Making Teleporters

Discuss N mapping theory, N maps, and other aspects of map-making.

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Postby Slayr » 2008.11.13 (01:48)

I want to make some teleporters and i don't know how because even though i saw a tutorial download it wouldn't work with my computer.:( please help

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Postby notsteve » 2008.11.14 (00:48)

well there was a thread about this on the old forums...
http://metanet.2.forumer.com/index.php?showtopic=931
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Postby Rikaninja » 2008.11.14 (08:30)

Welcome to Metanet.
And notsteve, that's a strange avvy. And yes, Littleiking makes the best teleporters around. From littleviking i got a tutoriol on ow to make teleporters and I am now confident on it.

(That link on notsteve's reply is all you need)
Last edited by Rikaninja on 2008.11.15 (06:17), edited 1 time in total.
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Postby jackass » 2008.11.14 (09:20)

Rikaninja wrote:Welcome to Matanet.
And notsteve, that's a strange avvy. And yes, Littleiking makes the best teleporters around. From littleviking i got a tutoriol on ow to make teleporters and I am now confident on it.

(That link on notsteve's reply is all you need)
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Postby George » 2008.11.14 (12:03)

Rikaninja wrote:Welcome to Matanet.
Dude, intentionally misspelling 'Metanet' is heresy. Shape up.
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Postby Slayr » 2008.11.14 (13:30)

Rikaninja wrote:Welcome to Matanet.
And notsteve, that's a strange avvy. And yes, Littleiking makes the best teleporters around. From littleviking i got a tutoriol on ow to make teleporters and I am now confident on it.

(That link on notsteve's reply is all you need)
I used the link but that was the same one that didn't work for my computer. nice sig though

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Postby Rikaninja » 2008.11.15 (06:18)

George wrote:
Rikaninja wrote:Welcome to Matanet.
Dude, intentionally misspelling 'Metanet' is heresy. Shape up.
Sorry. It's a habit.
All my friends call it Matanet and I'm used to spelling it as matanet.
I just can't get used to Metanet.
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Postby Rikaninja » 2008.11.15 (06:21)

Slayr wrote:
Rikaninja wrote:Welcome to Matanet.
And notsteve, that's a strange avvy. And yes, LittleViking makes the best teleporters around. From littleviking i got a tutoriol on how to make teleporters and I am now confident on it.

(That link on notsteve's reply is all you need)
I used the link but that was the same one that didn't work for my computer. nice sig though
This is the tutorial. Hopefully It'll work on your comp.
Attachments
Teleporter_Tutorial.zip
Little Viking 001 Teleporter Tutorial
(8.9 KiB) Downloaded 507 times
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Postby Slayr » 2008.11.15 (22:05)

t didnt work. it just repeatedly opened and closed a blank internet page over an dover until i restarted the computer.but thanks anyway.

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Postby EdoI » 2008.11.21 (19:27)

1. Go to Ned.
2. Make a random launch pad.
You'll see code (if you're creating launch pad that shoots up):

2^100,100,0,-1
launch pad^x coordinate,y coordinate,x acceleration,y acceleration

if the coordinates were 100,100

3. If you want to make a teleporter make acceleration values bigger (in this case -1 is smaller than -2).
4. Experiment. Maybe you'll learn the best by yourself.

I hope I was helpful.

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Postby Kablizzy » 2008.11.21 (20:29)

Rikaninja wrote:
George wrote:
Rikaninja wrote:Welcome to Matanet.
Dude, intentionally misspelling 'Metanet' is heresy. Shape up.
Sorry. It's a habit.
All my friends call it Matanet and I'm used to spelling it as matanet.
I just can't get used to Metanet.
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Postby Nexx » 2008.11.22 (03:06)

Slayr wrote:t didnt work. it just repeatedly opened and closed a blank internet page over an dover until i restarted the computer.but thanks anyway.
"Right click>Save Link As" on the zip file doesn't get the job done? What OS and browser are you using?

