[Tutorial] Elevators.

A compilation of tutorials for Sormaker

Moderators: Iceweb38, charco, Kyojinmaru, Stev0, Don Vecta

Re: Tutorial 3: Elevators

Postby Benny26 » Mon Sep 12, 2011 10:52 pm

Don Vecta wrote:
Oh, important! Also noticed that if you put an enemy to drop food during the elevator, it won't drop anything. Why? I don't even know. But this elevator part of the SORmaker engine it's way too bugged. :|


Yeah i agree. These bugs alog with the others could fill their own thread. I think i found a new one today with the diagonal camera sticking after downward-upward motion...But yeah, we could really do with a patch of some sort. It would make things a little more easier and the mods better overall.
The box said "Requires Windows 95 or better." I can't understand why it won't work on my Linux computer.
User avatar
Benny26
Fog
 
Posts: 442
Joined: Sun Apr 10, 2011 1:56 pm
Location: Leeds, The UK

Re: Tutorial 3: Elevators

Postby atrocity3010 » Tue Sep 13, 2011 1:57 am

Don Vecta wrote:Oh, important! Also noticed that if you put an enemy to drop food during the elevator, it won't drop anything. Why? I don't even know. But this elevator part of the SORmaker engine it's way too bugged. :|


Item drops may be disabled to prevent the elevator area from becoming cluttered. A combination of small items that are randomly dropped and any items you place on the elevator (chickens, weapons, etc) could make it difficult to fight properly, depending on the enemy waves. It would also make the enemies more interested in picking up items than dealing with you.

That's just my guess, anyway. It could just as easily be a bug.
atrocity3010
Donovan
 
Posts: 122
Joined: Wed Jul 21, 2010 7:53 pm

Re: [Tutorial] Elevators.

Postby CajNatalie » Mon Oct 03, 2011 11:45 pm

THE NEVER-ENDING ELEVATOR
You know, like in Stage 4-3 of SoR2?
Too Deep?

I haven't seen any mention of building one of these, but it is possible.
I got one working just now. :3
Image
You need to set the stage scroll type to 'Elevator'.
Anything else and you'll get stuck with an eternal go symbol by the end of the scene. You don't want that.

Layer 1 needs to be...
360 width
Minimum 512 height
It's best to have an image that's 360x256 that can loop forever with no graphical seams if you placed it one atop the other, and then double it vertically. 360x128 also works (that's the size used in 4-3) - just quadruple it.

You need to animate your image moving up (or down) yourself.
For a 360x128 image, that's 8 .png files, each one shifted up/down by 16 pixels.
For a 360x256 image, you want 8 .png files, each shifted by 32 pixels.
This will create a perfect looping animation of the walls forever moving up or down.

Well if I animate it myself, why does it need to be 512 height? Isn't 240 enough?
In an Elevator stage, you have to make the elevator event trigger at some point, or else you'll be stuck in the scene forever.
That would be bad.

Basically, when Round 2 shows up, you decide whether you want your elevator moved slightly faster or slightly slower for a while.
It's best to stick move speeds of about 1 or 2, otherwise the combination of movement speed and animation can make crazy things happen for a split second.
If you want, though... and you want to terrorize our vigilantes... you could do move speed 10 and have the characters say in a cutscene afterwards how they thought the elevator was gonna break down, get stuck, crash, or whatever.

An elevator where the walls are animated moving up will go...
...slightly faster if set to 'Move Up'.
...slightly slower if set to 'Move Down'.

For the same reason, the neverending elevator's animation speed should be 1 or 2 ONLY (3 or more produces choppy animation).
Note that 1 is insanely fast, and will mean the elevator travels a loooooong way.
Image
^Click to see PWNage; ALL 4 ROUNDS S-RANKED BY BLAZE3 on my Channel.
Round 4 is harder than Round 1 for Blaze, and I did it, too!!!

SoR3 as close as possible as to how it should've been: Complete Edition
Plus a Mini-Mod: Adam's Story
User avatar
CajNatalie
Kusanagi
 
Posts: 937
Joined: Sun Apr 26, 2009 7:04 pm
Location: England

Re: [Tutorial] Elevators.

Postby LucasHB » Wed Nov 02, 2011 6:35 am

Guys, I just started playing with elevators, and even with the tutorials, I have a problem. Please help me!

I have been getting the "not going until the end" bug, that apparently happens with the elevator going down, but I got it with the elevator going up! WTF? What am I doing wrong? Thanks in advance!
GRAND UPPAAAAAH!!!
User avatar
LucasHB
Electra
 
Posts: 345
Joined: Thu Apr 27, 2006 10:43 pm

Re: [Tutorial] Elevators.

Postby Benny26 » Wed Nov 02, 2011 11:50 pm

LucasHB wrote:Guys, I just started playing with elevators, and even with the tutorials, I have a problem. Please help me!

