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Posted on 06-26-10, 08:26 pm

Lantern Ghost
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Since the forum is starting to get extremely crowded with threads asking for help -- if you have a problem or a question, then please post it here and someone will try to answer you.

Separate threads asking for help will be locked. Thanks!
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Posted on 06-28-10, 08:41 pm (rev. 3 by MarioLuigi2 on 06-28-10, 08:41 pm)
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ok well here is some levels that have been freezing on me lately for some weird reason
EDIT: levels have been updated added location to lava, and got rid of empty space, Still freezes tho...
If anyone can help me that would be awesome!
Attachment: 01-24.arc
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Attachment: 04-04.arc
4.59 KiB — Downloaded 308 times

Attachment: 09-01.arc
3.66 KiB — Downloaded 408 times

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Posted on 06-29-10, 06:28 am
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^ I'm not sure about the rest, but I know Roy's Castle is hardcoded so customizing that level is tricky.
Posted on 06-29-10, 07:22 pm
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Well i know that i have had trouble with lava in these courses in the past and i fixed them, then i left the levels alone for like 3 months then i tried playing them and they freeze up on me? i tried removing the lava altogether but no luck :x
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Posted on 06-29-10, 07:40 pm

Lantern Ghost
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Try making your zones smaller; the game has issues with zones which are too large. (You also seem to have a lot of empty/unused space in them...)
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Posted on 06-29-10, 08:30 pm
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I finished up another custom level, but my game crashes before the level even begins. It replaces World 8-Airship.

Edit: I did up another level, which works, but sadly the Bowser Jr. 3rd Battle controller isn't working.
Attachment: 08-38.arc
Game crashes before this level loads.
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Attachment: 08-38.arc
Works, but the boss fight isn't working correctly.
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Posted on 06-30-10, 10:48 pm
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:shock: :?: i cant get the stage folders
Posted on 07-01-10, 01:09 am
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Well i got rid of the empty spaces in the courses but no luck :o
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Posted on 07-02-10, 06:56 am
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I have two stages that dont even load. 3-3 and 9-1.
could you check them out for me and possibly give a fix(see attachments)(see attachments)
Please help!!!!! :cry:
Attachment: 03-03.arc
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Attachment: 09-01.arc
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Posted on 07-02-10, 12:29 pm
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Treeki can you list all levels which have something hardcoded in and waht it is ?
Would be nice ^^
Posted on 07-02-10, 11:53 pm
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Random, I'm not sure but I think the zone of your 3-3 is too massive. Drag the top of it down some to make it shorter.

As for 9-1 I noticed that the pipe at the end of the level is the wrong type of entrance. It should be 'pipe facing up'. Also, pipe entrances should be located at the left of the pipes, not the center.
Attachment: skylevel1.arc
my submition
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Posted on 07-03-10, 02:03 am (rev. 1 by ViperX420 on 07-03-10, 02:03 am)
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hey guiys this is viperx leader of the Super Mario Wii SE Team i need someones help creating the arc files for my game ill provide the png's already edited all i need is someone to port over the images to the arc and they are ready any help is appreciated i would do it myself but my computer is not working like it should and is setting me backs now so anyone with knowledge on the subject go to my forum at
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Posted on 07-03-10, 02:34 am
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Is it possible to change how far the Koopalings spin inside of their shells before turning around? Just wondering because I'm working on a castle level that contains each Koopaling in a rather small area (each) and they get kinda screwy in their shells when I attack them.
I'm using the non-boss controller version of them (the tower version) btw.
Posted on 07-03-10, 06:36 am
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Im tryin to make a 99 lives level for multiplayer but it wont load and freezes my wii
just like that custom level Yoshi Forest
please find the problem ind if you decide to fixit on your own and got it to work test it out
thanks credit will be given.
(this is in another topic)
Posted on 07-03-10, 07:11 pm
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Posted by Knuckles07
Is it possible to change how far the Koopalings spin inside of their shells before turning around?
...
I don't believe there is a way of accomplishing this short of using ASM hacks.

