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There are items from the game desks, presumably within each set to each group (not sure they are all, I haven't checked but I think so) that have items that are not used in the original "ship" or "ship boss" levels but are loaded into the levels.
These items could be used as extra items in the game but unfortunately they are not loaded into the Foundry icon list.
I think the reason is basically because Foundry loads only the icons representing the objects of the counter but only those used in the vanilla file, obviously anyone would go to modify a level even if they did not use a typical object of one of the graphic sets, such as a brick , we would always find it available as weird objects anyway, so the main reason why they do not appear in Foundry in the desk objects icons window is that no one has listed them in Foundry among those loadable objects, the reason perhaps is that often it is not clear how to load them, I think that the how is not important, it is more important that they can always be used, because I intend to introduce, admitting that someone or a group of people move to be able to visualize them in the future in the sets where these hidden objects exist, a new way to use objects in Foundry.
MY IDEA
My idea consists simply (having first searched for every object of the desk used in the various level sets) in being able to have a new functionality that allows the user to select an icon from the list of a graphic set when it is loaded from a chosen level, to example the ship level muncher when opening the "ship" or "ship boss" level (which has tiles in common with another widely used item in the ship level)
And by selecting one of the four tiles, after choosing the icon in an open window after selecting the functionality in the Foundry menu, you can change or delete the attribute that a tile has and that connects it and another tile of another object of the counter, this would avoid a lot of work in the assembly and would do this job in a totally automatic way by manipulating this new functionality of Foundry.
This functionality could also decide how it should behave inside Foundry, for example there are Weird objects that if added stretch to infinity in the level, this means they are extensible objects, it is an error caused by not being able to extend in Foundry so horizontal because each extensible object if reduced to a 4 * 4 unit by these as an effect, and since I noticed there is at least one weird object that does this effect, having a functionality in Foundry you select a desk icon, you could also decide the attribute it should have in Foundry in the workspace, in this case it can extend horizontally instead of getting stuck with the 4 * 4 shape tiles as if it were a common simple non-extendable object like the P-switch.
This functionality combined with the possibility of selecting everything that is loaded into memory (because it is searched and made available for changes if someone worked on it) combined with a further option that decides the effect it can have on Mario as a danger object as a muncher , deadly like lava, accumulating coins like coins, or sliding like an object in the underground level, or as a button like the "?" (in this case specifying another desk item) would give the user complete mastery of the changes on the game and even a little command of how to use some or some of the objects chosen on the Foundry workspace.
The text was updated successfully, but these errors were encountered:
There are items from the game desks, presumably within each set to each group (not sure they are all, I haven't checked but I think so) that have items that are not used in the original "ship" or "ship boss" levels but are loaded into the levels.
These items could be used as extra items in the game but unfortunately they are not loaded into the Foundry icon list.
I think the reason is basically because Foundry loads only the icons representing the objects of the counter but only those used in the vanilla file, obviously anyone would go to modify a level even if they did not use a typical object of one of the graphic sets, such as a brick , we would always find it available as weird objects anyway, so the main reason why they do not appear in Foundry in the desk objects icons window is that no one has listed them in Foundry among those loadable objects, the reason perhaps is that often it is not clear how to load them, I think that the how is not important, it is more important that they can always be used, because I intend to introduce, admitting that someone or a group of people move to be able to visualize them in the future in the sets where these hidden objects exist, a new way to use objects in Foundry.
MY IDEA
My idea consists simply (having first searched for every object of the desk used in the various level sets) in being able to have a new functionality that allows the user to select an icon from the list of a graphic set when it is loaded from a chosen level, to example the ship level muncher when opening the "ship" or "ship boss" level (which has tiles in common with another widely used item in the ship level)
And by selecting one of the four tiles, after choosing the icon in an open window after selecting the functionality in the Foundry menu, you can change or delete the attribute that a tile has and that connects it and another tile of another object of the counter, this would avoid a lot of work in the assembly and would do this job in a totally automatic way by manipulating this new functionality of Foundry.
This functionality could also decide how it should behave inside Foundry, for example there are Weird objects that if added stretch to infinity in the level, this means they are extensible objects, it is an error caused by not being able to extend in Foundry so horizontal because each extensible object if reduced to a 4 * 4 unit by these as an effect, and since I noticed there is at least one weird object that does this effect, having a functionality in Foundry you select a desk icon, you could also decide the attribute it should have in Foundry in the workspace, in this case it can extend horizontally instead of getting stuck with the 4 * 4 shape tiles as if it were a common simple non-extendable object like the P-switch.
This functionality combined with the possibility of selecting everything that is loaded into memory (because it is searched and made available for changes if someone worked on it) combined with a further option that decides the effect it can have on Mario as a danger object as a muncher , deadly like lava, accumulating coins like coins, or sliding like an object in the underground level, or as a button like the "?" (in this case specifying another desk item) would give the user complete mastery of the changes on the game and even a little command of how to use some or some of the objects chosen on the Foundry workspace.
The text was updated successfully, but these errors were encountered: