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- ego-lay_atman-bay
-
500+ posts
Expanded Super Mario Maker v.6 Level Share Forum.
yesterday i was creating a level, i picked on game mechanics the music for underwater, then i played a level in course world that was overworld theme but played underwater, that happend to every single levelI'll check it out and tell you if it's a bug or notwhat do you mean? it's supposed to do that. Or do you mean it plays the theme music? there's a bug when i set a music on game mechanics, whan i play the level will always play the same music, how do i fix that bug?
Lyotogames: like i put the music to overworld, i play 100 mario challenge on a castle and then play overworld theme
EDIT: do you mean that the last level in 100 mario isn't a castle? If so, it's supposed to do that.
ok, so do you mean that when you change the theme the music stays the same?
- lyotogames
-
100+ posts
Expanded Super Mario Maker v.6 Level Share Forum.
ok, so do you mean that when you change the theme the music stays the same?
yes that's what i mean
yes that's what i mean
- SmartCoolGuy
-
100+ posts
Expanded Super Mario Maker v.6 Level Share Forum.
{{user:SmartCoolGuy}{name:Luigi Wins By Doing Absolutely Nothing}{theme:1}{time:500}{x_max:512}{y_max:128}{x_start:6}{y_start:8}{camera_x_max:512}{camera_x_min:1}{camera_y_max:128}{camera_y_min:1}{difficulty:1}{gameplay:i2a4i3a3i141a2i2a2ia2i7a2i2ai2a2i9ai2a2ia2ia2i6a2i2a2i2ai2ai2ai8a2ia2i2ai2ai7a2ia2ia2ia2ia2ia2ia2iai2aia2iai2a2ia21i8a2i2aia2ia3i2ai2ai2ai2ai2ai2ai2ai3ai19a2i3ai5a2ia2ia2i213a}{background_color:1}{this project:1}{character:1}{airjump:1}{music:1}} #6#7#1# #9#3#0# #26#1#0# 47{load:b5{movement:wait}{speed_track:0}{speed:16}}# #33#1#0# 47{load:b5{movement:wait}{speed_track:0}{speed:8}}# #2#1#47# 64# #433#2#0# 1# #8#2#0# #18#1#0# #2#1#47# #15#1#0# #5#1#10# #2#127#0# #7#1#26{speed:0.3}# #4#127#0# #1#2#47# 10# i6# 1# #2#126#0# #11#1#0# 1# 52{contain:b5{movement:wait}{fall_max:2}{weight:0.25}}# #3#126#0# #1#2#0# 47# #2#1#48# #2#1#0# #10#1#26{speed:0.5}# #5#1#i6{sprite:34}# #7#126#0# #2#1#47# #432#126#0# #3#1#6# #1#3#1# 1# #1#2#1# 0# #3#125#0# #8#1#26{speed:0.2}# i6# #4#1#26{speed:0.2}# #1#125#0# 26{speed:0.3}# #3#1#26{speed:0.3}# #2#125#0# i4# #1#125#0# #3#1#0# #1#5#48# 0# #15#125#0# #2#125#0# #1#6#47# #3#2#0# 8# #1#124#0# #9#124#0# #4#124#0# #4#124#0# #1#124#0# #3#1#18# #1#3#0# #1#124#0# e2# #1#123#0# #1#123#0# 48# 47{load:b5{movement:wait}{speed_track:0}{speed:16}}# 1# #3#1#5# 50# #1#2#48# 0# #2#121#0# lsign right# #1#121#0# 0# lforest wood 2# #1#121#0# 50# #2#1#50# #1#4#0# #2#1#48# #1#120#0# #1#3#0# i6{type:horizontal}# #3#2#0# #4#120#0# #1#2#lforest wood 2# #1#119#0# #1#2#lforest tree branch right# 0# #1#118#0# lforest tree branch left# 0# #1#117#0# i6{type:horizontal}# lforest foliage b# lforest wood 2# #1#2#0# #1#116#0# lforest tree branch left# #1#115#0# #1#114#0# lforest foliage# #1#113#0#
#Intro My Profile
#Intro My Profile
Last edited by SmartCoolGuy (June 11, 2020 19:09:10)
- SmartCoolGuy
-
100+ posts
Expanded Super Mario Maker v.6 Level Share Forum.