Posted by NAH13
Im tryin to make a 99 lives level for multiplayer but it wont load and freezes my wii
...

Attach your level so we can take a look at it.
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Posted on 07-03-10, 09:53 pm
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I have been getting very acquainted with the Reggie! interface, but there are a few things I don't understand that I would like help with concerning Event Controllers:

First; I understand that some events, lava, and water, use something called a "location", it is used in the training level, and looks like a blue outline filled in with a lighter shade of blue. How do I make a "Location" ?

Second; the "Tile God Event" is rather confusing to me... How does "Tile God Event" work? I understand it can make or destroy tiles? A brief explanation please?
Posted on 07-04-10, 12:26 am
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Posted by Omega
Posted by Knuckles07
Is it possible to change how far the Koopalings spin inside of their shells before turning around?
...
I don't believe there is a way of accomplishing this short of using ASM hacks.

Posted by NAH13
Im tryin to make a 99 lives level for multiplayer but it wont load and freezes my wii
...

Attach your level so we can take a look at it.

thats okay fixed it, too many sprites XD


you could test it out though
Attachment: who wants 99 lives.arc
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Posted on 07-04-10, 12:44 am

Goomba
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Posted by Shroomy
I have been getting very acquainted with the Reggie! interface, but there are a few things I don't understand that I would like help with concerning Event Controllers:

First; I understand that some events, lava, and water, use something called a "location", it is used in the training level, and looks like a blue outline filled in with a lighter shade of blue. How do I make a "Location" ?

Second; the "Tile God Event" is rather confusing to me... How does "Tile God Event" work? I understand it can make or destroy tiles? A brief explanation please?
The location is done by selecting the 'Paint New Sprite Area/Location' option, which is the very first option under the Sprites tab. You simply choose this, create a location, then match the Location ID on the Event, Water, Lava, etc. that you are using.

This is how I understand the Tile God Event:
1. Set a Triggering Event ID (optional)
2. Choose whether or not it expires.
3. Set the Pattern.
4. Choose the Block Type.
5. Choose an effect.
6. Set the Width. (Must be at least 1)
7. Set the Height. (Again, at least 1)
Like I said, this is how I understand it. One common use I've seen is this in conjunction with the "Event Controller 'If' (Uses Location)," so that a path will be blocked until enemies are defeated.
Hope this helps!
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Credit to Pikachu420 at Psypoke for the avatar!
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Posted on 07-04-10, 12:53 am
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Posted by Shroomy
I have been getting very acquainted with the Reggie! interface, but there are a few things I don't understand that I would like help with concerning Event Controllers:

First; I understand that some events, lava, and water, use something called a "location", it is used in the training level, and looks like a blue outline filled in with a lighter shade of blue. How do I make a "Location" ?

Second; the "Tile God Event" is rather confusing to me... How does "Tile God Event" work? I understand it can make or destroy tiles? A brief explanation please?

To make a location: Click the "Paint New Sprite Area/Location" button, it's in the Sprites tab in the Palette. Draw a rectangle with the right mouse button.

Tile God Event:

Triggering Event ID: When this even is triggered, the Sprite will activate.

Effect: What will it do once the event is triggered, create tiles (specified in Block Type) or destroy tiles (all of then).

Width and Height: The are the sprite will operate. If any is set to 0 then it will do nothing, if both are set to 1 then it will operate just at the square it's at, etc.

Block Type: What kind of block will appear. Ignored if set to "Destroy Tiles"

Never Expires: When checked, the tiles created won't despawn even if the event is deactivated. Ignored if set to "Destroy tiles"

Pattern: Used for "Create Tiles". Ignored if set to "Destroy Tiles"

One more thing about "Never Expires": You can't respawn tiles you destroyed. The way would to use another Tile God, but, for example, if you put a switch that will destroy a block and another one that will create it, either set the swith to single use or put 255 Tile Gods along with 255 switches :shock: or at least as many as the player's patience can handle.
Posted on 07-04-10, 03:07 am
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Thanks guys, that helped a lot Now I can finally finish my levels without being haunted about that stuff lol.
Once again thanks
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