Hacking Reggie! - NSMBWii Level Editor

TobiasAmaranth

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John_and_Edward said:
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I'm having problems using Reggie...

When I load it up, it tells me to locate the stage folder, texture folder and the level files.

How do I do that exactly
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You read the page you downloaded Reggie from. And if that page was not on RVLution well then, best read the header topic again. We help those who help themselves.
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AJAX_2500

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GREAT WORK REGGIE! TEAM!!!!! this is awesom!! it is a bit different from the ds version as to when it comes to selecting and placing things on the level but im in no way saying its bad.. also am i just retarded or is there a way to change one object to another? like in the ds version you can select a sprite and change it by selecting the object you wish to replace it with.. thanks SO much Reggie! team!!
 

Treeki

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AJAX_2500 said:
GREAT WORK REGGIE! TEAM!!!!! this is awesom!! it is a bit different from the ds version as to when it comes to selecting and placing things on the level but im in no way saying its bad.. also am i just retarded or is there a way to change one object to another? like in the ds version you can select a sprite and change it by selecting the object you wish to replace it with.. thanks SO much Reggie! team!!
Select the objects/sprites you want to change and Alt+Click on the object/sprite you want to replace it with in the palette.
 

toejam316

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Hopefully one day this tool will have more features than Lunar Magic - as it stands it's still really, really good, but for now we'll be relying on Treeki and co for updates - promise us, Treeki, if you guys ever slow down/stop working on Reggie! that you'll release the source, so things don't need to start from scratch!
 

Pop006

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1. We are still working on things, don't worry....
2. Source is already avaliable on the download site, it has 150 downloads!
 

The Frenchman

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I think the pipe system should be made like, when creating a pipe warp it directly needs a second one placed.

same witt level entry and finish, they should be the first thing the editor asks you, what type of entry, then what type of finish.

anyway, such a great tool... only today I've found how to use pipes, start, finish and even mess with hidden spots.

I'm puzzled as to why the background seems messed up sometimes... with huge black gaps. I'm not sure how to level the ground and let's say peach's castle in 01-01.
 

toejam316

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Pop006 said:
1. We are still working on things, don't worry....
2. Source is already avaliable on the download site, it has 150 downloads!
I didn't notice the source was released - nevermind that bit then. Any hints as to what the next features planned are, or are you guys going to wait until they're actually ready (to stop a situation similar to when the release was initially announced)
 

Presto99

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The Frenchman said:
I think the pipe system should be made like, when creating a pipe warp it directly needs a second one placed.

same witt level entry and finish, they should be the first thing the editor asks you, what type of entry, then what type of finish.

anyway, such a great tool... only today I've found how to use pipes, start, finish and even mess with hidden spots.

I'm puzzled as to why the background seems messed up sometimes... with huge black gaps. I'm not sure how to level the ground and let's say peach's castle in 01-01.

that would make some things a bit easier, if it prompted you to make an entrance for the second pipe or something. And weird background things have happened to me too; I don't know what I did wrong.
I know this is my first post but i've been lurking a while and recently decided to register.
 

Pop006

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I was wondering how long it would take for someone to make the "How come this Feature is not here when you guys took so long to add features" comment.
Congrats DeadlyFoez, you most certainly are a god amongst gods.

In all honesty, None of us ever really had any major issues with entrances/exit numbers, so the need for a checker or a method to test them beyond us looking at them, was not necessary. Not to say it would not be a 'useful' feature, I think it could be. Saying that, Somehow I bet that once you get a bit more use to the editor and how things work, most of you who want it now would no longer use it even if we did add it.
 

toxibunny

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Jabe said:
Cyan said:
@JJBro1 : use Trucha signer

@Jabe :
there are website providing map dump
for example for Super mario world : http://vgmaps.com/Atlas/SuperNES/index.htm#SuperMarioWorld

Edit : I read your other message, I think it could be great to load an image in an additional layer in the background or semi-transparent foreground


Thanks a lot that's exactly the kind of screenshots I was looking for!
Being able to load png or jpeg as semi-transparent background would be great for future version but if it introduces new bugs I'm fine with this version.

