Author Topic: How to make levels work in worlds.  (Read 11322 times)

Offline Open

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Re: How to make levels work in worlds.
« Reply #30 on: June 07, 2008, 10:36:31 AM »
Another question.
What are the vehicle sprite numbers?
Dated 72dpiarmy projects] SMWLE (SMW Landmine Edition)
No current projects here... yet.
Free to do graphics/map requests for anyone, just PM me.

Offline Mint Eri

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Re: How to make levels work in worlds.
« Reply #31 on: June 07, 2008, 07:40:56 PM »
I'm guessing it's like this...

0 - hammer bros
1 - boomer bros
2 - fire bros
3 - battle tank
4 - elite battle ship
5 - battle ship
6 - mini air ship
7 - air ship
8 - elite battle tank

I don't know the actual names of the vehicles

Offline Shadoezs

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Re: How to make levels work in worlds.
« Reply #32 on: June 09, 2008, 05:01:02 PM »
i think i did it wrong because when i go play my world, i can go through the levels and i can't enter them except for the hammer bros level.

if some could fix it, the code is this:
Code: [Select]
#Version
1.8.0.2

#Music Category
0

#Width
20

#Height
15

#Sprite Water Layer
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0,0
0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,6,6,6,6,6,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,6,6,6,6,0,0,0,0,0,6,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

#Sprite Background Layer
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,185,193,193,193,193,184,0,0,0,0,0,0,0
0,0,185,193,193,193,193,205,181,181,181,181,206,193,193,193,193,184,0,0
0,185,205,181,181,181,181,181,181,181,181,181,181,181,181,181,181,194,0,0
0,195,181,181,181,181,181,208,181,181,181,208,181,181,219,216,181,206,184,0
0,195,181,181,220,181,181,181,181,181,181,181,208,181,181,221,181,181,194,0
0,195,181,181,221,181,181,207,192,204,181,181,181,181,181,181,181,181,194,0
0,195,181,181,181,181,219,188,0,182,204,181,181,181,181,181,181,181,206,184
0,195,181,181,181,181,181,206,193,193,205,181,181,181,181,181,220,181,181,194
0,182,204,181,181,181,181,181,181,181,181,181,181,220,181,219,224,218,181,194
0,0,195,181,181,181,181,181,181,181,181,181,181,214,218,181,221,181,181,194
0,0,182,204,181,181,181,181,219,212,218,181,181,181,181,181,181,181,207,183
0,0,0,182,204,181,181,181,181,221,181,181,181,181,181,181,181,207,183,0
0,0,0,0,182,192,204,181,181,181,181,181,181,181,207,192,192,183,0,0
0,0,0,0,0,0,182,192,192,192,192,192,192,192,183,0,0,0,0,0

#Sprite Foreground Layer
0,0,0,0,0,809,0,0,0,0,0,0,0,809,0,0,0,0,0,0
809,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,809,0,0
0,0,0,0,0,0,0,0,901,901,900,901,0,0,0,0,0,0,0,0
0,0,0,901,901,900,901,901,900,901,203,1,1,3,900,900,907,0,0,0
0,0,900,901,608,3,907,0,901,907,2,0,901,2,0,0,901,0,0,0
0,0,901,900,0,2,901,900,901,900,2,900,0,2,901,0,900,901,0,0
0,0,907,901,0,2,901,0,0,0,4,3,900,4,1,204,901,900,0,0
0,0,900,500,1,5,0,0,0,0,0,2,901,901,732,2,907,901,0,0
0,0,901,2,0,2,901,0,0,0,0,2,900,901,744,5,0,901,900,0
0,0,0,856,1,201,900,6,1,1,1,202,901,0,901,0,0,0,901,0
0,809,0,901,900,2,901,2,901,907,901,900,901,0,0,901,0,900,901,0
0,0,0,0,901,4,1,5,0,0,0,901,907,900,901,900,900,901,0,0
0,0,0,0,0,900,901,900,901,0,901,907,900,901,900,901,907,0,0,0
809,0,0,0,0,0,0,901,900,901,900,901,901,907,0,0,0,0,809,0
0,0,0,0,809,0,0,0,0,0,0,0,0,0,0,0,809,0,0,0