I want the message box very much. So pls work on it
Last edited by SmartCoolGuy (June 11, 2020 19:10:29)
- lyotogames
-
100+ posts
Expanded Super Mario Maker v.6 Level Share Forum.
I want the message box very much. So pls work on it
he's already working on it
- lyotogames
-
100+ posts
Expanded Super Mario Maker v.6 Level Share Forum.
Whenever you wan't to add boom boom on a future update, i have them here from super mario maker 2: Click here
- SmartCoolGuy
-
100+ posts
Expanded Super Mario Maker v.6 Level Share Forum.
I posted a empty comment!
- 35HELLO12
-
59 posts
Expanded Super Mario Maker v.6 Level Share Forum.
hey guys, here's a small sneak peek for the next update
https://photos.app.goo.gl/3A6mjZAjSzFNbQNy6
That sooooooooooooooooooooooooooooooooooooooooooooooo coooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooolllllllllllll !!! (the number of “o” is relative to my hype).
Here are some command block idea to :
But first let me define some term.
A command start by a “/” (like in Minecraft, by the ways the tag system was also inspired by this game).
some command :
/tp <selector> posX posY
example :/tp mario 17 9should tp mario at the block 17 09,
but like in minecraft also make a relative position.
example :/tp mario 17 ~9should tp mario at : x:17 and y: mario Y position + 9
Here are some other selector option :
if you usegoombafor the selector, it should target all goomba that are loaded, but like in Minecraft we can also add tag to the selector likegoomba{count:1}(execute only 1 goomba, probably the first in the entity load list), it would give somethings like :/tp goomba{count:1} 17 ~9
We can add some other tag, *like Minecraft once again*, like a radius from a spawn point, or a sorted mode with count like random/first in the entity load list… Or event entity with certain tag. Example :/tp goomba{tag:{size:300}} 17 ~9, and this command shoud execute only goomba that are 3 time bigger thank the normal. We can also imagine a system with >= and <= (like “goomba{tag:{size:>=300}}”)or even math expression, but that beyond scratch performance.
Or if you want to target a certain goomba in the level, just add him a tag like “e2{targetme:yes}” and use the selectorgoomba{tag:{targetme:yes}}.
Next, the basic setBlock, cloneBlock, or resetBlock (based on the original level).
Or some variant like TagReplace, TagRemove, TagAdd that work with block and entity, because both of them have tag.
Imagine a block and when you hit it, it execute the following command :/execute Goomba /replaceTag fally 0(the execute command is also based on MC), so all goomba will stop having gravity when the block is hited.
Also, I didn't choose the command block sprite randomly, every things have a explanation. I choose the text box because we can easily imagines a command like :/message “Hello there, welcome to my level”, and when mario hit the block, you guess it, it act like a normal box
some other command idea :/SetTimer 400, set the timer to 400 seconds, or/SetTimer ~15, add 15s to the item. Imagine that a item execute a command when mario hit it, it is possible to recreate the clock item that give you more time.
There is a lot of idea here, most of them are obviously based on the game that I say to much time his name in this post, and I know most of them are super hard/would have bad performance on Scratch, I can't tell to much about my other idea because one day I would make a game using them, so sorry, I have to keep a part of mystery inside me.
That was a long post I know
An idea i had was to have a command for teleporting Mario when he reaches a certain position like if he ran through x:28 y:30 he would be teleported to some other part of the level kind of like the game “Portal” if that makes sense
- ego-lay_atman-bay
-
500+ posts
Expanded Super Mario Maker v.6 Level Share Forum.
it kind of already is possible, 61{ghost_effect:100}{collide:{mario_x:50}{mario_y:8}} that is a command block that's invisible and when mario collides with the block, it teleports mariohey guys, here's a small sneak peek for the next update
https://photos.app.goo.gl/3A6mjZAjSzFNbQNy6
That sooooooooooooooooooooooooooooooooooooooooooooooo coooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooolllllllllllll !!! (the number of “o” is relative to my hype).