@ skawo96: thanks I didn't know about Lunar Magic.

heh, looking at those SMW maps, they seem really simple, until I came across this: http://vgmaps.com/Atlas/SuperNES/SuperMari...eyOfBowser2.png

biggrin.gif
that middle section was some kick-arse level design. at the time, anyway...
 

Treeki

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DeadlyFoez said:
P.s. the level debug checker could just be automatically executed when someone tries to save the level, and if the checker finds that certain things are missing then it will just pop up a warning about giving the person a chance to ignore the errors or go back and fix them.
This is something that's on my todo list, I just need to find the time to do it.


So far I'm planning on doing these:
- Checking sprites for a number of common problems that may occur (like missing IDs) - but this won't be foolproof, as there are a lot of different properties and I'll probably miss some
- Checking entrances to make sure their destinations are valid and such


Not sure what else could be needed, I'm a little foggy right now because I just woke up >_
 

Treeki

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matthewbauer said:
I've got a small patch for Reggie that allows you to specify the .arc file to edit from the command line:
http://pastebin.com/DSnsLBWK

So you could do something like:
$ python reggie.py ~/Downloads/TrainingLevel.arc

This is useful for letting Reggie do associations with the '.arc' file type.

This patch is for the latest version so it may not work on your latest unreleased development version.
I've tried applying your pull request on Github for that patch (well, the fixed version of it). I'm probably messing something up, though (I've never used git or github before)

When I go to the Fork Queue page, I can select the patch and choose "Apply" from the dropdown box. I get this: "Status: Processing 1 of 1 Commits" - but nothing happens afterwards. If I go back to the Fork Queue page, the patch is still there. What am I doing wrong?

Also, not sure if you already knew, but Reggie already had argv support before your patch - I'm guessing that it wasn't working for some reason..
 

Jabe

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toxibunny said:
Jabe said:
Cyan said:
@JJBro1 : use Trucha signer

@Jabe :
there are website providing map dump
for example for Super mario world : http://vgmaps.com/Atlas/SuperNES/index.htm#SuperMarioWorld

Edit : I read your other message, I think it could be great to load an image in an additional layer in the background or semi-transparent foreground


Thanks a lot that's exactly the kind of screenshots I was looking for!
Being able to load png or jpeg as semi-transparent background would be great for future version but if it introduces new bugs I'm fine with this version.

@ skawo96: thanks I didn't know about Lunar Magic.

heh, looking at those SMW maps, they seem really simple, until I came across this: http://vgmaps.com/Atlas/SuperNES/SuperMari...eyOfBowser2.png

biggrin.gif
that middle section was some kick-arse level design. at the time, anyway...

I remember this level! And what you can't see on this screen is that if you have Yoshi and hit the block after Exit A you'll become blue Yoshi and be able to fly and disappear from the level and exit.

The same thing happen on Cheese Bridge Area (click to see) and what I liked on this one was the hard second exit (flying under the normal exit).

Where do we make feature request on github?
I didn't find it. It should be great to have some feature request and being able to vote for it (when feature has already been requested).
 

Pop006

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TobiasAmaranth said:
Same problem as every other area in every other level people have made. Not enough buffer space on the left and right. :| If there was an easy way to fix that, we'd put it in, but sadly there's not.

The best suggestion is to keep going back to Nintendo's levels, see how they did things. If they leave 8-10 blocks of buffer at the sides of a level, try doing the same. Once you learn some of the basics, you will know your limits pretty quick, then pushing the limits is the fun part
smile.gif
 

kyle007

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yeah i learned the hard way that you need to have at least 6-8 extra blocks on the sides usually, and at least 3-4 on the top and bottom. Is there anyway that by activating one event we could render other events useless. E.g. 2 switches, using the text tileset set up some question to answer, if they step on the correct switch render the other switches effects useless. (so stepping on it won't trigger the " your wrong" event)
 

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