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Postby 乳头的早餐谷物 » 2008.11.22 (06:13)

Kablizzy wrote:Mods: Seriously? And you guys *don't* think he's Atra yet?
Hmmm? Matanet?
M E A T N E T 1 9 9 2

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Postby Slayr » 2008.11.22 (16:05)

Avarin wrote:
Slayr wrote:t didnt work. it just repeatedly opened and closed a blank internet page over an dover until i restarted the computer.but thanks anyway.
"Right click>Save Link As" on the zip file doesn't get the job done? What OS and browser are you using?
im using windows vista

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Postby Slayr » 2008.11.22 (18:22)

hey uum EdoI can u explain that teleporter thing in more depth i didn't really understand the whole x y x y blah blah blah thing.

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Postby EdoI » 2008.11.25 (19:37)

I wrote:1. Go to Ned.
2. Make a random launch pad.
You'll see code (if you're creating launch pad that shoots up):

2^100,100,0,-1
launch pad^x coordinate,y coordinate,x acceleration,y acceleration

if the coordinates were 100,100

3. If you want to make a teleporter make acceleration values bigger (in this case -1 is smaller than -2).
4. Experiment. Maybe you'll learn the best by yourself.

I hope I was helpful.
and then Slayr wrote:hey uum EdoI can u explain that teleporter thing in more depth i didn't really understand the whole x y x y blah blah blah thing.
OK. Solid tiles aren't apsolutely solid. That means that you can't pass through it unless you hit it hard (fast) enough. If you go with enough speed, you'll penentrate without damage.

x speed - horizontal speed
y speed - vertical speed

1 is default speed.

Look at this:



You'll notice 2^372,576,0,-3

That -3 is vertical acceleration. As I said, default is 1, so 3 is 3x more than normal. Above there is one more launch pad. This one gets ninja back down, because if I didn't put ninja would go off the screen. To find out where to put this launch pad, you have to open it in Ned, turn Caps lock down and watch frame by frame (by pressing left mouse). The SECOND frame where you see ninja is the location where the second launch pad should be.

If you still don't get it, just say it and I'll try to explain again.

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Postby rambo5252 » 2008.11.25 (23:41)

i understood you the first time although after working in nreality for a while im pretty good at understanding code modifications
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Postby Slayr » 2008.11.25 (23:59)

thanks Edoi, but i hav 1 question. can u make teleporters go sideways and if so wil u explain how? thx

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Postby Slayr » 2008.11.26 (13:24)

also i was wondering, can u do this in N+?

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Postby unoriginal name » 2008.11.26 (15:25)

Don't double post. Edit your posts instead.

To answer your first question, yes.
To answer your second question, no.

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Postby Brainwasher » 2008.11.26 (20:00)

to make a sideways teleporter, increase the x accelerate number (the second to last number). Remember that -3 counts as greater than -1, but going to the left. To stop a teleporting ninja, you will need a oneway/spring/bounceblock/something else to stop it after it passes one frame. This means that you cannot stop a ninja from teleporting the first frame afer he hits the teleporter.
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Postby Rikaninja » 2008.11.27 (08:12)

Hmmmmm. If only that Tutorial would work on your computer. Then you would have a guide on all these things in a very simple form of text. And some demos. I guess I can't help you much. But the other posts will have the info you need.
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Postby blackbelmoral » 2008.12.04 (04:20)

EdoI wrote:1. Go to Ned.
2. Make a random launch pad.
You'll see code (if you're creating launch pad that shoots up):

2^100,100,0,-1
launch pad^x coordinate,y coordinate,x acceleration,y acceleration

if the coordinates were 100,100

3. If you want to make a teleporter make acceleration values bigger (in this case -1 is smaller than -2).
4. Experiment. Maybe you'll learn the best by yourself.

