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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
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.
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:
- 1. Make a new layer and call it whatever you want.
2. Place the blocks you want to move on the layer.
3. Open the Events tab. Make a new event and call it whatever you'd like.
4. In the Layer Movement section, open the drop-down box and select your layer.
5. As for the moving layer itself, if you want it to move, think of the coordinate grid, with the +'s and -'s reversed.
6. Make another new event and call it whatever you want.
7. Select the layer in layer movement, and for movement settings, leave them blank.
8. Select your first event. In the Trigger Event section, make it trigger the event you just made.
9. Then, go to the Delay section. This means, how many seconds after the event is finished it will trigger.
10. If you want your layer to move up and down, make another event.
11. Copy the event you made for your first layer to move. Then, invert the speeds.
TIP: By "invert", I mean switch the symbols. +'s are now -'s and -'s are now +'s.
12. Be sure to make this new event trigger a copy of the event where you left the movements blank.
13. Check everything to make sure it's correct. If everything's looking all right, you followed this guide right!
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.
- Squishy RexMega Member
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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:
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:
- Spoiler:
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