Custom tiles and events in apoplexy???
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- Calif
- Posts: 553
- Joined: August 27th, 2011, 2:04 am
Custom tiles and events in apoplexy???
Hi im starting using apoplexy for modding for pc version, i used to mod for snes. Now i want to ask how to use it for custom tile editing, and also how to create custom events, like drink potion opens a door or make brick loses.
Any help...
Any help...
Check my Prince in C# https://github.com/salvadorc17/Prince-Monogame
Re: Custom tiles and events in apoplexy???
You should see a blue drink. Up the drink hang text (aktivate room 8), this drink you place on something room. Later you fix room 8 on the map. In room 8 left up you edit button, lose tiles or other things.
This event is only in room 8
This event is only in room 8
Re: Custom tiles and events in apoplexy???
Yes, you can use this potion...
(mirror)
...that says "activate room 8 upper left" to activate the top left tile in room 8. On that top left tile in room 8, you could have, for example, a drop or raise button that could close or open one or more gates.
More complicated things are possible. Forum user tacosalad explained it (starting) here, but it's extremely complicated.
Unlike the SNES version, PoP1 for DOS does not have multi-layered tiles, so you cannot combine foreground and background layers in the way Pr1SnesLevEd allows you to.
(mirror)
...that says "activate room 8 upper left" to activate the top left tile in room 8. On that top left tile in room 8, you could have, for example, a drop or raise button that could close or open one or more gates.
More complicated things are possible. Forum user tacosalad explained it (starting) here, but it's extremely complicated.
Unlike the SNES version, PoP1 for DOS does not have multi-layered tiles, so you cannot combine foreground and background layers in the way Pr1SnesLevEd allows you to.
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- Calif
- Posts: 553
- Joined: August 27th, 2011, 2:04 am
Re: Custom tiles and events in apoplexy???
Dont understand you well, you mean only this event can be on room 8, and no work for other tiles???You should see a blue drink. Up the drink hang text (aktivate room 8), this drink you place on something room. Later you fix room 8 on the map. In room 8 left up you edit button, lose tiles or other things.
This event is only in room 8
But how complicated, i have seen a video about levels, where you drink a potion and after a door is been opened...
Check my Prince in C# https://github.com/salvadorc17/Prince-Monogame
Re: Custom tiles and events in apoplexy???
Yes. It work only room 8.
You can fix raise (button for opening gate) in room 8. So this raise activate gate on other room. Test it
You can fix raise (button for opening gate) in room 8. So this raise activate gate on other room. Test it
Re: Custom tiles and events in apoplexy???
salvadorc17, see the Instructional Video, starting 4:40.
The tile in the upper left of room 8 can be a raise or drop button that opens gates.
As yaqxsw writes, you could test it for yourself to find out.
The tile in the upper left of room 8 can be a raise or drop button that opens gates.
As yaqxsw writes, you could test it for yourself to find out.
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- Calif
- Posts: 553
- Joined: August 27th, 2011, 2:04 am
Re: Custom tiles and events in apoplexy???
Yes i have seen the video, but dont understand well how it works...
Check my Prince in C# https://github.com/salvadorc17/Prince-Monogame
Re: Custom tiles and events in apoplexy???
If you don't understand how it works, download another person's mod that has what you want and look at their level(s) inside a level editor.
Practice, young grasshopper, makes perfect.
Practice, young grasshopper, makes perfect.
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- Calif
- Posts: 553
- Joined: August 27th, 2011, 2:04 am
Re: Custom tiles and events in apoplexy???
Ok, i can use the mods from total pack??? also can you answer me about snes rom hex editng in other post...
Check my Prince in C# https://github.com/salvadorc17/Prince-Monogame
Re: Custom tiles and events in apoplexy???
Yes, just pick a mod and move it into the prince/ directory of apoplexy.salvadorc17 wrote:Ok, i can use the mods from total pack???
I barely know a thing about that, but I think David recently answered your question.salvadorc17 wrote:also can you answer me about snes rom hex editng in other post...
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- Calif
- Posts: 553
- Joined: August 27th, 2011, 2:04 am
Re: Custom tiles and events in apoplexy???
Thanks for your help norbert, i see that david is the one that know from snes version, no problem...
Check my Prince in C# https://github.com/salvadorc17/Prince-Monogame
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- Calif
- Posts: 553
- Joined: August 27th, 2011, 2:04 am
Re: Custom tiles and events in apoplexy???
Now i have problems trying to trigger multiple events at time, i want door open and brick lose activate when i hit the brick to raise event.
Check my Prince in C# https://github.com/salvadorc17/Prince-Monogame
Re: Custom tiles and events in apoplexy???
That requires a custom PRINCE.EXE file.
You can use CusPop for this: in the "Set up allow triggering any tile" section, use Enabled, and then click the "Get the file" button at the end of that page.
You can use CusPop for this: in the "Set up allow triggering any tile" section, use Enabled, and then click the "Get the file" button at the end of that page.
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- Calif
- Posts: 553
- Joined: August 27th, 2011, 2:04 am
Re: Custom tiles and events in apoplexy???
What is this cuspop a custom tool to create hacked prince vesions=??
Check my Prince in C# https://github.com/salvadorc17/Prince-Monogame
Re: Custom tiles and events in apoplexy???
http://www.popot.org/other_useful_tools ... and_CusAsmsalvadorc17 wrote:What is this cuspop a custom tool to create hacked prince vesions=??