I have been getting the "not going until the end" bug, that apparently happens with the elevator going down, but I got it with the elevator going up! WTF? What am I doing wrong? Thanks in advance!


Well i certainly know upward elevators arn't bugged. Maybe you didn't set the back main scrolling layer properly? If you can't figure it out, just strip the level down, reset, then build it up again...As long as the main scroll layer is in the 01 slot, set to the bottom (fully down in SoRMaker), and there are enemies set to either round 1 (elevator waits) or round 2 (elevator starts straight away) your elevator should work properly.

Also, if you have any other scrolling layers in the 02, 03 ect...slots (backgrounds) that are not set correct or are shorter in length than the main layer, the elevator may appear to not reach the top.
The box said "Requires Windows 95 or better." I can't understand why it won't work on my Linux computer.
User avatar
Benny26
Fog
 
Posts: 442
Joined: Sun Apr 10, 2011 1:56 pm
Location: Leeds, The UK

Re: [Tutorial] Elevators.

Postby CajNatalie » Thu Nov 03, 2011 12:15 am

Benny26 wrote:Also, if you have any other scrolling layers in the 02, 03 ect...slots (backgrounds) that are not set correct or are shorter in length than the main layer, the elevator may appear to not reach the top.
This in particular. It's the most likely cause.

Anything set to Auto Up/Down is treated as an elevator. Whatever the shortest layer set to one of these is will be the total length of the elevator ride.
In fact, even in a non-elevator stage, if you put in an auto up/down the stage will actually suddenly end once it reaches the top/bottom (found this out when I tried General Petrov's purple lasers in SoR3 Stage 6... in the end I had to animate them sweeping up/down - can't remember which way they went - myself).
Image
^Click to see PWNage; ALL 4 ROUNDS S-RANKED BY BLAZE3 on my Channel.
Round 4 is harder than Round 1 for Blaze, and I did it, too!!!

SoR3 as close as possible as to how it should've been: Complete Edition
Plus a Mini-Mod: Adam's Story
User avatar
CajNatalie
Kusanagi
 
Posts: 937
Joined: Sun Apr 26, 2009 7:04 pm
Location: England

Re: [Tutorial] Elevators.

Postby LucasHB » Thu Nov 03, 2011 4:00 pm

Thanks for the help, guys. I finally figured it out.

The thing is, I set the immediate back layer too fast, so it ended before the background view. Now I worked it out. Thanks for the help. Man, elevators can be tricky! Now, for my next challenge: platforms!
GRAND UPPAAAAAH!!!
User avatar
LucasHB
Electra
 
Posts: 345
Joined: Thu Apr 27, 2006 10:43 pm

Re: [Tutorial] Elevators.

Postby Benny26 » Thu Nov 03, 2011 4:24 pm

LucasHB wrote: Now, for my next challenge: platforms!


Good luck with them...It's like opening another can of worms :mrgreen:

Just one tip from me: Make sure the upper walking horizon is inside the yellow, because if it isn't and you can reach the green at the top, you'll fall off when you touch it.

It's all in Natalie's tutorial on yellow anyway.
The box said "Requires Windows 95 or better." I can't understand why it won't work on my Linux computer.
User avatar
Benny26
Fog
 
Posts: 442
Joined: Sun Apr 10, 2011 1:56 pm
Location: Leeds, The UK

Re: [Tutorial] Elevators.

Postby CajNatalie » Tue Nov 08, 2011 5:16 am

While reworking Stage 7 of SoR1, a lot of hassle could've been saved if I knew this...

Auto 10 is 3.5x as fast as Auto 5.

For an auto-down scene composed of an auto 5 and an auto 10...
Take your auto 5 layer's dimensions.
Subtract 240 from height.
Multiply result by 3.5
Add 240 back on to answer.
This is your auto 10's height - it is the exact value.
Image
^Click to see PWNage; ALL 4 ROUNDS S-RANKED BY BLAZE3 on my Channel.
Round 4 is harder than Round 1 for Blaze, and I did it, too!!!

SoR3 as close as possible as to how it should've been: Complete Edition
Plus a Mini-Mod: Adam's Story
User avatar
CajNatalie
Kusanagi
 
Posts: 937
Joined: Sun Apr 26, 2009 7:04 pm
Location: England

Re: [Tutorial] Elevators.

Postby xRainmakerRSx » Thu Jan 10, 2013 12:26 pm

the explanation is very good my elevator worked perfectly thanks to all
Image
User avatar
xRainmakerRSx
Galsia
 
Posts: 31
Joined: Wed Jul 04, 2012 3:18 pm

Previous

Return to Tutorials

Who is online

Users browsing this forum: No registered users and 0 guests