#Connections
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,5,2,2,6,0,0,0,0,0,0
0,0,0,0,2,6,0,0,0,0,1,0,0,1,0,0,0,0,0,0
0,0,0,0,0,1,0,0,0,0,1,0,0,1,0,0,0,0,0,0
0,0,0,0,0,1,0,0,0,0,4,6,0,4,2,6,0,0,0,0
0,0,0,5,2,7,0,0,0,0,0,1,0,0,0,1,0,0,0,0
0,0,0,1,0,1,0,0,0,0,0,1,0,0,2,3,0,0,0,0
0,0,0,4,2,7,0,5,2,2,2,3,0,0,0,0,0,0,0,0
0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,4,2,3,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

#Tile Types
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

#Vehicle Boundaries
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

#Stages
#Stage Type 0,Map,Mode,Goal,Points,Bonus List(Max 10),Name,End World, then mode settings (see sample tour file for details)
#Stage Type 1,Bonus House Name,Sequential/Random Order,Display Text,Powerup List
8
0,Wood Pit,15,20,2,1p6,Hammer Bros,0,5,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0
0,0smw,5,10,1,1p1,Stage 1,0,120,1,1,0,1
0,0smw,4,10,1,1p9,Stage 2,0,1,5
0,0smw,5,10,1,1w6,Stage 3,0,120,1,1,0,1
0,0smw,0,10,1,1w11,Stage 4,0
0,0smw,13,3,1,1w1,Stage 5,0,4,4,1
0,Bowsers Castle 2,16,5,1,1p7,Fortress,0,1,1,1,40,2,1
1,Toad House,1,||Pick a box. It's contents will help you on your way.,p1,p5,p17

#Warps
#location 1 x, y, location 2 x, y
0

#Vehicles
#Sprite,Stage Type, Start Column, Start Row, Min Moves, Max Moves, Sprite Paces, Sprite Direction, Boundary
1
0,0,7,9,5,8,1,0,0

#Initial Items
w1,w2,w3,w4
[cough][cough][cough][cough]cough[/cough][/cough][/cough][/cough]
My Reference
http://http://www.kumanta.com/lyrics-1291.htm

Offline KingPepe

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Re: How to make levels work in worlds.
« Reply #33 on: June 09, 2008, 05:06:20 PM »
Ignore this post
« Last Edit: June 09, 2008, 05:11:22 PM by KingPepe »

Quote from: \"JJames19119\"
Times today are just as bad what with the video game market being made up of 80% first person shooters that are 80% brown and 20% black and 100% bloom.

Offline JM Dragon

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  • Posts: 3629
Re: How to make levels work in worlds.
« Reply #34 on: June 09, 2008, 05:08:54 PM »
Code: [Select]
#Version
1.8.0.2

#Music Category
0

#Width
20

#Height
15

#Sprite Water Layer
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0,0
0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,6,6,6,6,6,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,6,6,6,6,0,0,0,0,0,6,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

#Sprite Background Layer
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,185,193,193,193,193,184,0,0,0,0,0,0,0
0,0,185,193,193,193,193,205,181,181,181,181,206,193,193,193,193,184,0,0
0,185,205,181,181,181,181,181,181,181,181,181,181,181,181,181,181,194,0,0
0,195,181,181,181,181,181,208,181,181,181,208,181,181,219,216,181,206,184,0
0,195,181,181,220,181,181,181,181,181,181,181,208,181,181,221,181,181,194,0
0,195,181,181,221,181,181,207,192,204,181,181,181,181,181,181,181,181,194,0
0,195,181,181,181,181,219,188,0,182,204,181,181,181,181,181,181,181,206,184
0,195,181,181,181,181,181,206,193,193,205,181,181,181,181,181,220,181,181,194
0,182,204,181,181,181,181,181,181,181,181,181,181,220,181,219,224,218,181,194
0,0,195,181,181,181,181,181,181,181,181,181,181,214,218,181,221,181,181,194
0,0,182,204,181,181,181,181,219,212,218,181,181,181,181,181,181,181,207,183
0,0,0,182,204,181,181,181,181,221,181,181,181,181,181,181,181,207,183,0
0,0,0,0,182,192,204,181,181,181,181,181,181,181,207,192,192,183,0,0
0,0,0,0,0,0,182,192,192,192,192,192,192,192,183,0,0,0,0,0

