Posted on 08-14-16, 10:24 pm (rev. 1 by MK7tester on 08-14-16, 10:24 pm)

Cheep-cheep
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Back with another tutorial! This time, i'm gonna show you how to make 2D Areas. Although 2D Areas were in Super Mario Galaxy, they are never actually used in this game. Louiskovski found out how to replicate this "effect" from SMG, and it's quite cool actually. I always loved it when 3D Mario games went 2D, like the Super Mario Sunshine file select, and a few levels in Galaxy.

But enough about that, here's how to do it

HOW TO CREATE 2D AREAS
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Step 1: 2D Camera

First of all, add a CameraArea to your level.



Then, you must click on "Generate Camera Code", a prompt will appear, asking you what the distance, horizontal rotation, and vertical rotation should be. For the horizontal rotation, put 0 (this depends which direction Mario is supposed to go). For the vertical rotation, put 5 (rises the camera slightly), and for the distance, 1100 is good enough for me.

Once you generate the camera, everything should be good! Of course, test your level to make sure your camera works correctly, and make sure the CameraArea fills the desired space.

Step 2: 2D Area

Once you are done adding the camera, add two transparent walls near your desired 2D Area. They should be an equal distance away from the middle, enough for Mario to squeeze through. Only the front side of this object has collision, to keep that in mind. Make sure Mario can not get to the other side of the transparent walls by any means necessary.



After this, you will want to duplicate the transparent walls and make enough so that they cover the entire 2D section on both sides. Unfortunately, you can not simply upscale the transparent wall object as this will cause glitches.



Finally, decide on the distance you want Mario to be able to travel back and forth. This involves moving the transparent walls to be closer together or farther apart. In some 2D areas, Mario can travel slightly back and forth, but in others, Mario is locked strictly to the 2D perspective.

And you're done, make sure to test out your edits in game to make sure everything worked right.

This is what the end result should look like:



Got any questions? Ask away. Did I miss something? Let me know.

Posted on 08-15-16, 12:08 pm
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Cool! Here a little tipp:
If the red walls in the editor goes on your nerves, you can easily change the obj of the wall in HELP -> OBJECTS DATABASE EDITOR. Just add the object TransparentWall and change the Modelname to an object in the modelsfolder, that is not so big and display your 2D level without irritating walls.
I'm using for example the teleportingblock
Posted on 08-16-16, 01:10 am

Cheep-cheep
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Good point! It is actually very annoying to edit with those stupid transparent walls in the way
Posted on 08-24-16, 05:26 pm
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This is technically not using a 2D area, but using walls to create a similar effect.
Posted on 08-24-16, 05:27 pm

Super Koopa
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That's what mk7t explained in the first post...
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[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 08-24-16, 11:39 pm (rev. 1 by maorninja3ds on 08-24-16, 11:39 pm)

Micro-Goomba
The 3DS Hacker

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So basically, sonic generations classic sonic 3D glitch?

Is this the way used to make that 1-1 remake?
Posted on 08-24-16, 11:40 pm

Super Koopa
Careful with that axe, Eugene!


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Wat...

Yes, I think louiskovskie used TransparentWalls as well.
_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier