The Text Editor, And You!

Discuss level design, whether in general or related to your levels
Mari0Player64
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Re: The Text Editor, And You!

Post by Mari0Player64 » Wed Aug 15, 2018 4:42 pm

No, I just found it by searching about the .mmlv Megaman Maker format.
I don't know what to write here

Mari0Player64
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Re: The Text Editor, And You!

Post by Mari0Player64 » Wed Aug 15, 2018 4:45 pm

Also, if you read it all, you will notice that it isn't up to date with the 1.4 version.
I don't know what to write here

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RandomCatDude
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Re: The Text Editor, And You!

Post by RandomCatDude » Thu Aug 16, 2018 5:48 am

Mari0Player64 wrote:
Wed Aug 15, 2018 4:42 pm
No, I just found it by searching about the .mmlv Megaman Maker format.
Oh... Okay, Kinda disappointing I can't contact the creator to tell em' that boss id 9 is a Gemini Man leftover...
I tried to fit Cave Johnson's lemon rant here, but it didn't fit. Stupid 255 character limit...

Mari0Player64
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Re: The Text Editor, And You!

Post by Mari0Player64 » Thu Aug 16, 2018 5:26 pm

How do you know that? You downloaded the Geminiman level or what?
I don't know what to write here

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Royalguard
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Re: The Text Editor, And You!

Post by Royalguard » Thu Aug 16, 2018 7:36 pm

Mari0Player64 wrote:
Thu Aug 16, 2018 5:26 pm
How do you know that? You downloaded the Geminiman level or what?
There is a topic compiling most of the information about the cut Gemini Man boss, it can be found here:
viewtopic.php?p=20143#p20143
Due to my current inability to play MMM in a satisfactory manner on either of my devices, I will be on hiatus from activity for an indefinite period of time.

Mari0Player64
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Re: The Text Editor, And You!

Post by Mari0Player64 » Thu Aug 16, 2018 8:01 pm

Oh, ok.
I don't know what to write here

Hapax
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Re: The Text Editor, And You!

Post by Hapax » Tue Jan 08, 2019 7:14 pm

Bucket wrote:
Sun Feb 11, 2018 2:34 pm
Another example of this used evilly is this.
Image

What I've done is replace the 3rd tile with a center air tile, which removes its solidity, but looks identical to the other tiles. Hopefully, no one will use this in levels...
Actually I would like to have tiles through which one may walk through for a secret area in a level. However, I don't master text editing enough and am having some trouble modifying the proper variables.

So could anyone please tell me what to modify (k, j, i, e, or a?) and how to modify it exactly? I'm able to achieve some weird things, but so far I haven't found how to remove the solidity of a tile, to make it a "center air tile". Thanks in advance!

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Snivymaster1337
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Re: The Text Editor, And You!

Post by Snivymaster1337 » Tue Jan 08, 2019 7:44 pm

Hapax wrote:
Tue Jan 08, 2019 7:14 pm
Bucket wrote:
Sun Feb 11, 2018 2:34 pm
Another example of this used evilly is this.
Image

What I've done is replace the 3rd tile with a center air tile, which removes its solidity, but looks identical to the other tiles. Hopefully, no one will use this in levels...
Actually I would like to have tiles through which one may walk through for a secret area in a level. However, I don't master text editing enough and am having some trouble modifying the proper variables.

So could anyone please tell me what to modify (k, j, i, e, or a?) and how to modify it exactly? I'm able to achieve some weird things, but so far I haven't found how to remove the solidity of a tile, to make it a "center air tile". Thanks in advance!
Why did you bump this?
Well, at least RollerC can pin this now.
THE SNIVY OVERLORD HAS AWOKEN

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"It's too late to turn Back now!"

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Royalguard
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Re: The Text Editor, And You!

Post by Royalguard » Tue Jan 08, 2019 8:31 pm

Was it really necessary to bump a dead topic like this?
Snivymaster1337 wrote:
Tue Jan 08, 2019 7:44 pm
Well, at least RollerC can pin this now.
The MMM team doesn't seem to officially support text-editing levels, so it seems a bit unlikely this topic will get pinned.
Due to my current inability to play MMM in a satisfactory manner on either of my devices, I will be on hiatus from activity for an indefinite period of time.

