Map Editor Q&A |
Sarkazm_lol « Citoyen » 1435768440000
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How do you create sticky grounds? This has probably been asked countless times, but I can't seem to manage it. |
Tdpnice « Citoyen » 1435902660000
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Mousechris a dit : thx |
Pamdecp « Censeur » 1435923540000
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Sarkazm a dit : Impuredeath made a tutorial about stickys here! |
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Sarkazm a dit : There is also 1 way to make Sticky grounds. Take a Ground. Make it Dynamic and put Mass which you will remember like 1234. And then copy the XML and Paste it in a Notepad or something. And Find 1234. Change it into 0.0001 How to make Circuit maps? Dernière modification le 1436037720000 |
Haruhitastic « Censeur » 1436020620000
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Sohb a dit : There's a tutorial in the first post of the thread if that helps. For the check points, it seems you need to put clouds, as per a post I found (in Portuguese). "Coloca as nuvens para marcar o checkpoint, e posteriormente, em sequencia (as nuvens também devem ser em sequencia) coloque tocas dentro da nuvem." ("Put clouds to mark the checkpoint, [the clouds should be in a row] then put holes on the clouds.") Dernière modification le 1436020980000 |
Bushmeister « Consul » 1436030280000
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Hi all. Do any of you have images of all backgrounds in map editor(Full size, 800x600)? |
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Haruhitastic a dit : Oh Okay , Thanks :) |
Mousechris « Censeur » 1436138340000
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Bushmeister a dit : Well first the map isn't 800x600, it's 800x400 you can find all images here But the ones that are 800x400 that I could find are x_bouboum/x_fond/x_f0.jpg x_bouboum/x_fond/x_f1.jpg x_bouboum/x_fond/x_f2.jpg x_bouboum/x_fond/x_f3.jpg x_bouboum/x_fond/x_f4.jpg x_bouboum/x_fond/x_f5.jpg x_bouboum/x_fond/x_f6.jpg x_bouboum/x_fond/x_f7.jpg x_evenements/x_fondHalloweenMap2.jpg x_evenements/x_fondHalloweenMap2.jpg x_nekodancer/x_mondes/x_1.jpg x_nekodancer/x_mondes/x_10.jpg x_nekodancer/x_mondes/x_11.jpg x_nekodancer/x_mondes/x_12.jpg x_nekodancer/x_mondes/x_13.jpg x_nekodancer/x_mondes/x_14.jpg x_nekodancer/x_mondes/x_15.jpg x_nekodancer/x_mondes/x_16.jpg x_nekodancer/x_mondes/x_2.jpg x_nekodancer/x_mondes/x_3.jpg x_nekodancer/x_mondes/x_4.jpg x_nekodancer/x_mondes/x_5.jpg x_nekodancer/x_mondes/x_6.jpg x_nekodancer/x_mondes/x_7.jpg x_nekodancer/x_mondes/x_8.jpg x_nekodancer/x_mondes/x_9.jpg x_transformice/x_maps/x_hw2014/x_1.jpg x_transformice/x_maps/x_hw2014/x_1av.png x_transformice/x_maps/x_hw2014/x_2.jpg x_transformice/x_maps/x_hw2014/x_3.jpg x_transformice/x_maps/x_hw2014/x_3.jpg x_transformice/x_maps/x_papaques_2015/map1.jpg x_transformice/x_maps/x_papaques_2015/map2.jpg x_transformice/x_maps/x_peche2014/x_jungle.jpg x_transformice/x_maps/x_peche2014/x_jungle2.png x_transformice/x_maps/x_peche2014/x_montagne.jpg x_transformice/x_maps/x_peche2014/x_montagne2.png x_transformice/x_maps/x_peche2014/x_nuages.jpg x_transformice/x_maps/x_peche2014/x_nuages2.png x_transformice/x_maps/x_peche2014/x_plage.jpg x_transformice/x_maps/x_peche2014/x_plage2.png x_transformice/x_maps/x_peche2014/x_temple.jpg x_transformice/x_maps/x_peche2014/x_temple2.png x_transformice/x_maps/x_peche2015/map-aventure-1.jpg x_transformice/x_maps/x_peche2015/map-aventure-1-foreground.png x_transformice/x_maps/x_peche2015/map-aventure-2.png x_transformice/x_maps/x_peche2015/map-aventure-2-foreground.png x_transformice/x_maps/x_peche2015/map-aventure-3.jpg x_transformice/x_maps/x_peche2015/map-aventure-3-foreground.png x_transformice/x_maps/x_peche2015/musee-vide.jpg x_transformice/x_salon801/x_bar.jpg x_transformice/x_salon801/x_ciel.jpg x_transformice/x_salon801/x_jardin1.jpg