Here are some command block idea to :
But first let me define some term.
A command start by a “/” (like in Minecraft, by the ways the tag system was also inspired by this game).
some command :
/tp <selector> posX posY
example :/tp mario 17 9should tp mario at the block 17 09,
but like in minecraft also make a relative position.
example :/tp mario 17 ~9should tp mario at : x:17 and y: mario Y position + 9
Here are some other selector option :
if you usegoombafor the selector, it should target all goomba that are loaded, but like in Minecraft we can also add tag to the selector likegoomba{count:1}(execute only 1 goomba, probably the first in the entity load list), it would give somethings like :/tp goomba{count:1} 17 ~9
We can add some other tag, *like Minecraft once again*, like a radius from a spawn point, or a sorted mode with count like random/first in the entity load list… Or event entity with certain tag. Example :/tp goomba{tag:{size:300}} 17 ~9, and this command shoud execute only goomba that are 3 time bigger thank the normal. We can also imagine a system with >= and <= (like “goomba{tag:{size:>=300}}”)or even math expression, but that beyond scratch performance.
Or if you want to target a certain goomba in the level, just add him a tag like “e2{targetme:yes}” and use the selectorgoomba{tag:{targetme:yes}}.
Next, the basic setBlock, cloneBlock, or resetBlock (based on the original level).
Or some variant like TagReplace, TagRemove, TagAdd that work with block and entity, because both of them have tag.
Imagine a block and when you hit it, it execute the following command :/execute Goomba /replaceTag fally 0(the execute command is also based on MC), so all goomba will stop having gravity when the block is hited.
Also, I didn't choose the command block sprite randomly, every things have a explanation. I choose the text box because we can easily imagines a command like :/message “Hello there, welcome to my level”, and when mario hit the block, you guess it, it act like a normal box
some other command idea :/SetTimer 400, set the timer to 400 seconds, or/SetTimer ~15, add 15s to the item. Imagine that a item execute a command when mario hit it, it is possible to recreate the clock item that give you more time.
There is a lot of idea here, most of them are obviously based on the game that I say to much time his name in this post, and I know most of them are super hard/would have bad performance on Scratch, I can't tell to much about my other idea because one day I would make a game using them, so sorry, I have to keep a part of mystery inside me.
That was a long post I know
An idea i had was to have a command for teleporting Mario when he reaches a certain position like if he ran through x:28 y:30 he would be teleported to some other part of the level kind of like the game “Portal” if that makes sense
- lyotogames
-
100+ posts
Expanded Super Mario Maker v.6 Level Share Forum.
my sprite packs are free to use and put into the game
- ego-lay_atman-bay
-
500+ posts
Expanded Super Mario Maker v.6 Level Share Forum.
Replying to -TSTD-'s post
I didn't think about setting the timer, great idea. I have been using tags because they are already code in, like 61{set_block1:4} set's itself to 4 (unless you put in the tags {set_block_x1:}{set_block_y1:} then it will set the block with that x and y coordinate). I added the 1 at the end of the set_block tags because you can change the number like {set_block2:} sets the this block after set_block1. To make it much simpler, here's an example
this block sets 1 at x:5 and y of the command block.
this block sets ground at x:5 y:8 and x:5 y:9 so you can place more blocks.
You can also spawn entities with these tags. They work the same way the set_block tags work, but they spawn an entity instead.
spawns a goomba at x:5.5 (between x:5 and 6} y:y position of the command block
then you can also set mario x mario y and mario's spawn point.
sets mario at x:2 y:8.
and then of course there has to be
this says welcome (I decided not to make the message like in super mario world because I'd have to use clones and I don't want to add anymore clones on screen)
this tag acts just like ?-blocks but when there's nothing in it it doesn't turn into a hit block.
