Mar 14, 2014 at 1:39 PM
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I'm having trouble with H/V triggers. I've placed one, but it only takes up a single tile, and I have no idea how to fix it.

I checked ''Spawn with alt direction'' and everything.
 
Mar 14, 2014 at 1:51 PM
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It only takes up one spot in the editor, but the range will span an entire line ingame. If you check "spawn with alt direction", it becomes a vertical trigger, and vice versa for horizontal.
 
Mar 14, 2014 at 2:05 PM
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Coffee said:
It only takes up one spot in the editor, but the range will span an entire line ingame. If you check "spawn with alt direction", it becomes a vertical trigger, and vice versa for horizontal.
No, I mean it literally only takes up one tile ingame.

It looks like this in the editor.

diph.php


But ingame, it only works if I jump directly into it. I can stand underneath it or jump over it without anything happening.

diph.php
 
Mar 14, 2014 at 2:19 PM
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Pretty sure you've got "no npc" tiles on top of the entity. That's probably your issue.

("No npc" tiles restrict the movement or use of entities within those tiles; enemies will treat them as walls, triggers will fail, etc.)
 
Mar 14, 2014 at 8:48 PM
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How do you change the sprite sheets so 2 different enemy's from different sprite sheets are clear to one another on the same map?
 
Mar 14, 2014 at 9:33 PM
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Change one of the enemy types' spritesheets from sheet 1 to sheet 2, or vice versa. It's in "npc table" in cave editor. Not sure if/where you can do it with booster's lab.
And good fucking luck with sue's workshop
 
Mar 14, 2014 at 10:15 PM
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You may also use paint.net a reliable art program to combine these entity's onto a single sheet, if they don't overlap and you need the extra sheet for something else.
 
Mar 14, 2014 at 10:37 PM
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Coffee said:
Pretty sure you've got "no npc" tiles on top of the entity. That's probably your issue.

("No npc" tiles restrict the movement or use of entities within those tiles; enemies will treat them as walls, triggers will fail, etc.)
I see. Thank you.

Is it possible to increase the resolution (as in, the size.) of the window past 640x480?
 
Mar 14, 2014 at 10:52 PM
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NoNameForEvil said:
I see. Thank you.

Is it possible to increase the resolution (as in, the size.) of the window past 640x480?
If you mean more pixels in a smaller area, then no.


But if you mean a bigger window, then yes.

if it's the second, then happy hunting though the code.
 
Mar 14, 2014 at 11:18 PM
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Bombchu Link said:
If you mean more pixels in a smaller area, then no.


But if you mean a bigger window, then yes.

if it's the second, then happy hunting though the code.
That's startlingly unhelpful!
 
Mar 14, 2014 at 11:20 PM
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Bombchu Link said:
If you mean more pixels in a smaller area, then no.


But if you mean a bigger window, then yes.

if it's the second, then happy hunting though the code.
No way in hell you're gonna be able to do that and have it actually work
 
Mar 15, 2014 at 1:18 AM
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Enlightened your method requires assembly hacking, would not recommend
 
Mar 15, 2014 at 5:18 AM
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Coffee said:
Enlightened your method requires assembly hacking, would not recommend
Uh... I meant like copying a sprite from a sheet and pasting onto another sheet using a paint program (and where the overlap wouldn't cause problems). This is a basic way to merge the pre-existing sprites into as few sheets as possible.

I never mentioned Assembly.
 
Mar 15, 2014 at 8:19 PM
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So, I changed the instruments in the beta White to match the default White, but ingame the drums sound off. What's the deal?
 
Mar 16, 2014 at 3:05 AM
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Some drums get changed from orgmaker to cave story, and some break the song completely. You have to know which ones to use (i'd find them for you but my hands are frozen)
Alright here are the valid drums. Note you have to set them in this order for perfect results: Bass01, Snare01, HiClose, HiOpen, Tom01, Per01. Make sure the drums for the last two slots are something valid as well, like Bass01 or something.
 
Mar 16, 2014 at 2:07 PM
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Coffee said:
Some drums get changed from orgmaker to cave story, and some break the song completely. You have to know which ones to use (i'd find them for you but my hands are frozen)
Alright here are the valid drums. Note you have to set them in this order for perfect results: Bass01, Snare01, HiClose, HiOpen, Tom01, Per01. Make sure the drums for the last two slots are something valid as well, like Bass01 or something.
I see, thanks. I've now run into a new problem: the song... crashes the game. No idea why. Does using one of the last two drum slots cause it to crash the game? That's the only explanation I can think of.
 
Mar 16, 2014 at 2:22 PM
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NoNameForEvil said:
Does using one of the last two drum slots cause it to crash the game? That's the only explanation I can think of.
It does. Only use the first six in the order he gave you.
 
Mar 17, 2014 at 2:07 PM
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It does. Only use the first six in the order he gave you.


Alright. Sweet. Radical. That solves that, thanks.



...New problem. I just can't get <ANP to work. I seriously can't see what the problem is; it just straight up does nothing.



The event number's set up correctly and everything. The NPC's event number is 292, and the command I'm trying to use is <ANP0292:0040:0002.
 
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