I hope I was helpful.
actually, if the teleporter is facing the other way (random) then you will see a 1,0 at the end. change to x,0
also:make sure you know where it is going. use capslock to see where to remove tiles/place launchpad(s)
if you want to see spot-on teles, see my map Bowser's Castle
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Postby blackbelmoral » 2008.12.04 (04:20)

or
someone could just take the tutorial text, copy, and past. i will
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Postby blackbelmoral » 2008.12.04 (04:22)

In Part 1, you will learn to make a basic teleporter, as well as a few techniques to help make it easier to create teleporters in the future.

[0] Open N and start debug mode.

[1] Load the map 'Start' from the '\Maps\Part 1\' folder.

[2] You should see the ninja ready to fall on a launch pad. This launch pad will become your teleporter, but it hasn't been modified yet.

--Tip: Before you modify a launch pad, delete it and place a new one where it was. This puts it at the end of the code, so you can be sure you're editing the one you want to.

[3] Now to start modifying. The code <!2^636,516,0,-1> represents the launch pad you want to edit. You want to change the <-1> to a higher number so it launches your ninja at a high speed. Change it to about -4 or -5. Then press L to load the newly modified level.

[4] With Caps Lock OFF, press P to start playing your level. Turn Caps Lock ON so the ninja falls closer to the launch pad, but turn Caps Lock OFF again before you hit the launch pad. Now you can click each frame by until the ninja does hit the launch pad.

[5] You want the ninja to be in the target area (somewhere in the octagon) as soon as he leaves the launch pad. If he is too far or not far enough, adjust the number you changed on the launch pad until you get your ninja in the target area. Once you find the right number, you should be able to click one time to send the ninja from the target area to the second set of launch pads.

[6] When you find the right number, your teleporter is complete. Feel free to look at my finished version of this map and get ready for the next part of the tutorial.

If you choose to, save your work now.

Part 2 will teach you how to make teleporters in each of the four primary directions.

[0] Open N and start debug mode.

[1] Load the map 'Start' from the '\Maps\Part 2\' folder.

[2] You can jump right into modifying now. Remember to delete the launch pad you're going to modify and place a new one. There are many launch pads here and no easy way to tell which is which in the code itself. Re-placing the launch pad puts it at the end of the code.

[3] The distance your ninja needs to teleport is a little farther than in Part 1, so start with a number around 5 or 6. Test is out, then tweak the number value until it works.

--Tip: Move the ninja closer to the next teleporter in edit mode, so you save time while you test the next teleporter.

[4] Left-, right-, and down-teleporters need much higher numbers than the up-teleporters you've made so far. Start with a number around +/-50 for the left- and right-teleporters. Test and change them until they work. The down-teleporter also requires high numbers, but this one teleports the ninja a shorter distance. Start with 20 or 30 and work from there.

--Tip: A simple representation of the grid used in N. Up and left have negative values. Down and right have positive values
_-_x_+
-| |
y| N |
+|_ _ _|


[5] After you find numbers that work for each direction, you're done. The finished version is included if you need a guide (at the end of the code, the teleporters are !<up>!<left>!<down>!<right>).

If you want to save your work, do it now.


This tutorial will teach you to make reliable teleporters and get you used to picking the right place for your teleporter and its exit.

[0] Open N and start debug mode.

[1] Load the map 'Start' from the '\Maps\Part 3\' folder.

[2] This time, you don't have a ninja or launch pads to start out. So, first, you have to decide where you want to put your teleporter. Think about where you want the ninja to exit and make sure there is empty space half-way between the teleporter and the exit.

[3] Once you decide where to start your teleporter, place a jump pad there. For now, keep it on the ground. You can make teleporters up in the air later. You'll want to choose the jump pad that's facing the direction you're going to teleport.

[4] Now create your teleporter's exit. Place two or three launch pads where you want your ninja to end his teleport. They should be in the same row or column as the teleporter, as you've seen in previous parts of this tutorial.

After you finish step 4, save your work.

[5] Load the map 'Example 3_1' from the '\Maps\Part 3\' folder.

