Aug 15, 2015 at 10:33 PM
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What do you mean by borders of the cloud layers?
 
Aug 15, 2015 at 10:41 PM
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Camero said:
What do you mean by borders of the cloud layers?
I mean like the size and location of each layer of clouds in the areas I mentoined in my other post.
 
Aug 15, 2015 at 11:10 PM
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Do you mean the clouds at the very top of the balcony?
If so then you place the clouds there with map editor.
They're only in the balcony tileset.
To make them transport you back to the start of the map,
place a horizontal trigger in the clouds.
 
Aug 15, 2015 at 11:14 PM
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Camero said:
Do you mean the clouds at the very top of the balcony?
If so then you place the clouds there with map editor.
They're only in the balcony tileset.
To make them transport you back to the start of the map,
place a horizontal trigger in the clouds.
I mean the background.
 
Aug 15, 2015 at 11:16 PM
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You can edit how the background looks in data with paint.net.
To change which layers move at what speeds is
probably much more complicated.
 
Aug 15, 2015 at 11:17 PM
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Well, I assume it's where each cload ends. Might help to expeiriment, and find something that hasn't already been found.
 
Aug 15, 2015 at 11:40 PM
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It's complicated…
I'll try to answer as best as I can.
p202452-0-11608150039512091741.png
Everything at or below line 1 is where the scrolling speed is the slowest.
Everything at or below line 2 is where the scrolling speed is slow.
Everything at or below line 3 is where the scrolling speed is fast.
Everything at or below line 4 is where the scrolling speed is the fastest.

I think changing those would require ASM hacking.

The same would apply for bkMoon and other backgrounds that are set in the map properties to have a scrolling background.


I hope this explanation helps…
 
Aug 16, 2015 at 6:39 AM
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Is ASM required to have Curly reappear if she falls outside the window boundaries like in WTF Story?
 
Aug 16, 2015 at 4:56 PM
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Like, move onto the desktop? If that's the question, then yes.
 
Aug 16, 2015 at 5:39 PM
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Does map 0000 (Null) have any uses, aside for being used in the credits of vanilla Cave Story and some mods?
 
Aug 16, 2015 at 6:55 PM
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Bionicobot said:
Like, move onto the desktop? If that's the question, then yes.
I mean, if put in a mod normally, if she falls out of the level boundaries, or in a hole in the 640x480 boundaries, she never comes back. And I wonder if ASM is needed to have her respawn if she does.
 
Aug 16, 2015 at 8:01 PM
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<WAI for a bit, then move her back up. If the player needs to move, then use the command that allows the key input.
 
Aug 16, 2015 at 9:06 PM
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For now, I'm using No NPC tiles to prevent Curly from falling outside the level, and I just discovered that the "Water No NPC" tiles (tile type 64) don't seem to have the water function in it. Is that supposed to happen, or did Pixel not code them correctly?
 
Aug 17, 2015 at 12:21 AM
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TLincoln said:
Is ASM required to have Curly reappear if she falls outside the window boundaries like in WTF Story?
Yeah, ASM is required. The Curly AI that follows you in vanilla Cave Story can and will get stuck if you design the level right. The design of the labyrinth level she appears in is designed in a specific way so that she can't ever "fall off" or fall behind (part of why that map progresses downwards).

In WTF Story I programmed an entirely new curly AI, and part of the code was just to warp to the player if she got too far away. It was easier than trying to deal with it otherwise.
 
Aug 17, 2015 at 12:42 AM
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How do you make the title screen have a background?
 
Aug 17, 2015 at 5:50 PM
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Does it matter what melody instruments you use in OrgMaker2?
 
Aug 17, 2015 at 6:02 PM
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If I remember correctly, no. You can use any of the melody instruments. But you can use only some drums.

EDIT:
Here's a question, how does ANP work? I never understood how to use it.
 
Aug 17, 2015 at 6:23 PM
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<ANPXXXX:YYYY:ZZZZ

X = entity's event number (use to determine what entity to animate)
Y = animation number (specific to each npc type; animation 0001 for jack may be different than animation 0001 for curly)
Z = entity's new direction
 
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