#Sprite Foreground Layer
0,0,0,0,0,809,0,0,0,0,0,0,0,809,0,0,0,0,0,0
809,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,809,0,0
0,0,0,0,0,0,0,0,901,901,900,901,0,0,0,0,0,0,0,0
0,0,0,901,901,900,901,901,900,901,203,1,1,3,900,900,907,0,0,0
0,0,900,901,608,3,907,0,901,907,2,0,901,2,0,0,901,0,0,0
0,0,901,900,0,2,901,900,901,900,2,900,0,2,901,0,900,901,0,0
0,0,907,901,0,2,901,0,0,0,4,3,900,4,1,204,901,900,0,0
0,0,900,500,1,5,0,0,0,0,0,2,901,901,732,2,907,901,0,0
0,0,901,2,0,2,901,0,0,0,0,2,900,901,744,5,0,901,900,0
0,0,0,856,1,201,900,6,1,1,1,202,901,0,901,0,0,0,901,0
0,809,0,901,900,2,901,2,901,907,901,900,901,0,0,901,0,900,901,0
0,0,0,0,901,4,1,5,0,0,0,901,907,900,901,900,900,901,0,0
0,0,0,0,0,900,901,900,901,0,901,907,900,901,900,901,907,0,0,0
809,0,0,0,0,0,0,901,900,901,900,901,901,907,0,0,0,0,809,0
0,0,0,0,809,0,0,0,0,0,0,0,0,0,0,0,809,0,0,0

#Connections
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,5,2,2,6,0,0,0,0,0,0
0,0,0,0,2,6,0,0,0,0,1,0,0,1,0,0,0,0,0,0
0,0,0,0,0,1,0,0,0,0,1,0,0,1,0,0,0,0,0,0
0,0,0,0,0,1,0,0,0,0,4,6,0,4,2,6,0,0,0,0
0,0,0,5,2,7,0,0,0,0,0,1,0,0,0,1,0,0,0,0
0,0,0,1,0,1,0,0,0,0,0,1,0,0,2,3,0,0,0,0
0,0,0,4,2,7,0,5,2,2,2,3,0,0,0,0,0,0,0,0
0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,4,2,3,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

#Tile Types
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,10,0,0,0,0,0,0,0,0,0
0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0
0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,12,0,0,0,0,0
0,0,0,13,0,8,0,0,0,0,0,9,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

#Vehicle Boundaries
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

#Stages
#Stage Type 0,Map,Mode,Goal,Points,Bonus List(Max 10),Name,End World, then mode settings (see sample tour file for details)
#Stage Type 1,Bonus House Name,Sequential/Random Order,Display Text,Powerup List
8
0,Wood Pit,15,20,2,1p6,Hammer Bros,0,5,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0
0,0smw,5,10,1,1p1,Stage 1,0,120,1,1,0,1
0,0smw,4,10,1,1p9,Stage 2,0,1,5
0,0smw,5,10,1,1w6,Stage 3,0,120,1,1,0,1
0,0smw,0,10,1,1w11,Stage 4,0
0,0smw,13,3,1,1w1,Stage 5,0,4,4,1
0,Bowsers Castle 2,16,5,1,1p7,Fortress,0,1,1,1,40,2,1
1,Toad House,1,||Pick a box. It's contents will help you on your way.,p1,p5,p17

#Warps
#location 1 x, y, location 2 x, y
0

#Vehicles
#Sprite,Stage Type, Start Column, Start Row, Min Moves, Max Moves, Sprite Paces, Sprite Direction, Boundary
1
0,0,7,9,5,8,1,0,0

#Initial Items
w1,w2,w3,w4

Go back into the the level editor, and use "T" to place the levels. I did that already in the quote.
 

Offline Shadoezs

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Re: How to make levels work in worlds.
« Reply #35 on: June 09, 2008, 05:10:40 PM »
Thanks JM
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Offline Danny Martinez

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Re: How to make levels work in worlds.
« Reply #36 on: June 24, 2008, 06:32:07 PM »
Thise is what it said on the tour list for gamemodes and stuff (located at smw-1.8-beta1-binsmw-1.8-beta1-bintours) read osmw it has ll the stuff in the correct order I think
prese the spoiler to see the code for it [ it looks like the regular one but a little diffrent [spoilers:dfkryep1]
Code: [Select]
#Version
1.8.0.0

#Mode Options
#0 - Classic
#On Kill - 0 for respawning on kill, 1 for shield and player keeps playing

#1 - Frag
#On Kill - 0 for respawning on kill, 1 for shield and player keeps playing
#Scoring - 0 for all kills and 1 for push kills only

#2 - Time Limit
#On Kill - 0 for respawning on kill, 1 for shield and player keeps playing
#Scoring - 0 for all kills and 1 for push kills only
#Percent Extra Time - number between 0 and 100 indicating the percent chance extra time will appear from a powerup block

