May 17, 2020 at 9:58 AM
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yeah, that makes a lot more sense, silly me.
 
May 17, 2020 at 12:00 PM
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oh, do you mean for the records? like for the hell run? if you want to edit them boosters lab has the hackinator which, in the hacks for the title screen, has the records and it tells you the value for a minute, the rest is simple math.
 
May 20, 2020 at 6:34 PM
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Mmh, I closed Booster's Lab and reopened it and now it won't let me open the maps in the editor. What's going on?
Now, it might be related to the fact that I recently updated Java, but I'm not sure.
Has anything like this ever happened to any of you?
Never mind, it opened the map after like 10 minutes on its own for some reason. Still, that is a little odd.
 
Last edited:
May 23, 2020 at 1:07 PM
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So regarding Balrog's sprites, I need help in sorting out which sprites he uses during the second (Hover) and third (Missile) battles with him. I intend to use the Hover and Missile for the second phase of the Diamond Dog battle.
p373217-0-tlbbe4s.png
 
May 23, 2020 at 1:42 PM
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So regarding Balrog's sprites, I need help in sorting out which sprites he uses during the second (Hover) and third (Missile) battles with him. I intend to use the Hover and Missile for the second phase of the Diamond Dog battle.
p373217-0-tlbbe4s.png
The sprites that are highlighted are the ones in use.

Balrog 2 (Hover):
p373218-1-kdnu6h.png


Balrog 3 (Missile):
p373218-2-6l6vit.png
 
May 23, 2020 at 5:51 PM
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The sprites that are highlighted are the ones in use.

Balrog 2 (Hover):
p373218-1-kdnu6h.png


Balrog 3 (Missile):
p373218-2-6l6vit.png
Thank you for your help, Serri. I'll also be keeping copies of these images for future reference.
 
May 23, 2020 at 6:22 PM
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I have a quick question: can I make entity sprite sets as big as I please or that just isn't possible in normal conditions?
 
May 23, 2020 at 6:28 PM
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I have a quick question: can I make entity sprite sets as big as I please or that just isn't possible in normal conditions?
Yes, but only through NpcSym or any of the bitmaps in the data folder (barring Face.bmp), and you'll need ASM to assign framerects to the much larger sheet.
 
May 24, 2020 at 11:11 PM
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how would I go about making a different sprite for falling instead of jumping?
 
May 24, 2020 at 11:30 PM
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how would I go about making a different sprite for falling instead of jumping?
Without ASM (or C, if you're using CSE2), you can't. In fact, the jumping sprites are the same as the walking sprites, lol.
 
Jun 6, 2020 at 7:37 AM
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Is there a way to have Booster's Lab check my syntax and tell me if there are any errors in the script?
 
Jun 6, 2020 at 7:56 AM
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Not currently, but if you don't wanna go through the hassle of going back and forth between Booster's Lab and Cave Editor, there is a standalone TSC editor based on the one used on CE. Do keep in mind however, if you're using custom TSC commands, they'll been seen as errors regardless if they're typed in correctly, due to them not being recognized in the syntax.

I do suggest yelling at asking @Leo40Story if you'd like the syntax checks to be implemented into Booster's Lab, though.
 
Jun 6, 2020 at 8:26 AM
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there is a standalone TSC editor based on the one used on CE.
I'll try that out, however experience taught me that I shouldn't trust Cave Editor, so I'm going to sneakily copy the mod folder.
 
Jun 6, 2020 at 3:42 PM
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I'll try that out, however experience taught me that I shouldn't trust Cave Editor, so I'm going to sneakily copy the mod folder.
It only opens the tsc files.
 
Jun 6, 2020 at 4:17 PM
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I noticed, that's why I made a copy of the entire folder.
Cave Editor is only known to give the executable some issues. Everything in the data folder is fine, however.
 
Jun 6, 2020 at 4:24 PM
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Cave Editor is only known to give the executable some issues. Everything in the data folder is fine, however.
Ah, OK. Thank you for the replies, Serri.
 
Jun 8, 2020 at 4:34 PM
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Hi, I've searched but I'm still confused as to what are Option 1 and Option 2 in the entity flags in Cave Editor. Do they control what direction the entity is facing? Do they make the trigger horizontal or vertical? I have no idea >n<
 
Jun 8, 2020 at 5:13 PM
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They do various things. In Booster's Lab they would be the called“Spawn with alt direct option”. Anyway, let's take a H/V trigger for example: it's set up to be horizontal by default, BUT if you use option 2 it'll become a vertical trigger. Very cool. By the way, the ultimate editor is Booster's Lab, so if I were you I would use that one.
 
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