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Cloud
Cloud
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Layers & Events Tutorial Empty Layers & Events Tutorial

3/18/2013, 2:32 pm
All right, this will be a simple tutorial explaining the Layers & Events feature of SMBX. I've noticed that you can only do so much with a level without layers and events, so again, I'm here to clarify what they do. This is quite a lengthy guide, but it's worth a read if you don't know how to use Layers & Events.

Layers - What are they?
Layers are what make events possible. To access the Layers tab, click View > Layers. To add a layer, simply click "add" at the bottom of the box. The layer should automatically be name "New Layer 1". If you want to change the name of the layer so you'll know what is on the layer, click the bar near the top of the box, type in a name, and press ENTER. Then, select the layer by clicking its name. Anything you place, including Blocks, BGO's, NPCs, Quicksand, and Water, will be on this layer. If the box next to the layer's name is checked, that means the player can see it when they first start the level. If the box isn't checked, it means everything on the layer is invisible when the player first starts the level. If you place a hurting NPC on a layer and uncheck the box so the layer is invisible, and the player starts the level, he/she will not take damage from where the NPC would normally be. They also will not interact with anything on an invisible layer. Again, you must make a layer before you make an event.

Events - What can they do?
As I stated in the brief summary of layers, you must make a layer before making an event. Using layers and events, you can do pretty much anything you could possibly imagine. Now I'll tell you a brief summary of the events screen. To access the Events tab, simply click View > Events. A complicated screen should pop up. As with layers, you need to click "add" to successfully add an event. Then, click the bar at the top-left, type in a name for your new event, and then press ENTER. Also, there are three events that automatically generate - "Level - Start", "P-Switch - Start", and "P-Switch - End". Don't change these at all unless your idea absolutely calls for it - it may mess up your level a bit. There are a wide range of options available in this tab - near the top right is a Layer Movement tab, something you can use to your advantage. Below is a step-by-step guide telling how to make a moving layer.

Mini-Tutorial: How to make a Moving Layer
Spoiler:

More Features involving Layers & Events
Besides moving layers, there are a wealth of other options you can do using Layers & Events. Every once in a while, I'll be sure to update this section with tutorials regarding what you can do with SMBX's layers and events feature. If you carefully read all of these tutorials, you may understand layers and events better.


Last edited by Cloud on 3/25/2013, 2:10 pm; edited 1 time in total
Squishy Rex
Squishy Rex
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Layers & Events Tutorial Empty Re: Layers & Events Tutorial

3/22/2013, 6:42 am
This definitely covers Layers and Events very well, however, one thing that everyone should know, is don't use the same Event in different sections.
Eg. Say you have a Spike Pillar that drops from the ceiling and then rises back up again. In section 1 they will touch the ground if set to the right delay time, however in other sections (2, 3, 4 and so on) the timing can be out. Meaning the Spike Pillar could actually stop here:
Spoiler:
Instead of here:
Spoiler:
Keep in mind that both Spike Pillars have the same distance between the pillar's point and the ground.A way to resolve this is make a new event that does the exact same thing for each section. This will ensure that each Pillar touches the ground and does not stop at wrong heights in different sections. This is mainly because Events are normally 1 section bound. That means timing delays and movements can sometimes only be achieved correctly in their origin sections.
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