breakdown of what it is explaining. <C><P /><Z><S /><D /><O /></Z></C> This the code you start with initially. ↑ <C><P defilante="S,A,M,F" L="" H="" /><Z><S /><D /><O /></Z></C> This is the code with Defilante attached. ↑ Here is the part we are focusing now: <P defilante="S,A,M,F" L="" H="" /> S is speed, how fast do you want your map to go. A is acceleration, how fast you want your map to go faster. M is maximum speed, once the speed reaches this number, the acceleration will stop. F is free scroll, if you fall off a Defilante map you die. Free scroll either enables (1) or disables (2) it. L="" is the length you want the map to be, 4800 pixels is the most. H="" is the height you want the map to be, 800 pixels is the most. Dernière modification le 1416367380000 |
| « Citoyen » 1416499500000
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| How to make teleport long map? Sorry, but theese codes and HTMLs and etc. are SOOOOOOOOOOO hard for me ;c ( I have a bad EN too ^^') |
| « Citoyen » 1416510240000
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capufox a dit : All you need to do is plan out where you start and where you want to go. ![]() Then add grounds and set their restitution to 9999. ![]() The first lava you hit at hole will shoot you off the -45 degree lava at top. This will send you flying to the top right lava at 45 degrees. What you should notice is that when you hit that top right lava, you bounce off of it at the angle it is at. So by hitting the 45 degree lava, you shoot off at 45 degrees. Now this creates a problem, the lava is too far in the map to shoot you to cheese. The answer is simple. If we shoot off to a 45 degree lava, we end up where ever the 45 degree line intersects with a solid ground. Therefore, we can make another line to visualize this path. We want this path to insect not just with the wood ground but the cheese also. ![]() Now we can teleport to the cheese as intended. Once this is done, we can move the lava offscreen if you wish. You will have to readjust the top right lava so it remains on that line we visualized, otherwise the mice will bounce off somewhere else. This is the most simplest explanation and it can get more complicated as you experiment with different angles. So here are some tips: The third ground you hit is the angle you hit the ground at. A 45 degree ground will shoot you 45 degrees in that direction. Use lines to visualize a path you want to be teleported to. If you are making a scroll map then all you need to do is adjust the X Axis and nothing more. If using vertical scroll, you will need to adjust the X and Y Axis A more less wordy and simplified answer: >Create rough path of teleport. ![]() >Spawn three lava grounds. >Set all three lava grounds to 9999 restitution. >Let first lava ground hit you to second lava ground. >Second lava ground must be angled and be able to hit you off third lava. ![]() >Third lava ground sends you off at the angle you choose. >Use more grounds to see where the second and third lava grounds go to when adjusting. ![]() This is the best answer I can think of at the moment. Here is the Teleport Thread. Ideally, the first lava ground should be small, otherwise mice might hit the wrong area and shoot off the map. If you want a scroll map here is the XML: <C><P L="" H="" /><Z><S /><D /><O /></Z></C> L is how long you want the map with 1600 being the most. H is how you high you want the map with 800 being the most. All you need to do is type the number you want in-between the "" and load the XML. Dernière modification le 1416511260000 |
| « Citoyen » 1416805680000
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| @5467729 <--- How to make this wall gone if i touch the ground, and if i didnt touch the ground, the wall appear @_@ ? can some1 tell me ? |
| « Citoyen » 1416810240000
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kikirikirito a dit : http://pastebin.com/FaLHeaaH Input Ca="" at the <P> tags to hide everything. This is just to show you how it is done. Take out the wall at 1000,310 to make it fully disappear if that is your thing. Dernière modification le 1416810300000 |
| « Citoyen » 1416812640000
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| wow u help me alot thx :) |
| « Citoyen » 1416817140000
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| How do I make elevators? |
| « Citoyen » 1416846000000
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kittencutez a dit : http://pastebin.com/EPKi4HtD I included both platform movements to show that they both use the same string joints. It is just in different axis now. The <JR /> spins the dynamic ground. The <JD /> ensures that that the dynamic ground is linked to the platform while allowing it to move around a bit. The <JP /> makes sure the platforms stays on their axis. If you look closely you will see I also use P1 tags. These are to reduce the ground usage when making maps. If making a vertical platform, make sure the X stays the same. If making a horizontal platform, make sure the Y stays the same. The dynamic grounds also have a max mass, this is to further stabilize it. The platforms are also a bit jerky, to solve this just put a LIM2="" with the JP tag. Simply divide by how far you want the platform to move by 30 then input that number between the "". |
| « Citoyen » 1416976500000
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| How do I make drawings in viprin's art editor to where they can collide with mice/other grounds? |
| « Citoyen » 1416979020000
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| You can't. You need to place (invisible) grounds under the art. |
| « Citoyen » 1417034640000
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xanthefleur a dit : Okay, and since whenever I load the art into the editor, it doesn't show up while editing, then how do I know where to place the grounds? |
| « Citoyen » 1417035000000
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pythonkeeper a dit : You need to put at least one ground in the Editor after you load your art. After that, you just keep placing grounds around the art as best as you can. Once you do that, you can then make your grounds invisible by using invalid color. I personally use "fffffffff". |
| « Citoyen » 1417194540000
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| How do I use the LIM2="x" code? I tried implementing it to smooth ground movement, but I just made things worse. I must be positioning it wrong, or missing something. Thanks. Dernière modification le 1417197960000 |
| « Citoyen » 1417210800000
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sarkazm a dit : If you set the axis to 1,0 or -1,0 the ground will still move freely but fixed on an axis. LIM2 is the direction that moves along the axis. So if you put LIM2 on -1,0 then the ground will only go so far left but moves freely to the right. You use LIM1 and LIM2 collectively to show where grounds can go and cannot go. To use the LIM tags, you need to convert in-game pixels to whatever thing the LIM uses. Stretch a rectangle ground over the moving grounds + then stretch it to how far you want it to go along that point. Take that number then divide by 30. This number will be what you use in the LIM1="" LIM2="" tags. For example: ![]() If the Axis is set to 1,0 then the LIM2 will be right. But if the Axis is set to -1,0 the LIM2 will be left. Dernière modification le 1417211040000 |
| « Citoyen » 1417212720000
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| This is quite helpful, but could you give an example of it being used in code? |
| « Citoyen » 1417214280000
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sarkazm a dit : http://pastebin.com/2JFDFHTT The distance between Left and Center Red Rectangle is 395. Divide that by 30 to get your LIM1 and LIM2. Since LIM1 is opposite from LIM2, I set the number to a negative. Dernière modification le 1417214700000 |
| « Citoyen » 1417214580000
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| Im trying to make movable AND have collision with mice viprin art, I made the art, made it dynamic and connected dynamic grounds to the ground that moves the art, but when I validated it, it kept bouncing! ![]() (The grounds are different colours so I can see them better when connecting them, I was gonna make them invisible later) Help! |