#3 - Jail
#Style - 0 for Classic, 1 for Owned and 2 for Free For All
#Free Timer - None = 1, all other numbers greater than 1 are number of frames the jail will last (example: 620 is about 10 seconds)
#Tag Free - 0 = Off, 1 = On
#Percent Jail Key - number between 0 and 100 indicating the percent chance that a jail key will appear from a powerup block

#4 - Coins
#Penalty - 0 = Off, 1 = On
#Quantity - any number greater than 0

#5 - Stomp
#Rate - Relates to the number of frames between spawns. The smaller the number, the faster the spawning (example: 30 is "Very fast" and 120 is "Slow")
#Goomba Weight - any positive number including 0, used in conjunction with the other weights below.  If goomba rate is 2 and koopa and cheep cheep is 1, then there will be a 50% chance the next enemy will be a goomba (2 + 1 + 1 = 4, 2 / 4 = 50%)
#Koopa Weight - any positive number including 0
#Cheep Cheep Weight - any positive number including 0
#Red Koopa Weight - any positive number including 0
#Spiny - any positive number including 0
#Buzzy Beetle - any positive number including 0
#Paragoomba - any positive number including 0
#Parakoopa - any positive number including 0
#Red Parakoopa - any positive number including 0

#6 - Eggs
#Green Eggs - number of green eggs to play with
#Red Eggs - number of red eggs to play with
#Yellow Eggs - number of yellow eggs to play with
#Blue Eggs - number of blue eggs to play with
#Green Yoshis - number of green yoshis to play with
#Red Yoshis - number of red yoshis to play with
#Yellow Yoshis - number of yellow yoshis to play with
#Blue Yoshis - number of blue yoshis to play with
#Explosion Timer - number of seconds until eggs explode - 0 for off any positive number is the number of seconds (5 is 5 seconds until explosion)

#7 - CTF
#Speed - 0 = stationary, any number greater than 0 causes bases to move.  The larger the number, the faster they go.
#Touch Return - 0 = Off, 1 = On
#Point Move - 0 = Off, 1 = On
#Auto Return - 0 = No auto return, any number greater than 0 is the number of frames before it returns (example: 620 is about 10 seconds)
#Need Home - 0 = Off, 1 = On
#Center Flag - 0 = Off, 1 = On

#8 - Chicken
#Show Target - 0 = Off, 1 = On
#Chicken Glide - 0 = Off, 1 = On

#9 - Tag
#Touch Tag - 0 = Off, 1 = On

#10 - Star
#Time - any number greater than 0, number of seconds between scores
#Star Type - 0 = Ztar, 1 = Shine, 2 = Multi Shine, 3 = Random
#Percent Extra Time - number between 0 and 100 indicating the percent chance extra time will appear from a powerup block

#11 - Domination
#Quantity - 1 to 10 is that number of bases, 11 to 18 is #Players - 1 to #Players + 6, 19 on up is 2xPlayers - 3 on up
#Relocate - 0 = Never, all other numbers greater than 1 are number of frames until the bases relocate (example: 620 is about 10 seconds)
#Lose Bases on Death - 0 = Off, 1 = On
#Move Bases on Death - 0 = Off, 1 = On
#Steal Bases on Death - 0 = Off, 1 = On

#12 - King of the Hill
#Size - number greater than 1 (example: 3 for 3x3 base)
#Relocate - 0 = never, all other numbers greater than 0 are number of frames until the zone moves (example: 620 is about 10 seconds)
#Max Multiplier - 1 = no multiplier, all numbers 2 through 10 is the maximum multiplier that the player can achieve

#13 - Race
#Quantity - any number greater than 1
#Speed - 0 = stationary, any number greater than 0 causes bases to move.  The larger the number, the faster they go. (2 is "Very Slow" and 6 is "Fast")
#Penalty - 0 = none, 1 = one goal, 2 = all goals

