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Originally Posted by Sir Ementaler
4) That's a very interesting effect I didn't think of. In fact no MCE is used there, although event 255 ( commonly called MCE Event but used for things other than MCE's too) comes in useful. Download this. The effect you described is used for gold coins inside of pipes there. You should be able to see how does it work in JCS. I won't explain it exactly as it's kind of complicated, but for MCE Event with Event parameter 128 placing Belt Right below it teleports objects left, Belt Left - right. Different Event parameter values result in different distances and directions (left or right).
5) PU's are affected by gravity so you can just place it over a half-masked tile and then trigger it to become a full-masked one. Alternatively, simply place it in a half masked tile.
6) Belts. Obviously, they only allow you to move it left and right, and it will still travel up at the same time.
10) Another very interesting effect. It looks like a Gem Ring MCE (Event parameter 192) and most probably is one. At least I achieved something rather similar by placing it. I suppose its looks might vary depending on some weird conditions. Also, it results in Access Violation in 1.23.
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4) Yes! Thanks!
5) Again, Thanks!
6) Not what I meant. I found an old save file of mine and actually the effect I meant is created by placing TNT within proximity, allowing you to fly sideways and even downawards.
10)Yes that is the correct. The MCE forms of Crab Boss and Gem Ring have texturing glitches in levels that don't feature other certain events (Bubba I tihnk)
Quote:
Originally Posted by Violet CLM
2) As far as I know, nobody's ever found a foolproof method of getting a spring to fly away. Based on experimentation with belts and the Delay parameter, this is what I think happens: a spring, when landed on, is programmed to descend a bit (at least if given a delay higher than 0) and then return to its original position. Through some mishap -- the traditional way of triggering it involves having a powerup bounce on it, although presumably other gravity-affected crates should work just as well? -- the spring's internal memory of where it's supposed to return to gets reset to 0,0 and so it takes off towards the upper-left corner at the slow speed it uses to return from a Delay.
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That sounds right. In one of my experimental save files from a few years back I had indeed found a 100% foolproof method of causing this, which I don't recall exactly but If i do recall it was something along the lines of RF jumping through the spring in a 1 wide corridor. Ill hunt down that map and tell you if I can.
Quote:
Originally Posted by Jake
3) is a layer trick, not a MCE trick. See the example 3 from this.
8) Look here.
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3) I know that effect, but it wasnt the one I intended. I found the effect in a map. It has to do with the "Float Up" event. If Jazz/Spaz enters it while frozen they shoot upwards superfast until the ice thaws. If you are playing as the frog the same effect happens, but all the time, even when not frozen, and the frogs upward rise is very slow offering a good grav inversion effect.
8) Thank You Very Much!!
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