How to Teleport (Part 1): Teleportation in Mario Maker 2 with the Banned Wagon devs!

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foreign you need to know what a broken track is a broken track is not ground blocks I've broken track is when you select more tracks you put a claw on the left most of the tracks so all the Bots either the bottom or the left most so if you're doing just two vertical ones you'll put on the bottom one that's gonna scrub you also need to do it in one go so if you do stuff in between on the track and doing stuff that's going to mess it up because this is all undo Tech and you put a hammer in the claw you make it big you play Then pause then press undo if you did it optimally or before times but if you did stuff in between it'd be more than or you just do it until the track breaks and you can delete the claw and the hammer bro and you'll have a broken track I find it easier if you're doing a lot of undo stuff use a d-pad to press right down down and then you can undo much faster by pressing AAA on the undo then waiting and holding each time sure so a broken track is just going to act like a regular track for the most part right yes um there are a bunch of useful stuff you can do such as this you can transfer something onto a second track horizontally without having to use any kind of verticality and that'll just stay on the green ball stay on this track here uh an example of where this was used was in Warrior's child mine which is a Stevo level if I wanted to insert a seesaw from the side because he was hiding it behind a second seesaw I don't know but he didn't want it but if you to hide it behind he needed it to stay at the same horizontal position so he had to make it come in from the side without come without any sort of vertical movement so this is how we did it awesome so what happens uh to make a broken track teleport okay to make it teleport you do two things you draw a track here and you make it curved that is everything you need to know and video uh right so if uh if an object goes off of a broken track and tries to transfer onto a curved track like this it'll teleport yes it doesn't have to be a horizontal track you can do like broken track it goes uh right then art there's like different orientations you can use and as long as the broken part of the track leads into a lot of curved track it will teleport so that would work as well anyway um [Music] when something goes off a broken track it will teleport to the bottom left of the level uh this is pretty easy to do in the sub world but we'll just show this here for now so when that hard block goes off the end it'll disappear and it will reappear down here in the bottom left corner because I guess that's some sort of default value thing and then it'll immediately despawn because it's like too far off the screen right uh it's a block on a track so it won't but if there was if it was something that could despawn it would however if it's been on a curved track already it will teleport back to that instead so the default value is replaced by the last curve track it was on and then it does a little weird squiggly thingy when it does a little weird thing gets back on it think that it's because it assumes that the curve track is in that orientation I wonder what this will do no it just goes down and does the exact opposite thing we're inside there's a little weird thing when it teleports and then it you can make it Loop continuously doing this this is how soup bowl did the screen wrap uh simulation in there I forget what the name of that level was endless yeah and it chooses the most recent curved track uh it went over to but he chose this one got it cool okay all right but I don't just want to teleport stuff on tracks I want to use it to teleport stuff that's not on tracks okay so there are three four types of teleportation so we're gonna do like segments into this video so the first type of teleportation we're going to cover is carrying teleportation so actually let's move to the sub world because it's easier without the start ground there thank you carry teleportation is when you have an item going off a broken track and it carries an item with it off the broken track [Music] it's really difficult to do two things at once okay so you have an item going off a broken track and it carries an item going off a broken track usually a block and it can carry an item with it such as uh this piranha let's use a pal because honors can sometimes die when this happens and even though the block will go to the bottom left move to see it here the power will get caught on different ground blocks [Music] and the power will end up here because it gets caught on the ground blocks even though you can see the block on tracks it goes to the bottom left the power gets caught in them uh gets caught Midway so it gets carried from A to B so let's start by talking about the process by which the game decides where the item that's teleporting is going to end up um in order to do so it's going to go around in a loop through a bunch of different relevant rows and columns that we'll talk about as they come up so the first thing that you have to remember is where the item teleports from we call this the teleportation location and column teleportation Row the teleportation column these are going to be very important in this case it's one to the right of where the pow is right now so if I press play the place where the power is when it disappears is roughly here great um the second important location here is in this case is going to be column two and this is this is what we call the scanning column and this it doesn't matter if we are way over to the right in the level it's always going to be way over here on the left the first couple of columns um it's possible to select different columns for this but that's gonna we'll cover that later in this case as in most cases our scanning column is column two um so the first thing that's going to happen is that the pal is going to look at the scanning column and try to fall so we got a second pal if you if you imagine this power goes off on a little journey the road that is on is what we will call the teleportation row so it's the row it was at when it teleported it will start at that height or that row and it was scanned downwards along the scanning column until it finds something solid in this case it will find this ground block great and this is going to select the scanning row now remember during all this time the pal has no physics this is all happening just within the engine yes this is uh interesting [Music] um so you have to imagine it falling and hitting a solid once it hits a solid where it ends up is going to select the scanning row yes so select this row here as the scanning row so now it's gonna teleport all the way back to the column where it started the teleportation column right there no physics still um and it's gonna try and go left until it hits a solid in this case it goes right there but and this is the destination column this is where the this is the column where the pow is going to end up again still no physics still just this is all virtual finally the pow is going to snap back up to the row where it started right there and attempt to fall [Music] and right there is the destination