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Brazencoronet17
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Re: The Text Editor, And You!

Post by Brazencoronet17 » Wed Jan 09, 2019 1:07 am

Revive the text editing demon! Bump it or die
WAR ON MARS I, II, and III! I SHALL DESTROY THEM ALL!

Unless they surrender, which would be the wise choice.

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Zephadus
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Re: The Text Editor, And You!

Post by Zephadus » Wed Jan 09, 2019 7:56 pm

Why ya'll complaining about a bump to a thread like this?
It's an interesting topic, and (perhaps arguably) it makes sense.
Otherwise, they would make a new thread only to get replies of "I don't know",
or to be linked to this thread, and not get any further answers.
Could just be me, but I'm not a huge fan of thread redundancy.
The Search function is there for a reason, after all.

Anyway, to try to ANSWER THE QUESTION:
If you look at the Wave Man tiles from the first post...
Image
...you can see 4 tiles that make up a port window (looks like a washing machine).
Those are the tiles that allow for passability.
What's going on here is that the tiles on the "outside" edges of the tile map are solid, whereas the tiles "inside" are not.
Because those tiles (usually) look identical to the outer tiles, the player can't easily tell the difference.

In the case of the MM2 Wily tiles, they look almost identical to the rest of the tile set.
Image

In the case of Air tiles, every single tile in the Air tile set is exactly the same.
Image

Finding the right coordinates to use takes some experimentation, but once you've got it, you'll know.
The graphic should line up perfectly, and the player should be able to move through it.

Here's an example of this being used, from original NES to MMM:
Image
From Mega Man 2 Wily 4 Interpretation v2

If you look closely, you can see that because "middle" tiles had to be used, my tiles don't necessarily match the original.
It's most noticeable on the top with the spike pit.

I'll walk you through how I did it, and provide examples and A STRAIGHT UP ANSWER at the end.

In order to find the correct tiles to edit in the mmlv file, I usually make a blank level and place a tile from a wildly different tile set than the one I intend to use in my actual level, like Snake tile, and save it.
I then open up the mmlv in the text editor, and take note of its tile ID.
Now back in the level editor, I open the level I'm actually working on, and place Snake tiles where I want the "false" tiles.
I save the level, make a copy, and open it in the text editor.
I then search for the tile ID I got from the dummy level, and start editing.
First I change that ID to a random number, save, load it in the level editor, and check for which tile changed.
This way I know exactly what tile I'm editing, so I can test it later.
After that, it was all trial-and-error.

I'll provide you with a sample level file for you to poke around in.
Basically it's a stripped down version of the above level, with just the first half (where the false tiles are).
I copied the data from the text editor and threw it up on Pastebin here.
Simply right-click the download button, select "Save Link As...", change the extension to .mmlv, and save it to your Levels folder (%LOCALAPPDATA%/MegaMaker).

In this example, I've changed the first passable tiles from MM2 Wily 4 tiles to MM2 Wily 2 tiles.
The tile IDs ("e" values) are 134 and 133 respectively.
If you search the text for "133.0", it will bring you to this tile:
Image

Between this and the first post, that should be enough to get you started.

tl;dr:
When editing in the text editor, the K and J values of the 4 tiles you're looking for are as follows:
Image

Good luck, and happy editing! :D
ImageImageImage
I relinquish my rights to any and all pixel art that I produce to the Mega Man Maker team, in the unlikely event that they like it enough to use it.

Hapax
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Re: The Text Editor, And You!

Post by Hapax » Thu Jan 10, 2019 7:02 am

Thank you, this is exactly what I needed!

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rollerC
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Re: The Text Editor, And You!

Post by rollerC » Fri Jan 11, 2019 1:20 am

If I could pin this, I would, but Royalguard is right.
Royalguard wrote:
Tue Jan 08, 2019 8:31 pm
The MMM team doesn't seem to officially support text-editing levels, so it seems a bit unlikely this topic will get pinned.
I'm happy to see a bump to this topic though. It can be super useful for people.

