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Hit a big snag, and I do not know what to do.

I have copied and pasted a custom block to look like the turn block On page 0x300. The custom block bounces when you hit it with small mario, and breaks when you hit it with big mario.

The blocktool instruction works like a charm, EXCEPT when I hit a pow block. When I do, the blocks stay as blocks despite being able to be picked up like coins.

What I did was... well, monkey around with the ExAnimation option in Lunar Magic. But I got the destination to be 300.

I had four entries starting from 5CC to 5FC (the coin tiles) repeated. Didn't work. Tried to turn frames 1-8 to 0. Nothing worked. I DO have the Super GFX Bypass set to 00 (since it uses a coin tile, which is a normal graphic) But nothing works. I am at a loss.
Well, first off, your destination should be located in the 8x8 editor, not the map16.

Now then, set up your animation with the following:
Type: 4 8x8's line
Trigger: POW
Frames: 4
Destination: (Choose a destination in the 8x8, and remember it's going to take up 4 8x8's in a line formation so if you choose say tile 0xA0, it will also use 0xA1, 0xA2 and 0xA3, which would overwrite the goalpost.)

Put the following into frames 00-07:
5C8 \
5C8 | Animation for the turn block when POW is not set.
5C8 |
5C8 /
5CC \
5DC | Animation for the coin when POW is set.
5EC |
5FC /

Then, on your map16, for tile 300, you will have to reassign the map16 8x8 tiles to whatever 8x8 tiles your animation uses, for instance here it would be A0, A1, A2, A3. And of course, don't forget to press F9.
Well, I have the block on tile 300, and the block is set to act like 132, which is the inactive brown block.
.... she just told you what to do. Click the smb3 brick icon in your level then follow what milk said.
Your layout has been removed.
Yah, I was going to delete that post, but it wouldn't let me.
These edit and delete post options being down are starting to get a little annoying. Meh whatcha gonna do?
Your layout has been removed.
I got everything to work! But.... now for the matter on what to do with the messy goal post... I'll think of something...
Originally posted by Luca
I got everything to work! But.... now for the matter on what to do with the messy goal post... I'll think of something...


You don't have to use tile 0xA0 as your destination, you know. You can use any tile in the 8x8 that's between 0x00 and 0x2FF (if you're using LM1.7+) for FG and BG so you don't have to corrupt your goalpost. I just used it as an example tile to show you how to build the animation properly.
That's alright. I already made a cool method to exit a level as if you beat it using a custom block. Now all I need to worry about is level design, which will take a bit for me to map out in my head. :P Thank you though!