cuteio14
Lvl 60 Gem Clerk
reeeeeeee
Gems: 1,315
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Post by cuteio14 on May 11, 2017 5:57:04 GMT
No, I found out that it happens if you change the background of the level. Could it be because I deleted the background mask? I have no Idea
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Post by Some Random Purple Lollipop on Dec 10, 2017 23:55:16 GMT
how do you change the music from mp3 to a html flie
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cuteio14
Lvl 60 Gem Clerk
reeeeeeee
Gems: 1,315
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Post by cuteio14 on Dec 12, 2017 10:22:35 GMT
how do you change the music from mp3 to a html flie .html is NOT a music file.
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剣と盾
O
Royal Advisor
Why are you reading this? Go to the new forum.
Gems: 3,028
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Post by 剣と盾 on Dec 12, 2017 10:48:24 GMT
how do you change the music from mp3 to a html flie .html is NOT a music file. Judging by how he asked that, you'd think he know better to know that web language and audio files are completely different.
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Deleted
Deleted Member
Gems: 0
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Post by Deleted on Dec 13, 2017 18:47:46 GMT
I'm quite frankly interested if anyone will create a Luxor 3 modification. It'd be a nice change of pace :nerd:
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剣と盾
O
Royal Advisor
Why are you reading this? Go to the new forum.
Gems: 3,028
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Post by 剣と盾 on Dec 13, 2017 19:22:33 GMT
I'm quite frankly interested if anyone will create a Luxor 3 modification. It'd be a nice change of pace Make it hard too
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Deleted
Deleted Member
Gems: 0
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Post by Deleted on Dec 13, 2017 19:25:22 GMT
I'm quite frankly interested if anyone will create a Luxor 3 modification. It'd be a nice change of pace Make it hard too The hardest part of trying to make a Luxor 3 mod is the modding itself, not the game's difficulty.
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剣と盾
O
Royal Advisor
Why are you reading this? Go to the new forum.
Gems: 3,028
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Post by 剣と盾 on Dec 14, 2017 4:04:05 GMT
Make it hard too The hardest part of trying to make a Luxor 3 mod is the modding itself, not the game's difficulty. Actually, it's both. Due to Luxor 3 nerfing the sh it out of itself by having infinite lives and broken powerups, modders would have to induce a major difficulty shift by themselves, but since lives are infinite, and there's no way around that, you'd have to make your levels A LOT harder to compensate. also make powerup upgrades a lot more expensive too lolPlus, who would have the time to make entirely custom levels? As far as I know, no one has tried the idea of 2 paths, 2 pyramids, or 3 paths, 3 pyramids so far. Maybe because instead of obj files they decided to use a more cumbersome system of lx3trk files, which, let's face it, would be annoying to make paths on, as custom paths are outright broken with Pyramid Blocker, sometimes, spheres DO NOT slow down at the danger zone, segments are sometimes buggy, among other issues.
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gs49
Lvl 1 Newcomer
Getting back into sphere matching again....
Gems: 14
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Post by gs49 on Jan 1, 2018 2:04:58 GMT
I figured out how to make the Pyramid Blocker work! The reason Pyramid blocker was absolutely broken with custom maps is the following reasons: 1. Improper/Lack of a foreground mask 2. Improper distance between the last 2 vertices So first of all, you must have a foreground mask of your map. If there isn't anything in the very front (therefore blocking the spheres) but the pyramid, your foreground mask should look like this if your map looks like this. This makes the blocker thingamajig actually appear, but improper distance between the last 2 vertices can result in the spheres stopping in the wrong place, creating a permanent blocker (which is insanely OP, and makes loosing impossible). I am still not sure what exactly needs to be done, but these are my last 3 vertices of the map. The dots represent the vertices, the orange line represents the pyramid gate, and the red line represents the pyramid path. Using the sphere cursor in N.O.D.E, I made the last 2 vertices around 35 pixels apart, (when before, it was around 5 times as much) and now the actual gameplay of the blocker works! I'll make an extra detailed tutorial if any of you don't get it.
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cuteio14
Lvl 60 Gem Clerk
reeeeeeee
Gems: 1,315
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Post by cuteio14 on Jan 1, 2018 4:14:21 GMT
I figured out how to make the Pyramid Blocker work! The reason Pyramid blocker was absolutely broken with custom maps is the following reasons: 1. Improper/Lack of a foreground mask2. Improper distance between the last 2 vertices So first of all, you must have a foreground mask of your map. If there isn't anything in the very front (therefore blocking the spheres) but the pyramid, your foreground mask should look like this if your map looks like this. This makes the blocker thingamajig actually appear, but improper distance between the last 2 vertices can result in the spheres stopping in the wrong place, creating a permanent blocker (which is insanely OP, and makes loosing impossible). I am still not sure what exactly needs to be done, but these are my last 3 vertices of the map. The dots represent the vertices, the orange line represents the pyramid gate, and the red line represents the pyramid path. Using the sphere cursor in N.O.D.E, I made the last 2 vertices around 35 pixels apart, (when before, it was around 5 times as much) and now the actual gameplay of the blocker works! I'll make an extra detailed tutorial if any of you don't get it. That (Red Highlighted Text) was what I thought when it comes to the pyramid blocker problem but good job on figuring it out! I'll update my main post.
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gs49
Lvl 1 Newcomer
Getting back into sphere matching again....
Gems: 14
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Post by gs49 on Jan 4, 2018 22:00:26 GMT
How to add multiple paths in Luxor 3(Note how I said multiple instead of two)
It's really simple. Let's take a look at some sections!
"occludea02" { 52 53 54 55 } "initialb02" { 55 56 57 58 } "occludedb02" { 58 59 60 61 } "initialc02" { 61 62 63 64 } "occludec02" { 64 65 66 67 } "initiald02" { 67 68 69 70 } See how the blue numbers appear twice? That's to make sure that the path continues in one long line, but if you're making multiple paths, you don't want one continuous path. You want more than one path. In Luxor and AR, you would create 2 path files and edit the map.ui so that both paths are in that level, but here, you'll want to do some chopping.
"occludea02" { 52 53 54 55 } "initialb02" { 55 56 57 58 } "occludedb02" { 58 59 60 61 } "initialc02" { 62 63 64 } "occludec02" { 64 65 66 67 } "initiald02" { 67 68 69 70 } Here, vertice 61 does not repeat at the beginning of the section initialc02. This will prompt the game to create a whole new path, starting with the section initialc02. Now go to your placeables.txt.
Placeable { drawLayer "AboveEverything" name "pyramid_tip" effect "Pyramid_Danger_Flash" pos (64.0, 35.0) trackSectionLink "occludedb02" } Placeable { drawLayer "AboveEverything" name "pyramid_tip" effect "Pyramid_Danger_Flash" pos (64.0, 35.0) trackSectionLink "initiald02" }
You will have to replace your track section link of the pyramid tip with the section the first path ends with, and create a new pyramid tip and put the end of the second path ends with, and so on.
Now this ends this tutorial, but now I present to you the first Luxor level with 4 paths and 3 pyramids!
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