[6] Play the level. You'll see that you have to jump onto the center of the teleporter on the left side to make it work. If you try to walk into the left or right side, you are simply launched out of the level. The teleporter on the right guides the player onto the center, preventing the player from using it incorrectly.

--Tip: The map 'Example 3_2' in the '\Maps\Part 3\' folder shows examples of vertical and horizontal teleporters with tiles to guide the player. I strongly advise you look at these before moving on.

[8] Load the map you started and saved earlier.

[9] Place tiles around your teleporter to guide the player into it correctly. Follow the samples in 'Example 3_2' and add some style to the outside if you want.

[10] Once your guides are in place, you can place a ninja and begin tweaking the jump pad to create a teleporter. Use what you've learned in the previous parts to make your working teleporter (Don't forget to replace the jump pad so it appears at the end of the code).

[11] Now you are finished with Part 3. A finished map is included, but it is only one of many possible outcomes for this part of the tutorial.

Save your work.



Until now, you've made teleporters with two or three launch pads as an exit, and large spaces in the middle. But teleporting often requires that you fit the ninja into small spaces and use only one launch pad as an exit. This should give you a good start with precise teleporting.

[0] Open N and start debug mode.

[1] Load the map 'Start' from the '\Maps\Part 4\' folder.

[2] Now you have just one space in the middle and one launch pad as an exit. Replace the teleporter and change the power to -5. When you test the level, the ninja dies but you can't tell exactly where. Well, how can you make the teleporter if you don't know how much to adjust the number values?

[3] The easiest way to know how much to adjust your launch pad values is to delete the tiles the prevent you from seeing the ninja. You can always put them back in after your teleporter is complete. Load the map 'Example 4_1' from the '\Maps\Part 4\' folder. You don't need to save your current map.

[4] You can see that most of the tiles in the center have been deleted, with two remaining to indicate where the one middle opening was before. Now, make your teleporter; I don't have to tell you how. Be sure that the ninja is between the two unchanged tiles on the first frame and the he hits the exit launch pad on the second.

[5] When your teleporter is perfect, replace the missing tiles. The level should look like it did before, except now with a working teleporter.

[6] With the tiles back in place, this part of the tutorial is complete.

Saving your map helps build strong bones.


Diagonal teleporters are definitely more complicated than other teleporters, but not by a lot. Really, the only difference is that you have to find the right launch pad values two times, once for vertical and once for horizontal.

[0] Open N and start debug mode.

[1] Load the map 'Start' from the '\Maps\Part 5\' folder.

[2] You have a target area like in the first parts of this tutorial. When you get the ninja in the target area on the first frame after launch, he should end in the rounded exit zone. But to take one step at a time, you first need to find the right vertical launch value.

[3] Create an up-facing launch pad. Turn it into a teleporter; start at about -4 to -6, you know what to do. You want to get the ninja in the lower rectangle on the first frame after launch.

[4] When you have this, you can start changing the horizontal launch number. The ninja needs to move right, so you'll change the 0 in your teleporter to a positive number. This number will be very high, so change it to any number from about 20 to 50 and tweak it until it you get the ninja over to the round target area.

--Tip: Just a reminder. This is the grid used in N. Up and left have negative values. Down and right have positive values
_-_x_+
-| |
y| N |
+|_ _ _|

[5] When you do get the teleporter working, you still need an exit. Click to the next frame so the ninja is in the large rounded zone. Make note of his position (I just hover my mouse cursor over that location) and simply place a launch pad there.

[6] Now your diagonal teleporter should be functional. Test it out, and change it if it isn't. When it's perfect, you're finished.

It's that time again. Save your work.


No special instructions or introduction. Using what you know, you should now be able to create your own working teleporters. I made a simple map to test your skills.

[0] Open N and start debug mode.

[1] Load the map 'Start' from the '\Maps\Part 6\' folder.

[2] You have full control from this point on. Be creative.
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