This tag sets the timer to the value, change time to time+ and then it'll add the value to the timer. Now that I've figured out how to do it, I'm planning on adding the timer item.
all of these commands run when mario hits the block. Note: these triggers can only have one tag in it, I'm trying to get it to work with multiple tags. Here's the only trigger that I have added in
this one is used in the sneak peek. This activates the tag inside of the {load_activate:} tag when the block loads. (I did have to go through some trial and error to get it to only activate once when it's loaded and doesn't unload)
then here's a work in progress trigger, this one doesn't work.
this one is going to activate the tag inside it when mario is touching the block. So far I haven't had any luck with it for some reason.
then here's some things for the block itself.
this block looks like a ?-block but it's really a command block.
this is a yellow command block (3 is green, 4 is transparent)
I think you can guess what this does.
btw, I used the get tag script from your id/tag project so I could get the tags within the tags (ya'know, there was only get x/y tag)
I know these ids can get a bit lengthy but they kind of work.
I didn't think about setting the timer, great idea. I have been using tags because they are already code in, like 61{set_block1:4} set's itself to 4 (unless you put in the tags {set_block_x1:}{set_block_y1:} then it will set the block with that x and y coordinate). I added the 1 at the end of the set_block tags because you can change the number like {set_block2:} sets the this block after set_block1. To make it much simpler, here's an example
61{set_block1:1}{set_block_x1:5}
61{set_block1:1}{set_block_x1:5}{set_block_y1:8}{set_block2:1}{set_block_x2:5}{set_block_y2:9}
You can also spawn entities with these tags. They work the same way the set_block tags work, but they spawn an entity instead.
61{set_entity1:e2}{set_entity_x1:5.5}
then you can also set mario x mario y and mario's spawn point.
61{mario_x:2}{mario_y:8}
61{spawn_x:2}{spawn_y:8}
61{say:welcome}
61{contain1:i1}
61{time:900}
all of these commands run when mario hits the block. Note: these triggers can only have one tag in it, I'm trying to get it to work with multiple tags. Here's the only trigger that I have added in
61{on_load:{mario_x:7}}
then here's a work in progress trigger, this one doesn't work.
61{collide:{mario_x:2}}
then here's some things for the block itself.
61{animation:1}{frames:4}{costume:block interrogative 1}{animation_speed:3}
61{texture:2}
61{ghost_effect:100}
btw, I used the get tag script from your id/tag project so I could get the tags within the tags (ya'know, there was only get x/y tag)
I know these ids can get a bit lengthy but they kind of work.
Last edited by ego-lay_atman-bay (June 26, 2020 18:45:45)
- lyotogames
-
100+ posts
Expanded Super Mario Maker v.6 Level Share Forum.
check mah level {{user:Lyotogames}{name:minecraft drill}{theme:1}{time:500}{x_max:512}{y_max:128}{x_start:6}{y_start:8}{camera_x_max:512}{camera_x_min:1}{camera_y_max:128}{camera_y_min:1}{difficulty:4}{gameplay:6b5f8ba11ca13b9f3₡3f3₡2f3₡5f3₡f13b5¤11b9f5b11f4₡3f3₡3f3₡5f3₡3f3₡4f4₡16f4₡4f4₡2f4b4¤14b5¤3b4¤3b3¤2b3¤2b4¤2b4¤3b4¤3b4¤2b4¤3b4¤2b4¤2b5¤b2¤2₡3f3₡3f3₡2f4₡5f4₡4f4₡¤2b5¤10b4f5¤9b5f5₡2b¤3₡15b6f5₡3f4₡2f3¤2b¤3₡2f4₡2f4₡f2b4¤2b5¤2b4¤3b3¤3b4¤3b4¤2b5¤2b4¤2b4¤3b3¤3b3¤3b4¤2b4¤3b3¤3b4¤2b2¤₡3f7e8c7g10c20b4¤2b3¤3b3¤3b4¤b4¤2b4₡2f}{background_color:1}{this project:1}{character:0}{airjump:1}{music:1}} #3#128#3# #62#7#3# #447#1#3# 64# #1#10#0# 0# #444#127#3# #1#2#0# #1#2#0# #1#124#3# #1#124#3# #3#3#0# #5#1#0# #13#121#3# #41#13#3# 4{contain1:i14}# #4#2#0# 0# #8#118#3# #1#117#3# #3#10#0# #38#108#3# #3#98#3#
- lyotogames
-
100+ posts
Expanded Super Mario Maker v.6 Level Share Forum.
