[Advanced Collision] How to use the YELLOW color in map.

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[Advanced Collision] How to use the YELLOW color in map.

Postby CajNatalie » Tue Sep 27, 2011 9:19 pm

So this stuff is all common knowledge...
Pit, 000,000,000 (RGB, black color)
Wall, 000,128,000 (RGB, green color)
Walking area, 000,064,128 (RGB, blue color)

...but there are other colors out there. I only know about Yellow, but there's gotta be colors for water, ice, snow, and pits you can climb out of (please, someone tell me if you know it, so I can make the BKIII mod!).

The Hidden Color
Stage 7 Elevator Barrier, 248,252,000 (RGB, yellow color)

If more colors are discovered, they will be listed here.


How to use Yellow
Yellow is quite infamous for its apparent glitchiness, but I think we're all just using it wrong. I hope to have the definitive guide on how to use this damn color some day, but I believe I've hit pretty close with it.

Ledges
Yellow can make ledges. You can jump up through green and stand in a yellow area.
Do NOT make the ledge more than 1 pixel thick (unless you know what you're doing - see Benny26's replies). Remember this, and your ledges will be fine and glitch free.
To drop from a ledge, press up/down. Or run to the left or right of it.
Make sure that there is a blue pixel somewhere for you to land when you drop. You don't want to drop in to green territory and get stuck.

To make a ledge that runs up the screen, draw stripes as wide as possible up the rail.
Leave one pixel between each stripe and the one above it.
In any column of pixels, there should be no more than 2 yellow pixels. Following the previous rule, there will be a blue pixel between these 2.
If you have 3 or more, you're going to get loaded with glitches - shorten stripes until you can avoid this. With 2 pixels, you have good collision for jumping on the rail combined with minimal glitching when walking under the rail.
To escape a 'glitch' when walking under a rail, move diagonally.
Not properly tested: Since you drop off of ledges when you run in to green, I concluded that sticking a green pixel on the side of a ledge may help reduce glitching. Testing seems to have supported this, but I may have just been biased.

Low Walls
When you don't stick to 1-pixel-thick stripes and paint blocks of yellow, it can be used to make special walls to throw people over!
The wall must be at least 3 pixels thick vertically and horizontally.
Try to make it as thin as possible without going under that limit.
Generally, you need to be close to the wall to get a successful throw or anti-air knock-down, but it provides marginally better results than using the 'thin green wall method' (see spoiler).
Spoiler: show

Important: When making a yellow wall, test the ends - top and bottom.
If you can slip through them to your death, add green around them to correct this.

Combining this Knowledge: SoR1 Stage 7!
CajNatalie wrote:Further investigation has shown that you shouldn't use a green wall, but a yellow wall.
That's right, yellow acts as a wall if you block it together.
If you want yellow as a ledge, it should only be one pixel thick! Because otherwise it will trigger the wall behavior that everyone labels as a glitch.
Yellow walls seem far easier to throw over. I even got knocked over it when I was hit during a jump.
Jumps don't have throw locking (each frame of a throw animation locks the victim's sprite in to a certain position, which is how you can throw/slam people past a thin green line - they'll get 'locked in' on the other side of the line), which helps support the reason to choose yellow over green for a better barrier effect.


Here is the magic map...
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Now I'm going to actually... make Stage 7 (finally, lol).
If anyone can improve the ledge, please share how.
Last edited by CajNatalie on Thu Sep 29, 2011 11:19 pm, edited 1 time in total.
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Re: [Advanced Collision] How to Use 'Hidden' Colors (eg: YEL

Postby Benny26 » Thu Sep 29, 2011 12:42 am

The cat's out of the bag now then :P

One of my early stages in my mod uses quite alot of yellow (without any bugs). For the "throw-over" wall you talk of, I'm pretty happy with a 3 pixel wide green at the moment for one of my little elevators. It's not possible to commit suicide but the throwing over is at a rather nice level.

I've also spent alot of time looking for the "no-die pit" color; I've been mostly looking in the pink area because i'm sure someone spoke of it somewhere. I haven't found it yet though sadly :( I think i heard of a blue that can be used for something also but i'm not sure what.

Do NOT make the ledge more than 1 pixel thick


Not sure what to make of this. The yellow is more known as the "platform" color, and i have platforms (or ledges) that are alot bigger than one pixel and operate without bugs. One thing to note: Playing only on the collision map with yellow (that's having the upper scene limit walking area right up at the top and out of the equation) will cause the char to drop off the platform from the yellow when it reaches the upper limit of the yellow. However, having the upper stage walking limit in play and having it placed just under the top of the yellow stops this "drop-off" from happening....if you have an elevator or diagonal stage though, you're screwed :|

It's surprising that all the true colors (like yellow) arn't mentioned in the original map tutorial by B... :?
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Re: [Advanced Collision] How to Use 'Hidden' Colors (eg: YEL

Postby charco » Thu Sep 29, 2011 9:48 am

Benny26 wrote:It's surprising that all the true colors (like yellow) arn't mentioned in the original map tutorial by B... :?


Not that surprising. If the yellow is glitchy he probably decided not to mention it as he thought people would only be making simple stages.
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Re: [Advanced Collision] How to Use 'Hidden' Colors (eg: YEL

Postby Benny26 » Thu Sep 29, 2011 10:14 pm

charco wrote:
Benny26 wrote:It's surprising that all the true colors (like yellow) arn't mentioned in the original map tutorial by B... :?


Not that surprising. If the yellow is glitchy he probably decided not to mention it as he thought people would only be making simple stages.


I'll agree that the yellow can be really glitchy if not used right. But It can be tamed and used to good effect...I suppose Iceweb's demo mod proves it in a way.

I wonder if there are anymore colors he decided not to "mention" :twisted: :D
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Re: [Advanced Collision] How to Use 'Hidden' Colors (eg: YEL

Postby Iceweb38 » Thu Sep 29, 2011 11:51 pm

Excellent tutorial!
Feel free to study my mod as it uses the yellow colour, maybe you could figure out other things :D
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Re: [Advanced Collision] How to Use 'Hidden' Colors (eg: YEL

Postby JoyJoyfulRabbit » Sun Oct 02, 2011 4:11 pm

Benny26 wrote:
charco wrote:
Benny26 wrote:It's surprising that all the true colors (like yellow) arn't mentioned in the original map tutorial by B... :?


Not that surprising. If the yellow is glitchy he probably decided not to mention it as he thought people would only be making simple stages.


I'll agree that the yellow can be really glitchy if not used right. But It can be tamed and used to good effect...I suppose Iceweb's demo mod proves it in a way.

I wonder if there are anymore colors he decided not to "mention" :twisted: :D



maybe because of "hover" enemies bug. =P
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Re: [Advanced Collision] How to Use 'Hidden' Colors (eg: YEL

Postby Don Vecta » Sun Oct 02, 2011 5:26 pm

Gaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaahahahahahahaha~! With this tutorial my bridge elevator finally have the fun of throwing people off the ledge. And the best, you also can knock them down from a juggling Grand Uppah~! :D

Some interesting and fun stuff, including some cool bugs (non game breakers), though

* trollninjas with kunais, when they launch at you spinning, they can't control their spin and launch themselves out from the platform, lol!
* Putting SOR3 Galsias on jump in intro, if landed wrong, they'll be scrolling horizontally until suddenly they just die (a police call would shorten their deaths too, lol).
* Haku-oh's jump kick, if landed wrong they either get stuck in the falling animation or the scroll over to death, lol.
* Mona & Lisa's dash arrow kick also launch themselves to oblivion. also, when they're doing their back flip, you just can tip them out of the edge with a jab or a flying kick and they'll fall too.

Thanks for these tutorial! Handy handy handy! :D
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Re: [Advanced Collision] How to Use 'Hidden' Colors (eg: YEL

Postby Don Vecta » Mon Oct 10, 2011 10:27 pm

Double post because I can and because I found VERY important values and properties about yellow color in a map.


1) Climbing a yellow platform it's VERY tricky. If you climb from an X plane (from left to right of vice versa), your character WILL drop in the closest X line, and if you climb a yellow platform from Y (from down to up or vice versa) you'll drop down in the same Y spot you climbed. Pretty much, YOU CANNOT CLIMB FROM X AND DROP FROM Y AND VICE VERSA!
Example, if you climbed a platform from X (let's say, a left side of a table) and you try to drop down by going down, you WILL teleport in the spot you climbed up and the only way you'll cross that yellow platform without returning to the first spot is to drop from the right side of the table.
The same, climb from down to up and walk to your left or right and you'll be to earth at the same spot you jumped vertically.

2) Yellow platforms don't have hard collision properties. In the moment you climb a Yellow platform, you can fall from ANY side of it. It's like being surrounded completely by black. The only way to give yourself an upper wall/handrail property is by putting your horizon line of your map within SORmaker adjacent to the upper line of your yellow platform, otherwise your character will drop off even if you walked up.


By these two properties, you'll find out how tricky is to use yellow platforms, so bottomline, the don't's are.

1) Don't put yellow platforms not stuck to the horizon line.

2) Design your ledges, platforms, bridges or anything that needs an upper floor to be climbed and dropped from the same axis, otherwise, players, due of the X/Y property, will drop into the abyss (if they scrolled the screen and there's black below, for example) or simply will make the area unable to pass through.



And to close this post, Word of God has made clear that there's only 4 colors with value in the maps.

1) Green RGB 0 128 0 = Wall/hardness property.
2) Blue RGB 0 64 128 = Walkable area.
3) Pure Black 0 0 0 = Pit
4) Yellow 248 252 0 = Platform, ledges, handrails.

There's no hidden color or property to climbable pits, water or ice. Those were constructed within the engine itself of v5. :(
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Re: [Advanced Collision] How to use the YELLOW color in map.

Postby Don Vecta » Wed Oct 19, 2011 11:53 am

Okay, gotta ask this cuz it's seriously pulling my hair out (and some other modders).


I'm trying to build a stage were you start up in an upper ledge then you'll eventually drop into a lower area. So what I had in mind was to make a map with the first area in yellow then afterwards make a drop point where the rest of the ground it's blue.

All sounds awesome in the drawing board, right? So I started working on my map, got it done as I planned, saved the .bmp with the correct colors. But here's the issue:

FPG WON'T RECOGNIZE THE DAMN BMP FILE!

It simply won't show up! At all.

So I'm puzzled and tried to experiment. saved the same image on .png and yes, fpg does recognize the png. So I loaded up the map, yes?, saved and, as expected, the fpg will corrupt the colors, so extracted the 001 image inside into .bmp, reloaded the source folder of images and voila, the 001.bmp appeared! I said, yay, just modifying the right colors and I'd be able to drag it back, save and get my map, right?

So, I did that, changed the corrupted colors, saved the .bmp without save as and then tried to drag the already displayed .bmp files and geuss what I've got?

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Yes! It trolled me with a fucking internet meme!

Seriously, WTF, why it doesn't recognize .bmp files anymore!?
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Re: [Advanced Collision] How to use the YELLOW color in map.

Postby CajNatalie » Wed Oct 19, 2011 12:12 pm

Go to a different location in FPG edit, then go back to the bmp directory?
It doesn't update directories fully so the 'division by zero' may be because its data is mismatched.

Other than that I'm clueless.


By the way, I did some color testing for all the 64s (64,0,0) (128,0,0) etc (64,64,0) etc and (255,255,0) seems to work just fine.

What's with this odd RGB value we're using? Is it glitchier than pure yellow or is pure yellow extra glitched?
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Re: [Advanced Collision] How to use the YELLOW color in map.

Postby celestinx » Thu Oct 20, 2011 3:20 am

CajNatalie wrote:Go to a different location in FPG edit, then go back to the bmp directory?
It doesn't update directories fully so the 'division by zero' may be because its data is mismatched.

Other than that I'm clueless.


By the way, I did some color testing for all the 64s (64,0,0) (128,0,0) etc (64,64,0) etc and (255,255,0) seems to work just fine.

What's with this odd RGB value we're using? Is it glitchier than pure yellow or is pure yellow extra glitched?


sadly, it didnt work.. so we are stomped...
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Re: [Advanced Collision] How to use the YELLOW color in map.

Postby Don Vecta » Thu Oct 20, 2011 10:18 am

celestinx wrote:
CajNatalie wrote:Go to a different location in FPG edit, then go back to the bmp directory?
It doesn't update directories fully so the 'division by zero' may be because its data is mismatched.

Other than that I'm clueless.


By the way, I did some color testing for all the 64s (64,0,0) (128,0,0) etc (64,64,0) etc and (255,255,0) seems to work just fine.

What's with this odd RGB value we're using? Is it glitchier than pure yellow or is pure yellow extra glitched?


sadly, it didnt work.. so we are stomped...


Actually, we were researching and it seems that certain .bmp's get corrupted by certain amount of bytes and they get odd numbers so they get the stupid divide by zero thingie or won't be recognized. This is a FENIX problem, actually. :(
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