# SMW BALL N' CHAINS AND SWINGING PLATFORMS

### How to implement the swinging platforms and ball and chains from SMW

Something that many of you may not know, is that the SMBX graphic pack on RMN is outdated. The version on RMN is 3.0, while the most up to date is 3.1. It looks like it should be a very minor update, but it is a lot of added stuff. It's odd though, some of the stuff in version 3.0 is not in 3.1. Only a few things though. Anyway, some of the things are classified in a folder as "Advanced Features". This intrigued me. They are advanced features indeed. In this tutorial, I will teach you how to make two of them: The SMW Ball n' Chain and the SMW Swinging Platform.

IT SEEMS SO EASY
But it's not.

To make the Ball n' Chain, we use the fire bar. The chainlinks are actually 2 times the size of fireballs so each position is 2 more than the first, not one. I made it into a little formula so I could calculate in my head easier: (chainlink # from origin) x 2 - (distance from origin)
*1 unit of distance is 1/2 of a chainlink

Obviously, the very first step is getting the graphcics, but that's easy so I'll skip that. After adding the graphics to replace the SMB1 fireball and one of the SMB3 platforms (the bottom left one), you need to make origin of your Ball n' Chain. Make the area around the Ball n' Chain.

ACTUALLY MAKING IT
Here's the Beef!

Okay, this is it. First create the chainlinks. The first will be on the outside of the origin block. The actual origin block from SMW was always a stony gray block. The first firebar position will be 2*, and increase by 2 each time you extend the chain. When you get it to a length that satisfies you, you are done with this portion of creation. Note that the spike ball will actually be on top of the last chainlink, not at the end of it.
*Can be changed to one if you like it better that way, but in SMW it was always 2

This part is much trickier. Create a new layer and name it something like "spike ball 1", "ball 1", "ball A", etc. Annoyingly, you will need a new layer for each spikeball. Don't do anything to this layer yet. This part is vital. Go back to your last chainlink and go into it's events. Go to "attach to layer" and set it to "spike ball 1" or whatever you called it. Now it will actually work when you make it.

Now the frustrating part. You'll need to turn off auto-align for this next part. Select the Spike Ball NPC and put your mouse so that it is at the end of the second to last chainlink. You can't actually place it because the editor is telling you that there is already an NPC there. It's the chainlink. To get around this you have to use your spikeball layer again. *Memorize how the spikeball lines up with the background currently, and then hide the entire default layer. Place it on the memorized position and show the default layer again. Make sure you placed the spikeball in its layer or you will run into a lot of trouble.
*You may be able to skip all of the memorizing by using the shortcut to layers and then using tab, the arrow keys, and enter, keeping your mouse position the same

If you are happy with it. Then you are done. You have created a SMW Ball n' Chain!

THE ALTERNATE
The Swinging Platform doesn't like physics

The Swinging Platform is done the same way. Just replace the ball and chain with an NPC platform. Although, they will be a little different than the actual SMW ones. It is impossible to impliment the physics used on some of the actual SMW platforms. In SMW, some of these stand still until jumped on, which causes them to swing to a point. They also, speed up on the way down and slow to haly on the way up, which is also impossible. The platforms that we are making won't adhere to these rules. They will swing constantly in the same direction.

CONCLUSION
*whew*

So now you know what I learned by carefully examining a level that comes along with the advanced features. Theres no explanation though and I don't think everyone would figure it out. The key is the attatch to layer function. It provides a whole lot more options that I plan on showing you later in future tutorials later. I might even be able to figure out a few suggestions, who knows? I hope you have found this tutorial useful and good luck!

## Posts

Pages: 1
Seiromem
I would have more makerscore If I did things.
6375
I can say one thing, I've learned something from this tutorial.
Ok, so where do I download this new version of the graphics pack?
EDIT: NVM found it...
It is impossible in SMBX to making rotating platforms?
Blobofgoo
Legs are a burden. Return to snek.
2751
author=thiagoferreira
It is impossible in SMBX to making rotating platforms?

??? Is this spam...
Seiromem
I would have more makerscore If I did things.
6375
author=Blobofgoo
??? Is this spam...

That it is, you'll find another person by the name of Thiago that says something very similar. Only thing he ever does.
It is impossible in SMBX to making minigames with Events and Layers?
kentona
Bunnyhug
21027
It is impossible in SMBX to making Turn Block Bridges with Events and Layers?
Interesting.
Seiromem
I would have more makerscore If I did things.
6375
How do you turn Auto-Align off?
there's a checkbox in the bottom right corner, near the water button
Seiromem
I would have more makerscore If I did things.
6375
there's a checkbox in the bottom right corner, near the water button

Thanks a bunch!
Yes, it is possible in SMBX to making SMW Ball n' Chains and Swinging Platforms using Layers!
author=Blobofgoo
??? Is this spam...

No.
Blobofgoo
Legs are a burden. Return to snek.
2751
Rereading this...This is one of the most confusing things I have ever written.
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