mah other laval {{user:Lyotogames}{name:super kaizo world}{theme:3}{time:500}{x_max:512}{y_max:128}{x_start:1}{y_start:8}{camera_x_max:512}{camera_x_min:1}{camera_y_max:128}{camera_y_min:1}{difficulty:4}{gameplay:8f2e4a4b3f5e8c13a2e11g9c5a8f7₡2f6b7ab9fb8a3b2fe5a8e4a18c2a26b5f13b11f5b17a8f10₡f2b13ae14f7₡2f3b18a2b10f2b}{background_color:1}{this project:1}{character:3}{airjump:1}{music:3}} #2#7#1# #1#13#0# 0# #10#3#0# #498#2#0# #1#2#0# #2#2#9# #2#126#0# #494#3#0# #2#2#9# #3#10#0# #2#2#9# #2#125#0# #2#2#0# #2#1#e3{type:red}# #2#1#e3{type:red}# #2#1#e3{type:red}# #2#2#9# #2#7#0# #4#4#9# #490#17#0# #2#7#0# #2#122#0# #2#2#0# #2#1#e3{type:red}# #1#120#0# 0# 4{contain1:i1}# #1#4#0# #1#3#0# #4#1#e3{type:red}# #1#118#0# #4#5#0# #2#2#9# #1#116#0# #7#1#14# #3#114#0# #4#4#0# #2#1#e3{type:red}# #2#4#0# #2#2#9# #2#113#0# #2#1#e3{type:red}# 4{contain1:i14}# #3#110#0# #2#3#0# #1#109#0# #2#2#9# #2#1#e3{type:red}# #2#2#9# #2#106#0# #1#3#20# 20# #8#1#20# #480#106#0# #2#1#e3{type:red}# #3#105#0# 64# #4#105#0# #1#2#20# #2#104#0# #1#104#0# #1#103#0# #1#103#0#
- lyotogames
-
100+ posts
Expanded Super Mario Maker v.6 Level Share Forum.
here is my newer level {{user:Lyotogames}{name:Bowser jr boss battle}{theme:8}{time:500}{x_max:512}{y_max:128}{x_start:2}{y_start:6}{camera_x_max:512}{camera_x_min:1}{camera_y_max:128}{camera_y_min:1}{difficulty:2}{gameplay:42b2a26br15a2b10f5b3a6fe5a14c5a10c9a4b6a14ca19b2a29i10a9g6a23ca5b10f8ae19f2b4a10c2ac7gc17a16b9a6c19a5c5ac7gc12a8b3a6b2ac14gc3a10b15fb5a19ca5e2a11b5ae7f5a5c22a8c11a7c15a8c2a3c8gc7a17b2a13c3a18b3a9c10g2c19a8b4a11b13a3c10gc4a4c16a12b19a12b3a12c3a17c7a22b7f2b7a14c9g9a14c5a5b8a5b27a3c9a15e14fb7a8b3f2e5a7b4a10c2a6ea9b4a5c6a4c10a4c18a16e7a3b23a34e5g6h5g3a10c5gea47baq13b20a14c50ab18f10e5f21e3ae17g2ca10b11f6ec12g16e4g23e}{background_color:4}{this project:1}{character:0}{airjump:1}{music:8}} #1#128#1# 1# #21#4#1# #489#1#1# #1#3#1# #14#3#43# #475#5#1# #15#1#56# #6#124#1# #1#2#1# 1# #13#1#1# i1# #1#6#19# 0# #1#6#19# 0# #1#6#19# 0# #1#6#19# 0# #1#6#19# 0# #1#6#19# 0# #1#6#19# 29{x:31}{y:7}# #14#1#56# #1#5#0# #1#5#0# #1#5#0# #1#5#0# #1#5#0# #1#5#0# #1#5#0# #1#5#0# #1#8#9{sprite:right}# 0# #1#8#0# 28{texture:2}# #4#5#28{texture:2}# 51{music:11}# #6#2#28{texture:2}# #1#8#9{sprite:left}# 