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Kun fu Cuts Man
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Re: The Text Editor, And You!

Post by Kun fu Cuts Man » Fri Jan 11, 2019 1:50 am

For a moment I got scared with Roller´ s comment, I thought this thread was going to get locked. Anyway it´ s nice to see a thread talking about black text magic :D
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Does this count?

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Coming soon, but you can access at the Discord Server here

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Buster
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Re: The Text Editor, And You!

Post by Buster » Fri Jan 11, 2019 8:15 am

Is it too late to mention delaying force beams by more than 9, magnets extending their pull across the whole screen and conveyor belts dragging you faster/slower than normally?
A fangame Soon™ to be announced, maybe.
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silentthief
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Re: The Text Editor, And You!

Post by silentthief » Fri Jan 11, 2019 2:24 pm

Buster wrote:
Fri Jan 11, 2019 8:15 am
Is it too late to mention delaying force beams by more than 9, magnets extending their pull across the whole screen and conveyor belts dragging you faster/slower than normally?
Wait - these things can be done with text editing the megaman maker files? This is awesome

ST
Been gone a while, just came back to see this is progressing nicely. My level IDs

Stomping Grounds -- 39624
Hatchery -- 39675
Depth Charges -- 39605
swarm tower -- 39591
Electric Tower -- 67366

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Yoshi2018
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Re: The Text Editor, And You!

Post by Yoshi2018 » Fri Jan 11, 2019 9:37 pm

silentthief wrote:
Fri Jan 11, 2019 2:24 pm
Buster wrote:
Fri Jan 11, 2019 8:15 am
Is it too late to mention delaying force beams by more than 9, magnets extending their pull across the whole screen and conveyor belts dragging you faster/slower than normally?
Wait - these things can be done with text editing the megaman maker files? This is awesome

ST
Also:
I am inactive. If you see me, consider yourself unlucky.

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Buster
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Re: The Text Editor, And You!

Post by Buster » Sat Jan 12, 2019 12:38 pm

silentthief wrote:
Fri Jan 11, 2019 2:24 pm
Buster wrote:
Fri Jan 11, 2019 8:15 am
Is it too late to mention delaying force beams by more than 9, magnets extending their pull across the whole screen and conveyor belts dragging you faster/slower than normally?
Wait - these things can be done with text editing the megaman maker files? This is awesome

ST
Yes.

Anything that has a 1-4/1-5/1-9 delay selector can be delayed by any amount of time you want. Search for its h value and change it to anything you want. 0, more than 9, fractions, your choice. One thing worth nothing, with objects that activate in cycles, they will come delayed, but after they fire, they will cycle like normal.

Code: Select all

o4160,1280="9999.000000"
h4160,1280="26.500000"
g4160,1280="90.000000"
e4160,1280="51.000000"
d4160,1280="6.000000"
a4160,1280="1.000000"
This, for example, is a red force beam rotated up with its launch delayed to 26.

Some things have a weird relationship with the b value. For example magnets. Adding a custom b value to them will stretch/compress its pulling range, but its collision box and pull strenght will stay the same. The pull will go away if you scroll the magnet offscreen though.

Code: Select all

o2448,2832="9999.000000"
e2448,2832="2.000000"
d2448,2832="6.000000"
b2448,2832="20.000000"
a2448,2832="1.000000"
As another example, this is a conveyor belt that will drag you EXTREMELY fast.
A fangame Soon™ to be announced, maybe.
Image

Hapax
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Re: The Text Editor, And You!

Post by Hapax » Sat Jan 12, 2019 9:11 pm

How about changing the properties of weapons? Like for example making the power adaptor use ammo? :twisted:

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Buster
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Re: The Text Editor, And You!

Post by Buster » Sat Jan 12, 2019 9:47 pm

Hapax wrote:
Sat Jan 12, 2019 9:11 pm
How about changing the properties of weapons? Like for example making the power adaptor use ammo? :twisted:
Weapons aren't handled in the level editor. Be realistic.
A fangame Soon™ to be announced, maybe.
Image

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