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There needs to be an overworld tutorial.

If there is one, it should be a lot easier to find.

I've spent about 4 hours now trying to get Mario to move ONE TILE on the overworld. I've read the LM help file, I've checked the FAQ, I've checked about 50 threads relating to this problem, and I'm still left without an answer or a solution.

I've got a path placed, not even messing with jank events, have every single exit on the level set to allow me to move in the correct direction upon completion despite the level having only a normal exit, and still I can't move.

EDIT: I've came to the conclusion that an event MUST BE SET in order for Mario to be allowed to move, if this is the case, why isn't it noted in the FAQ section? In fact, the FAQ section does little more than simply acknowledge that events exist.
initial level settings are only updated on the creation of a new save file. iirc, it's also true for the direction an exit allows, if said exit is cleared on the save file you're trying to use.

general rule of thumb is to test from a fresh save file when you're messing with level settings
Originally posted by MercuryPenny
initial level settings are only updated on the creation of a new save file. iirc, it's also true for the direction an exit allows, if said exit is cleared on the save file you're trying to use.

general rule of thumb is to test from a fresh save file when you're messing with level settings


Yes, I've started a new save file, deleting all 3 just to be safe several times. Still won't allow Mario to move once completing a level.

Is an Event required to allow Overworld movement? Both Layer 1 and Layer 2 paths, or just one of them? The specifics are what I don't understand.
Originally posted by The_Uber_Camper
Is an Event required to allow Overworld movement? Both Layer 1 and Layer 2 paths, or just one of them? The specifics are what I don't understand.

You can open a path using "Direction to enable when normal exit passed" in the #lm{owlevel} dialog. You can also set different directions for each secret exit.

Layer 2 Events are used to update the overworld visually only.


YY-CHR > Photoshop.
Originally posted by BlueToad

You can open a path using "Direction to enable when normal exit passed" in the #lm{owlevel} dialog. You can also set different directions for each secret exit.

Layer 2 Events are used to update the overworld visually only.


That's what's not making sense to me though. I've got a barebones grid-like overworld that I'm using for testing levels, the layer 1 paths are down,
and the "Direction to enable" things are set, but if it's set to "no event" then I can't move. I've got it set to
enable movement without requiring a clear and it works perfectly fine, but the moment I remove the ability to move without clearing,
I can't move anymore, even with the direction enabled and the level cleared. #smw{o_O?}

I guess I'll understand eventually, this is just such a huge pain, and I can't seem to wrap my head around it
For you to move when an event is cleared, you have to set the base event in #lm{owlevel} to something other than "No Event", even if no layer 1/2 events are set beforehand.

If you plan to add event tiles, you must take in mind which event the path and level tile are at - if, say, the path is revealed in event 1, the base event absolutely must be event 1, and so forth.
Windowless ride, feeling alive
Are you alive or just breathing?
Originally posted by The_Uber_Camper
Is an Event required to allow Overworld movement?

Yes. Directions are enabled alongside event execution, so no new direction will be enabled if
- the event is set to N/A;
- the event has already ran previously.

The initial enable direction flags are event-independent, though.
It's easily the best thing I've done
So why the empty numb?
Originally posted by Koopster
Originally posted by The_Uber_Camper
Is an Event required to allow Overworld movement?

Yes. Directions are enabled alongside event execution, so no new direction will be enabled if
- the event is set to N/A;
- the event has already ran previously.

The initial enable direction flags are event-independent, though.

Originally posted by Katerpie
For you to move when an event is cleared, you have to set the base event in #lm{owlevel} to something other than "No Event", even if no layer 1/2 events are set beforehand.

If you plan to add event tiles, you must take in mind which event the path and level tile are at - if, say, the path is revealed in event 1, the base event absolutely must be event 1, and so forth.


Thanks guys, I think this is exactly what I was looking for! #smw{:TUP:}