1# #473#11#1# #1#7#0# #1#4#28{texture:2}# #1#7#0# #1#10#1# #4#1#27{texture:2}# #2#2#28{texture:2}# #2#5#0# #2#1#28{texture:2}# #4#1#27{texture:2}# #15#117#1# #5#1#27{texture:2}# #4#3#0# #2#2#0# e30# #2#2#0# 0# #3#114#1# #1#4#55# 54# #2#1#54# #1#4#55# 1# #3#114#1# #4#3#1# #3#1#55# 31{x:35}{y:18}# #3#1#i9# 0# #3#1#55# #1#111#1# 31# 51{music:8}# 64# #1#7#23# 0# #1#10#0# 1# #471#111#1# #5#110#1# #3#9#0# #1#9#0# #1#110#1# 50# #1#2#0# #6#101#1#
- SmartCoolGuy
-
100+ posts
Expanded Super Mario Maker v.6 Level Share Forum.
Hey I found a way to wall jump! Play it here:
{{user:SmartCoolGuy}{name:Wall Jump!}{theme:1}{time:500}{x_max:512}{y_max:128}{x_start:6}{y_start:8}{camera_x_max:512}{camera_x_min:1}{camera_y_max:128}{camera_y_min:1}{difficulty:1}{gameplay:4i8a4i4a4i5a4i5a2i26a6e17a7e4a8b11a4b10a13e19a11e฿8₤h12f8a16e3฿4₡₧11₤6c18gh₧₡}{background_color:1}{this project:1}{character:2}{airjump:1}{music:1}} #4#7#1# #3#5#1# #505#3#0# e1{fall:0}{x:8}{y:10}# #504#3#0# #1#2#0# e2{speed:0}{x:7}{y:8}# #2#2#1# 1# #1#3#1# 1# #3#1#1# #500#122#0# #2#3#0# lsign right# #2#3#0# 0# #1#4#58# 0# #1#4#58# 1# #1#121#0# #1#2#0# 46{direction:0}# #1#3#58# #1#3#1# 0# #1#2#58# #4#1#1# #2#1#57# #5#3#0# i6{type:horizontal}# #1#4#0# 46{direction:45}# #2#1#15# i6{type:horizontal}# #1#4#1# #3#3#0# #1#4#1# #5#1#1# 64# #4#113#0# #2#1#1# #2#1#0# #1#112#0# #1#112#0# 15# 15# 46{direction:-45}# #1#2#0# i6{type:horizontal}# #3#1#0# #1#2#1# #4#1#1# #5#109#0#
{{user:SmartCoolGuy}{name:Wall Jump!}{theme:1}{time:500}{x_max:512}{y_max:128}{x_start:6}{y_start:8}{camera_x_max:512}{camera_x_min:1}{camera_y_max:128}{camera_y_min:1}{difficulty:1}{gameplay:4i8a4i4a4i5a4i5a2i26a6e17a7e4a8b11a4b10a13e19a11e฿8₤h12f8a16e3฿4₡₧11₤6c18gh₧₡}{background_color:1}{this project:1}{character:2}{airjump:1}{music:1}} #4#7#1# #3#5#1# #505#3#0# e1{fall:0}{x:8}{y:10}# #504#3#0# #1#2#0# e2{speed:0}{x:7}{y:8}# #2#2#1# 1# #1#3#1# 1# #3#1#1# #500#122#0# #2#3#0# lsign right# #2#3#0# 0# #1#4#58# 0# #1#4#58# 1# #1#121#0# #1#2#0# 46{direction:0}# #1#3#58# #1#3#1# 0# #1#2#58# #4#1#1# #2#1#57# #5#3#0# i6{type:horizontal}# #1#4#0# 46{direction:45}# #2#1#15# i6{type:horizontal}# #1#4#1# #3#3#0# #1#4#1# #5#1#1# 64# #4#113#0# #2#1#1# #2#1#0# #1#112#0# #1#112#0# 15# 15# 46{direction:-45}# #1#2#0# i6{type:horizontal}# #3#1#0# #1#2#1# #4#1#1# #5#109#0#
- 35HELLO12
-
59 posts
Expanded Super Mario Maker v.6 Level Share Forum.