#14 - Owned - None

#15 - Frenzy
#Limit - 0 = single card (like old bob-omb mode), 1 to 5 = that number of cards, 6 on up = #players - 1 cards on up
#Rate - 0 = instant, any number greater than 0 is the amount of time in frames that is between card spawns (example: 310 is about 5 seconds)
#Store Shells - 0 = Off, 1 = On
#Bob-omb Powerup Weight - any positive number including 0, used in conjunction with the other weights below.  If star powerup rate is 2 and flower is 3 and 1up is 1, then there will be a 33% chance the next powerup will be a star powerup (2 + 3 + 1 = 6, 2 / 6 = 33%)
#Fire Flower Powerup Weight - any positive number including 0
#Hammer Powerup Weight - any positive number including 0
#Feather Powerup Weight - any positive number including 0
#Boomerang Powerup Weight - any positive number including 0
#Ice Wand Powerup Weight - any positive number including 0
#Bomb Powerup Weight - any positive number including 0
#Leaf Powerup Weight - any positive number including 0
#P-Wings Powerup Weight - any positive number including 0
#Tanooki Powerup Weight - any positive number including 0
#POW Powerup Weight - any positive number including 0
#MOd Powerup Weight - any positive number including 0
#Bullet Bill Powerup Weight - any positive number including 0
#Podoboo Powerup Weight - any positive number including 0
#Green Shell Powerup Weight - any positive number including 0
#Red Shell Powerup Weight - any positive number including 0
#Spiked Shell Powerup Weight - any positive number including 0
#Buzzy Shell Powerup Weight - any positive number including 0
#Random Powerup Weight - any positive number including 0

#16 - Survival
#Thwomp Weight - any positive number including 0, used in conjunction with the other weights below.  If thwomp rate is 2 and podoboo and bowser fire is 1, then there will be a 50% chance the next hazard will be a thwomp (2 + 1 + 1 = 4, 2 / 4 = 50%)
#Podoboo Weight - any positive number including 0
#Bowser Fire Weight - any positive number including 0
#Density - number relating how fast the hazards appear, the smaller the number the faster they come (10 is "High" and 40 is "Very Low")
#Speed - any number greater than 0.  The larger the number, the faster they go. (2 is "Very Slow" and 8 is "Very Fast")
#Shield - 0 = Off, 1 = On

#17 - Greed
#Coin Life - time until coins disappear - number of frames until the bases relocate (example: 620 is about 10 seconds)
#Own Coins - 0 = player cannot collect his own coins, 1 = he can
#Multiplier = how many coins are released from players, 1 = 0.5x normal, 2 = normal amount, 4 = 2x, 6 = 3x, ect.

#18 - Health
#Start Life - Number of hearts each team starts with - number between 1 and 10
#Max Life - Number of hearts that a team can collect up to - number between 1 and 10
#Percent Extra Life - Percent chance a special heart powerup will spawn from a powerup block - number between 0 and 100

#19 - Card Collection
#Limit - 1 to 5 = that number of cards, 6 on up = #players - 1 cards on up
#Rate - 0 = instant, any number greater than 0 is the amount of time in frames that is between card spawns (example: 310 is about 5 seconds)
#Bank Time - 0 = instant, any number greater than 0 is the amount of time in frames that is between card spawns (example: 310 is about 5 seconds)
#Card Life - 0 = no cards released, any number greater than 0 is the amount of time in frames that a card lives for (example: 310 is about 5 seconds)

#20 - Phanto Chase
#Phanto Speed - Any positive number, the bigger the greater the speed (5 is normal, 2 is very slow and 7 is very fast for example)
#Yellow Phanto Quantity - Number of yellow phantos from 0 on up
#Red Phanto Quantity - Number of red phantos from 0 on up
#Green Phanto Quantity - Number of green phantos from 0 on up

#24 - Pipe Minigame
No Options
[/spoilers:dfkryep1]Its alittle more diffrent.I hope thise helps
[:

Offline Mint Eri

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Re: How to make levels work in worlds.
« Reply #37 on: July 10, 2008, 07:48:11 AM »
I was wondering...
On the point section on the .txt file, is it possible to seperate points for second place and third?  like on tours.

Offline Mario Dude

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Re: How to make levels work in worlds.
« Reply #38 on: July 22, 2008, 07:53:26 PM »
what do i put after the levels name
SUPER MARIO WAR RULES!

Offline DarkAndroid

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Re: How to make levels work in worlds.
« Reply #39 on: July 22, 2008, 11:02:32 PM »
read the new world editor topic.
also it says in the .txt file.
Quote
YOU JUST WENT AGAINST THE UNWRITTEN CODE OF /EEE/ HERE!
THAT IS WHAT YOU HAVE DONE!!!


