New Super Mario Bros Wii: Retro Remix
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Super Mario Bros 1 & 2, recreated for the Wii. By yours truely: SMB Team
 
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 Backtracking, not!

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Splashman




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Join date : 2010-04-12

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PostSubject: Backtracking, not!   Backtracking, not! EmptySat Apr 17, 2010 11:46 am

Together with my observation that a level zone height should be no larger than 13 1/2 blocks or 222px, there is one more global fix that should be applied to all stages.
Mario shouldn't be able to backtrack in SMB1, so does anybody have a clue how to make a stage scroll only to the right? I tried enabling screen bias, messed around with paths and other camera related sprites, nothing... except putting an X axis scroll stop on the top and bottom of the screen, that made me stuck between two invisible walls, lol.
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VampireLordAlucard
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VampireLordAlucard


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PostSubject: Re: Backtracking, not!   Backtracking, not! EmptySat Apr 17, 2010 11:57 am

I think this has been noticed before, its just that nothing can really be done about it (yet).

I actually just made a post about it on the Riivolution forums. The guy that made Reggie posts there quite a bit, so maybe he will know of a way.

Follow the post here:
http://rvlution.net/forums/viewtopic.php?f=20&t=225


Oh, and I looked at 1-2. At the very end, if you ride the platform all the way to the top, the camera does pan ever so slightly. Also, of you look at the gridded maps, they are 13 blocks high. If you make it exactly 13, the screen will 'skip' slightly. You have to get it JUST right. I'm going back and making world 1 the proper height right now, and will work on the other stages later.
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Splashman




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PostSubject: Re: Backtracking, not!   Backtracking, not! EmptySat Apr 17, 2010 12:36 pm

VampireLordAlucard wrote:

Oh, and I looked at 1-2. At the very end, if you ride the platform all the way to the top, the camera does pan ever so slightly. Also, of you look at the gridded maps, they are 13 blocks high. If you make it exactly 13, the screen will 'skip' slightly. You have to get it JUST right. I'm going back and making world 1 the proper height right now, and will work on the other stages later.

Hmm, have you tried turning off X tracking in the camera settings?
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VampireLordAlucard
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VampireLordAlucard


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PostSubject: Re: Backtracking, not!   Backtracking, not! EmptySat Apr 17, 2010 2:26 pm

Haha, nope. I'm not super-familiar with reggie yet, I've been working more with editing backgrounds and sprites and getting alternate gamesaves working. Thanks for the tip, that makes things much easier.

Another quick question for you then: Some of the stages need stuff added at the beginning (like castles). Whats the best way to move the entire stage? If you highlight everything, then click/drag the stage, the enemies seem to move a bit more than everything else. Like, you drag everything to the right, and enemies will move some, then the stage, then the enemies. If you're not careful, all the enemies will be out of place! Wasn't sure if there was a slightly easier way that I was unaware of.

EDIT: Turns out its Y tracking you have to disable. Turning off X tracking makes it so that if you die, then restart the level, it doesn't scroll back to the beginning!
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Splashman




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PostSubject: Re: Backtracking, not!   Backtracking, not! EmptySat Apr 17, 2010 3:40 pm

Yeah it was Y tracking, the descriptions can get confusing sometimes.

As for moving stuff, it looks like objects (tiles that is) can only snap to a full block, but sprites and everything else (enemies, paths, entrances, locations) can take a place in every quarter of a block. But you can freeze objects and sprites in place if you have to move everything and preserve placements (check the edit menu, or CTRL-shift-1 through 5). Try moving the objects first and then the rest.
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hamradio

hamradio


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PostSubject: Re: Backtracking, not!   Backtracking, not! EmptySat Apr 17, 2010 8:55 pm

I have thought about whether it is possible to remove backtracking but I don't think it is. We could add an autoscrolling camera to every level but it would end up annoying people and after all the freezing problems we had with the castle levels it would require a lot of testing. Unless we can think of a simple solution I think there are other more important problems to address.

Be careful with reducing the boundaries too much. If you take it down too much it can cause the camera to jump and parts of the level will be missing when run on widescreen. Also there should usually be at least 8 blocks between entrance 0 on the first area and the left boundary, otherwise Mario can glitch out at the start of the level. Remember you can always use the upper and lower bounds to create the same effect as reduced boundaries. Also one thing we haven't thoroughly tested is in multiplayer when a player moves away from another the camera can zoom out.


Last edited by hamradio on Sat Apr 17, 2010 10:03 pm; edited 1 time in total
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z_AML_z

z_AML_z


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PostSubject: Re: Backtracking, not!   Backtracking, not! EmptySat Apr 17, 2010 9:31 pm

Splashman wrote:
Together with my observation that a level zone height should be no larger than 13 1/2 blocks or 222px, there is one more global fix that should be applied to all stages.
Mario shouldn't be able to backtrack in SMB1, so does anybody have a clue how to make a stage scroll only to the right? I tried enabling screen bias, messed around with paths and other camera related sprites, nothing... except putting an X axis scroll stop on the top and bottom of the screen, that made me stuck between two invisible walls, lol.

Ah Yes but I hated that feature....

But in all stars I believe you don't backtrack.
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VampireLordAlucard
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VampireLordAlucard


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PostSubject: Re: Backtracking, not!   Backtracking, not! EmptySat Apr 17, 2010 10:20 pm

Well, its official. On my thread post on the Riivolution forums, the man himself, Treeki, says that right now its not possible to prevent backtracking. Oh well.
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