Hey I found a way to wall jump! Play it here:
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I actually also found a way to wall jump, it is in this level
{{user: unknow}{name:Wall Jump Tech}{theme:1}{time:500}{x_max:512}{y_max:128}{x_start:6}{y_start:8}{camera_x_max:512}{camera_x_min:1}{camera_y_max:128}{camera_y_min:1}{difficulty:1}{gameplay:b17f13g11f12₡35ba4c7g18c3g2e5fe2฿}{background_color:1}{this project:1}} #512#7#1# #2#3#0# lsign right# #5#3#0# #1#2#1# 1# #4#13#1# #498#12#1# #1#2#0# 26# #1#2#53{contain:b4{rotate:90}}# i6{type:horizontal}# #2#118#1# #2#1#1# #4#16#0# #1#10#1# 26{speed:0.1}# 1# #1#9#1# i6{type:horizontal}# #1#2#53# #1#115#1# #1#114#1# #2#3#i2# #496#109#1# 64# #2#6#0# #3#2#0# #1#5#0# #5#106#1# #7#102#1#
- 35HELLO12
-
59 posts
Expanded Super Mario Maker v.6 Level Share Forum.
it kind of already is possible, 61{ghost_effect:100}{collide:{mario_x:50}{mario_y:8}} that is a command block that's invisible and when mario collides with the block, it teleports mariohey guys, here's a small sneak peek for the next update
https://photos.app.goo.gl/3A6mjZAjSzFNbQNy6
That sooooooooooooooooooooooooooooooooooooooooooooooo coooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooolllllllllllll !!! (the number of “o” is relative to my hype).
Here are some command block idea to :
But first let me define some term.
A command start by a “/” (like in Minecraft, by the ways the tag system was also inspired by this game).
some command :
/tp <selector> posX posY
example :/tp mario 17 9should tp mario at the block 17 09,
but like in minecraft also make a relative position.
example :/tp mario 17 ~9should tp mario at : x:17 and y: mario Y position + 9
Here are some other selector option :
if you usegoombafor the selector, it should target all goomba that are loaded, but like in Minecraft we can also add tag to the selector likegoomba{count:1}(execute only 1 goomba, probably the first in the entity load list), it would give somethings like :/tp goomba{count:1} 17 ~9
We can add some other tag, *like Minecraft once again*, like a radius from a spawn point, or a sorted mode with count like random/first in the entity load list… Or event entity with certain tag. Example :/tp goomba{tag:{size:300}} 17 ~9, and this command shoud execute only goomba that are 3 time bigger thank the normal. We can also imagine a system with >= and <= (like “goomba{tag:{size:>=300}}”)or even math expression, but that beyond scratch performance.
Or if you want to target a certain goomba in the level, just add him a tag like “e2{targetme:yes}” and use the selectorgoomba{tag:{targetme:yes}}.
Next, the basic setBlock, cloneBlock, or resetBlock (based on the original level).
Or some variant like TagReplace, TagRemove, TagAdd that work with block and entity, because both of them have tag.