that's where the power is going to end up only after this point does the pal gain physics and push along the destination row we'll get into pushing a little bit more later but the at that point the power is going to have physics and it's going to push as if it had teleported from its origin down to the destination row and just push left until it ends up in this spot now it's a very complicated way of it determining where it ends up um but there's a lot of the the advantages there's a lot of places where you can actually control this great as an experiment let's try adding some blocks in the scanning row to move this destination to the right a little bit so our scanning various here if we add a block here it will still scan along this scanning Row from the teleportation column left with until it finds something solid but it will find this block here instead of this block so that means your destination column is going to be this column instead of this column created so that means it'll teleport in the session right here beautiful now what happens if you have something that's taller than one block like a launcher with a launcher all your scanning rows your teleportation rows and your destination rows every row that you're talking about is going to be two rows because the launcher is two tiles tool so your teleportation row it goes leftwards and tip it's the left level theoretically this is all it doesn't have any physics whilst we're doing this if you remember what Janine said it's just a mind exercise it will scan downwards along your scanning column until it hits something solid that selects your scanning rows Rose plural because it's a two-tile tool thing there's been three tiles to it it would be three rows that you're scanning rows that selects these two rows as your scanning rows [Music] I should copy this instead of moving it around no this is this is fine okay so then it will go along the it will scan along the scanning row until it hits something solid uh which is this block that decides your destination column which your destination column is still only one column because this is one tail thick if it had been a two by two thing let's say we've got a big cannon both your every column you're talking about and every row you're talking about will be two rows and two columns the thing that we said we were going to come back to is how do you decide the scanning column right why was it column two in all of these cases okay so now it's the copy of this pal gonna grab a copy of this platform and I'm going to put this platform here so if you imagine these two platforms this are the same platform you any pla anything that teleports off a broken track so this could be a hard block on a track uh platform on a track I see so on a track whatever you want that's going to get mapped with a one-to-one mapping on the left side of the screen on centered on column two so if you look at the center of this platform middle Block it's going to be mapped to column two and relative to where the power is on this platform that's going to be where the scanning column is related to this platform so I'm if I move this how by one so it's on the middle plus one let's let's assume that right is plus one and left is minus one so that's right plus one it's going to be column two plus one it's going to go to column three if the power is here you can make this platform as big as we want so if it's if the powers here instead it's gonna be color it's going to be the middle plus one plus two plus three right so you have to imagine that the center of the platform that's teleporting is going to be column two yes and if you if that was on column two where would that power be and that's how you select the scanning column so if it's three to the right of the center of the platform it's going to be column two plus three so end up on column five so yeah if you're watching this and you're trying to figure this out just mess around experiment see if you can set something up guess where it's going to end up and then watch it go there that's the best way to get good at this kind of stuff this next example about teleporting spike balls relies on a little bit of knowledge about placeholders if you're not familiar with placeholders we're going to do a little explanation here but for a more in-depth uh explanation uh loop and Snoop has or Loop of Loop and Snoop has a great video on how to use um placeholder assisted loading and placeholders yes assisted loading I think it's called anyway we'll link it someone else will link in the description but the basic gist is if a spike boy in this case if anything that usually moves or usually has a behavior is off screen and but it's also touching one of a few types of platform a blue platform is one of these it won't it's it's normal behaviors won't start so a spider won't roll a um and Goomba won't walk see a mushroom won't slide around a mushroom might walk around yeah bam won't explode Etc that's actually really important for us because we want to control where the spike belt is on the platform when it is when it's gonna teleport um because if it was rolling around then it might select the wrong column and then do all sorts of weird things yeah so if we map this blue platform using the scanning column method your middle column is going to be column two so the scanning columns that it select it selects assuming the spike will doesn't roll is going to be column two column three it's going to select columns four and five if the spike ball maintains its position if it rolls to the left when you press play it will select a different column or select something in between it's not like it doesn't snap to a column it'll be like in between if the spider was like mid-roll so spike ball teleportation what's it what's it do show me what's up with teleportation you could have magical stuff happen such as this ago we have these four blocks and only these four blocks breaking and we have these four note blocks and only these four note blocks getting hit from the side remotely so we had something in them uh let's say a winged pow or 1024 winged coins perhaps that would crash the game of that but basically it allows remote activation or remote breaking of many different things [Music] if you've played Wagon World you've noticed that there are a lot of places where just for some reason a bunch of blocks hit themselves um or seem to and that is that is what we've used spike ball teleportation for um it is extremely versatile it's very useful it can be used to clean up a lot of setups and it's fairly Sprite efficient as well so definitely definitely a technique worth learning there are two main directions you can use Swagger teleporting horizontal and vertical So currently we are using it horizontally or you you always use it both horizontally and vertically but generally you only use make though one of those your use case so our use case currently is we're going to use it horizontally to break or to break slash activate everything in this row two rows here so if you see everything in those two rows I think it's broken or hit can you show me what happens if it's a small spikeball yes I can maybe with some question mark blocks in the mix [Music] hey tickle right so a small spike ball is going to affect one row and