![]() ![]() Runouw never made that variable (and a few others) customizable. Customizable Itemsĭid you know? The 3 base-game Goomba variants are all just one object, only with a different value for the "scale" variable each. Write whatever you want to write in it, and as long as there's an tag somewhere in the sign, it will be invisible.Įxample: This is an invisible sign. ![]() This is really just a regular sign with its alpha value set to 0. Animated images aren't possible either, because Flash. ![]() It's currently not possible to load images that appear behind the background tiles though. The above will load an image where the sign is, in this case an image of some spikes, which can be combined with the "invisible flame" trick.Īdditionally, you can also load images that always appear in the front by using the tag instead. Don't worry, the sign itself will no longer be visible. Note that any image loaded will have an origin at the top-left corner, so keep that in mind when positioning the sign (whose origin is at the bottom-center). It's now fully possible to place stuff like custom trees, paintings on the walls, and anything you can imagine! Where the image appears depends on where you put the sign containing the tag. Next, we have custom images! This allows you to load external images, and by that I don't mean an image in a sign, but actual sprites. The recommended size for backgrounds is 450x300. Last but not least, if you insert a URL to a png image instead of one of the keywords provided above, you can load your own custom backgrounds! However, custom backgrounds take time to load, so you might see the default blue "LD" background for a while. I may add new backgrounds in the future, since there are a few missing ones like Tick Tock Clock. Earth: A modified version of the Volcano background, made specifically for The Elemental Silver Stars.Fire: A modified version of the Fire Castle background, made specifically for The Elemental Silver Stars.1Up: That 1-Up background from Story Mode.Cave3: Volcano with only the farthest background.Cave2/ Water: Underground with only the farthest background.Ocean: Hills and Ocean but without the hills.Dark: Bowser in the Dark World background.The above will change the background of the area where the sign is to the Space background. In fact, that's how the majority of the features in this mod work. What this means is that you can now change the backgrounds across transitions in a single level! But how do you define the backgrounds in each area? Well, it's easy, all you have to do is put a sign in that area, and write the tag in it. Let's start off with something relatively simple, changing the area's background. Tag:, where x is a string/keyword (list below) The latest version is LDmod4.swf, and I won't be removing the older versions because doing so will break levels that are still using them.īelow is a list of all the things you can do with it so far. If done correctly, the mod should load when the level starts, although nothing will happen yet, since you have to instruct the new functions to do various stuff. To load this in your level, open your level's code in a text editor (like Notepad) and paste this at the end of your code, after your level name: ![]() I intend to put as much as I can into this one swf file, since the idea was to have just one universal swf file. I originally made this mod for a level I called "The Elemental Silver Stars", but I made it in a way that others can also use it if they wanted. ![]()
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