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Offline alec2001

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Re: How to make levels work in worlds.
« Reply #40 on: March 02, 2009, 04:10:00 PM »
Okay, so I get my first (proper) world going, but it cannot read the world file. Anyone know why?
World code:
[spoilers:26r7sulc]#Version
1.8.0.2

#Music Category
0

#Width
10

#Height
8

#Sprite Water Layer
0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,4,4,0,0
0,0,0,0,0,0,4,4,0,0
0,0,0,0,0,0,4,4,0,0
0,0,0,0,0,0,4,4,0,0
0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0

#Sprite Background Layer
125,133,133,133,133,133,124,125,133,124
135,121,121,121,121,121,134,135,121,134
135,121,121,121,121,121,134,135,121,134
135,121,121,121,121,121,134,135,121,134
135,121,121,121,121,121,134,135,121,134
135,121,121,121,121,121,134,135,121,134
135,121,121,121,121,121,134,135,121,134
122,132,132,132,132,132,123,122,132,123

#Sprite Foreground Layer
0,0,0,0,0,0,0,0,749,0
0,608,1,201,0,856,0,0,761,0
0,2,0,2,0,0,0,0,2,0
0,2,0,2,0,0,0,0,2,0
0,200,1,700,121,121,203,135,204,0
0,0,0,2,0,0,0,0,2,0
0,844,1,202,0,0,0,0,844,0
0,0,0,0,0,0,0,0,0,0

#Connections
0,0,0,0,0,0,0,0,0,0
0,5,2,10,2,2,0,0,1,0
0,1,0,1,0,0,0,0,1,0
0,1,0,1,0,0,0,0,1,0
0,4,2,11,2,2,2,2,7,0
0,0,0,1,0,0,0,0,1,0
0,2,2,3,0,0,0,0,1,0
0,0,0,0,0,0,0,0,0,0

#Tile Types
0,0,0,0,0,0,0,0,0,0
0,1,0,7,2,13,0,0,12,0
0,0,1,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0
0,6,0,8,0,0,10,0,11,0
0,0,0,0,0,0,0,0,0,0
0,0,0,9,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0

#Vehicle Boundaries
0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0

#Stages
#Stage Type 0,Map,Mode,Goal,Points,Bonus List(Max 10),Name,End World, then mode settings (see sample tour file for details)
#Stage Type 1,Bonus House Name,Sequential/Random Order,Display Text,Powerup List
8
0,Block Piles,1,18,1,0,Block Piles,0,0,0
0,Bouncy Water,4,50,1,0,Bouncy Water,0,1,5
0,Alecs castle inverted,0,15,1,0,Alecs castle inverted,0,0
0,Big Tree,9,250,1,0,Big Tree,0,1
0,Underwater,2,120,1,1w5,Underwater,0,0,0,30
0,Up In The Hills,10,4,1,0,Up In The Hills,0,30,1,30
0,Bowsers Castle 2,14,250,3,0,Bowsers Castle,1
1,Toad's House,1,This is the only Toad House on this island. Choose carefully!,p1,p8,p25

#Warps
#location 1 x, y, location 2 x, y
1
1,6,8,6

#Vehicles
#Sprite,Stage Type, Start Column, Start Row, Min Moves, Max Moves, Sprite Paces, Sprite Direction, Boundary
0

#Initial Items[/spoilers:26r7sulc]


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Offline 4matsy

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Re: How to make levels work in worlds.
« Reply #41 on: March 03, 2009, 05:37:33 AM »
There's a glitch with the world editor...if you put a zero for "Initial Items", the world editor deletes it the next time you save the world, and that causes the game to be unable to read the file. Just add the zero back in and it should be fine. :)

Offline alec2001

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Re: How to make levels work in worlds.
« Reply #42 on: March 03, 2009, 10:51:32 AM »
It will read it now, but how do I set the start position? I've put the start object, but the game starts me one square down and one to the right from the start and I can't move.


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Offline alec2001

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Re: How to make levels work in worlds.
« Reply #43 on: March 03, 2009, 10:55:43 AM »
NVM, I got it. Where it said:
#Tile Types
0,0,0,0,0,0,0,0,0,0
0,1,0,7,2,13,0,0,12,0
0,0,1,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0
0,6,0,8,0,0,10,0,11,0
0,0,0,0,0,0,0,0,0,0
0,0,0,9,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0

I changed it to:
#Tile Types
0,0,0,0,0,0,0,0,0,0
0,1,0,7,2,13,0,0,12,0
0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0
0,6,0,8,0,0,10,0,11,0
0,0,0,0,0,0,0,0,0,0
0,0,0,9,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0


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Offline mamaluigi

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Re: How to make levels work in worlds.
« Reply #44 on: July 02, 2009, 12:54:40 PM »
Quote from: "MetalShadicX"
Why does it have to be so hard?
Cant you guys make it easier in the future?
For example, shift-click on the level to set it to the mode etc.
Bah. :P
don't worry! Two52 wrote that in the 1.8 Beta 2 you can insert levels right in the world editor.

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