Imagine a block and when you hit it, it execute the following command :/execute Goomba /replaceTag fally 0(the execute command is also based on MC), so all goomba will stop having gravity when the block is hited.
Also, I didn't choose the command block sprite randomly, every things have a explanation. I choose the text box because we can easily imagines a command like :/message “Hello there, welcome to my level”, and when mario hit the block, you guess it, it act like a normal box
some other command idea :/SetTimer 400, set the timer to 400 seconds, or/SetTimer ~15, add 15s to the item. Imagine that a item execute a command when mario hit it, it is possible to recreate the clock item that give you more time.
There is a lot of idea here, most of them are obviously based on the game that I say to much time his name in this post, and I know most of them are super hard/would have bad performance on Scratch, I can't tell to much about my other idea because one day I would make a game using them, so sorry, I have to keep a part of mystery inside me.
That was a long post I know
An idea i had was to have a command for teleporting Mario when he reaches a certain position like if he ran through x:28 y:30 he would be teleported to some other part of the level kind of like the game “Portal” if that makes sense
it kind of already is possible, 61{ghost_effect:100}{collide:{mario_x:50}{mario_y:8}} that is a command block that's invisible and when mario collides with the block, it teleports mariohey guys, here's a small sneak peek for the next update
https://photos.app.goo.gl/3A6mjZAjSzFNbQNy6
That sooooooooooooooooooooooooooooooooooooooooooooooo coooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooolllllllllllll !!! (the number of “o” is relative to my hype).
Here are some command block idea to :
But first let me define some term.
A command start by a “/” (like in Minecraft, by the ways the tag system was also inspired by this game).
some command :
/tp <selector> posX posY
example :/tp mario 17 9should tp mario at the block 17 09,
but like in minecraft also make a relative position.
example :/tp mario 17 ~9should tp mario at : x:17 and y: mario Y position + 9
Here are some other selector option :
if you usegoombafor the selector, it should target all goomba that are loaded, but like in Minecraft we can also add tag to the selector likegoomba{count:1}(execute only 1 goomba, probably the first in the entity load list), it would give somethings like :/tp goomba{count:1} 17 ~9
We can add some other tag, *like Minecraft once again*, like a radius from a spawn point, or a sorted mode with count like random/first in the entity load list… Or event entity with certain tag. Example :/tp goomba{tag:{size:300}} 17 ~9, and this command shoud execute only goomba that are 3 time bigger thank the normal. We can also imagine a system with >= and <= (like “goomba{tag:{size:>=300}}”)or even math expression, but that beyond scratch performance.
Or if you want to target a certain goomba in the level, just add him a tag like “e2{targetme:yes}” and use the selectorgoomba{tag:{targetme:yes}}.
Next, the basic setBlock, cloneBlock, or resetBlock (based on the original level).
Or some variant like TagReplace, TagRemove, TagAdd that work with block and entity, because both of them have tag.
Imagine a block and when you hit it, it execute the following command :/execute Goomba /replaceTag fally 0(the execute command is also based on MC), so all goomba will stop having gravity when the block is hited.
Also, I didn't choose the command block sprite randomly, every things have a explanation. I choose the text box because we can easily imagines a command like :/message “Hello there, welcome to my level”, and when mario hit the block, you guess it, it act like a normal box
some other command idea :/SetTimer 400, set the timer to 400 seconds, or/SetTimer ~15, add 15s to the item. Imagine that a item execute a command when mario hit it, it is possible to recreate the clock item that give you more time.
There is a lot of idea here, most of them are obviously based on the game that I say to much time his name in this post, and I know most of them are super hard/would have bad performance on Scratch, I can't tell to much about my other idea because one day I would make a game using them, so sorry, I have to keep a part of mystery inside me.
That was a long post I know
An idea i had was to have a command for teleporting Mario when he reaches a certain position like if he ran through x:28 y:30 he would be teleported to some other part of the level kind of like the game “Portal” if that makes sense
for some reason this isn't working for me is there anything else I need to know about the command?