it's going to hit things rather than destroy them because that's what small spike balls do yes it will just give the effect of a small swipe of rolling into it that's what it will do the second way of doing it or the second use case for it is vertical Activation so in this example we've got this entire vertical column of hard blocks being hit if we put um note blocks here they would be hit as well but from above not from the side see those they will get hit downwards so these get the effect of a spike ball falling on them got it now a spot where teleporting will always do both you always get a horizontal or getting out activated slash broken and for this example that is this row here and you will always get a vertical column being activated slash jumped on for these note blocks they're are similar rules to the carry teleportation but they're a slight variation of them to decide which row and which column awesome that's what are those rules okay so r teleporting thing is now slightly off screen here so that the spell doesn't roll before it teleports and we are also putting it on the further right of the platform just so it can be nearer to screen so if you see what the position of the spike for is relative to the platform we can do a mapping of the platform onto left the level so if you imagine uh your columns this is corresponds to x equals two x equals three x equals four and these would be x equals five and x equals six so we go back over to the left of the level X equals two three four five and six so your scanning columns are still x equals five and x equals six that's the same as before where it diverges is from here so you're going to scan downwards along your uh scanning column from the height that it teleported from so from your teleportation row along your teleportation column so our teleportation row is this row and our teleportation column is x equals five and six two three four five and six I'm going to delete everything else just to make it simpler so our teleportation rows this one our quotation scanning column is this one it's only going to fall one tail down and before it hits something solid got it and that sets our scanning row scanning Rose plural as these two rows your scanning row is the set of rows that it will go across activating everything so if you see here interesting note blocks there that's the row that'll get activated so unlike the previous one where when it was scanning along the scanning rows it didn't have any physics the spike ball does have interactions with blocks along its scanning row yes yeah that's really interesting [Music] moving back to the to what we were talking about before with carry teleportation once you've gone down your scanning column to find your scanning row you go back to the teleportation column which is all the way over here and you Skip and then you have your scanning row and you scan along it from the right to the left we go left until we hit a solid block now for spike balls hard blocks don't count as solid blocks neither do brick blocks or anything breakable so it's going to scan leftwards until it hits these two ground blocks [Music] that the site in our carrying teleportation train of thought that would decide your destination column or your destination columns and that is happens to be these two columns so with teleporting spikeables the rows that get activated are your scanning rows and the columns that get activated are your destination columns got it okay that's fairly simple so it follows mostly the same rules as the regular carry teleportation except that it actually hits everything from the side on the scanning row and hits everything from the top on the destination column yes rather than just ending up in a place it actually interacts with all the blocks yes also note that it doesn't do the entire column it does the column from the teleportation row downwards from that point so it's not going to break these two blocks here because those are above where this bag were teleported from [Music] right it goes from the scanning Road downwards because spike balls can't fall up they only fall down that was can't fall outwards yeah so these blocks are safe everything downwards gets activated or broken and now something to keep in mind if you're using this is that this will break everything in the scanning row to the left of the teleportation yes so if we move if you're all the way over to the right like really really far over here and then I think I managed to maintain that yeah it's still two tiles from the Top If I put a switch all the way here [Music] even though that's on the scanning row no that's on the scanning road but even though it's all the way over there switches are super Global which means they are always loaded so that switch is gonna get hit by the spike ball even though we are all the way on the other side of the level and I can prove that to you by e Okay the reason it didn't work is because the sweater started rolling so yeah relative to it it was no longer picking the same scanning column so if I move this if you just go down yeah I'll move this downwards so this platform is so the supply was off screen it won't roll damn it wonderful uh move it up I think [Music] move the switch up the the spike ball and platform that should be off screen enough no I think it was it was too low to hit the correct uh [Music] it's supposed to be teaching people oh let's just move the switch to the right oh doesn't that's interesting actually no that it was picking the scanning road but it only goes from the tele from the teleportation column along the scanning row until it hits the scanning column the stuff over here is safe interesting okay okay there you go we've got a new discovery the more you know this switch here it won't get activated no switch but if I move it right so it's further along the scanning bro it should get activated there you go it is um and this is important because if you're using this to break blocks in your level it will also break blocks in those columns on every room to the left of where you're using it so be very careful um yes putting teleporting Spike boards you will want to move it as far left in your sub world or main world as you can unless you want to multitask and do like huge macro stuff and expect other rooms that are off screen and yeah that's very useful for like macro draws because it's been effective rooms that are like half a level away and this is what we did in the bandwagon finale where we affected other things when you went into the Meadowlands section with a spike ball teleport when we come back we'll talk about how to teleport the player we'll talk about how to speed up the teleportation because tracks are kind of slow and not great in a number of ways and we'll talk about push teleportation which has some slightly different rules and can be very more convenient for some kinds of setups anyway thanks for watching hope you learned something and uh we'll see you next time bam that subscribe button or something or something bye bye
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Channel: Banned Wagon Team
Views: 9,757
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Length: 27min 20sec (1640 seconds)
Published: Wed Apr 19 2023
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