x_transformice/x_salon801/x_jardin2.jpg x_transformice/x_salon801/x_place.jpg x_transformice/x_salon801/x_pont.jpg x_transformice/x_salon801/x_resto.jpg x_transformice/x_salon801/x_sona.jpg Btw it took me about 30 minutes to an hour to get every one of those links and open them to see if they were 800x400 so yeah :P but realize the map doesn't have to be normal size, and it's "full size" is like 4800x800 or something, so it goes a long way if you know how to extend it, you can extend it to fit other backround and such, try going here to see how to extend the map/make it scroll. Dernière modification le 1436138400000 |
Bushmeister « Consul » 1436181300000
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Mousechris a dit : Thanks a lot! |
Papero « Citoyen » 1436251020000
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Mousechris a dit : Actually someone told me large lines cause the lag, if I remember correctly. That's why cjobjects don't seem to lag but giant pieces do. There's a few methods to employ when going over the limit while they all depend on the same idea but it depends what you want to do with your art. Like if your art is supposed to be a mechanism there's more steps you'd have to take Dernière modification le 1436251140000 |
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hello, is it a new thing that water grounds are shaped as a perfect rectangle now? |
Mousechris « Censeur » 1436264280000
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Epalk a dit : Not new, but not old either, it's been like that for about a month at least, maybe 2, idk, basically it's been a while but not like a long while, I noticed this a while ago I'd say its an improvement |
Haruhitastic « Censeur » 1436300640000
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Paperonaruto a dit : Can confirm as someone who has an awful computer x) |
Mousechris « Censeur » 1436340960000
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Yeah I'd recommend using lines only up to 30 L, this allows for a large area to be covered and also means you can shade well, using lines that are like 50 L will cover a large area but it doesn't give a lot of room to shade, and can be laggy. You can shade by simple changing the color of a line under one line, which is why 30 L does a nice job, because it will require at least 10 lines for a proper body, that's 10 shades you could try. |
Spyplex 1436346720000
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[Modéré par Whiskypickle, raison : Please submit your maps over in the Map Submission area according to the rules of each thread, thanks.] |
Sweetiehun « Citoyen » 1436423940000
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How can I make doors like this? I've tried but it did not work. |
Papero « Citoyen » 1436525340000
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Haruhitastic a dit : You must suffer a lot in my maps, I'm so sorry ;^; |
Mousechris « Censeur » 1436568300000
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Sweetiehun a dit : Look at this <C><P /><Z><S><S H="177" P="0,0,0.3,0.2,0,0,0,0" L="789" X="448" Y="442" T="0" /><S H="118" P="0,0,0,0.2,0,0,0,0" L="34" X="328" Y="237" T="1" /><S H="119" P="0,0,0,0.2,0,0,0,0" L="28" X="442" Y="234" T="1" /><S H="20" P="1,1,0.3,0.2,0,1,9999,9999" L="81" X="386" Y="256" T="0" /><S H="79" P="1,1,0.3,0.2,0,1,9999,9999" L="24" X="415" Y="259" T="0" /><S H="50" P="0,0,0.3,0.2,-20,0,0,0" L="218" X="225" Y="247" T="0" /><S H="103" P="0,0,0,1.2,0,0,0,0" L="170" X="71" Y="392" T="2" /></S><D><DS Y="319" X="285" /></D><O><O X="412" C="22" Y="254" P="0" /></O></Z></C> As you can see the damping is 9999 for both and the mass is 1, I'm not sure how to explain what's going on, as in the game it seems 0 has more mass than 1, but whatever. Basically it keeps the grounds in the air, and all you have to do is push them with your mouse. There's other combinations of masses to get you slower movements too, so experiment around. |