im making a map where u switch cassette blocks with a keybind. and itll also change the stylegrounds when switched. im using the communal helper manual cassette block controller for this
but im having a couple of issues. the blocks switch to blue the moment u enter another room, even if it was on red before
and secondly, im using the crystalline helper cassette flag controller, but that doesnt seem to be doing anything
#Cassette map
258 messages · Page 1 of 1 (latest)
damn i cant make the cassette blocks one tile wide either
i was gonna use the sprites.xml to retexture them
here are my settings btw
and yes i did save and reload the map lol
@empty forge
Can you download Mapping Utils and see which flags are active?
https://gamebanana.com/mods/454074
(shared by @empty forge)
download, press the 3 button on your numpad, and click on Flags to see if the flags are effectively changing on each cassette
yeah, it's super useful for testing, you can modify the flags, fly around, tweak the visuals without editing the map... :D
u can fly around??
and see in real time which ones are active
Are you on everest core? i assume yes
yeah
it fixed itself?
seems like it yeah
im in the flag view
it only says cas_blue is active
no cas_rose to be found
again, im using the communal helper manual cassette controller
so maybe it doesn know how to detect that?
but thats weird since the communal helper thing works for every cassette block
all the ones from other mods too
Ohh, that may be the reason
does the manual cassette set any flags that you can use instead?
it doesnt look like it
ok
i remived only the
communal thing
and it wokrs as it should now
the manual cassette controller looks to me like it only works with CassetteBlock
so yeah it is just that
do you have cassette blocks on the room?
communal's custom cassette blocks inherit from vanilla ones
sounds like you will need a more complex system for manual controlled stylegrounds then
damn :<
what if you try adding normal cassettes
so it works
and then you add the controller and some communal manual blocks
would that break the flags?
Well...
If there are no more options, and if you don't have a lot of progress yet / you don't mind replacing entities, you can make your own manual controlled blocks with flags
how do i do that
and also i have literally no progress lol i wanted to make sure this concept would even work first
There are tons of tools that allow you to cycle between different flags
And you can set a flag with a button press (custom button, or under a certain action, like each time you press dash)
but then youd be able to set the flag activator and cassette switcher to 2 different buttons in the menu
which i rly do not want
do you specifically need cassettes (for cassette boosts) or any kind of flag-activated blocks would work?
you could use something like:
id want them not to activate while ur inside them
but any flag controlled block could work, yes
that's exactly what Flag Exit Blocks are for
not those tho they take too long to spawn
Ah
Well the hitbox spawns immediately it's just the animation that is slow
Idk, just giving you an alternative idea
you may want to use a logic gate for them to cycle and disable the others, though
thats what i was abt to ask
this is why i said you would need something more complex 
WAIT WAIT
yooo i can put 2 of those flag input things
and set them to activate different flags
and then on one set of the flag blocks i tick the inverted check box
and it works
i never used the ;option on those flag inputs until now, so i haven't tested it much
oooh
but then how would i do that with the stylegrounds
🧠
you would assign flagA flagB flagC and flagD to each layer
but the things is the button that does the flags
activates them both
its just that block2 is set to inverted
idk how to set stylegrounds to inverted
shit these blocks also dont blend in with each other
I'm out of (good) ideas, sorry
ok wait
i found the viv helper blocks somehow make it work perfectly
it even blends in
the stylegrounds are working
BUT
there is one slight issue
they spawn inside madeline
wait nvm they dont blend with each other
I am currently making a map with those
I find it fun that you refill your dash when you're inside, and you can do fun tech (like instant hypering + disabling them at the same time)
(i made them slightly transparent for this)
Yeah
yeah for mine thats far from ideal
casette blocks would be perfect bc they even do a bounce animation when they switch
if it werent for the room switching thing
and the lack of 1x1 support
but yeah id rather they be cassette blocks then these
would be nice if there were flag cassette blocks
holy shit fr??
yeah that looks good!!
This is what i used:
Flag List from Chronia helper activates one flag, then the next. This is triggered by a trigger trigger which detects the same button i used for the blocks (in this case Grab)
To make sure the flags always match the active cassettes after you die, I added a Set Flag On Spawn Controller: pink, yellow and green disabled, and blue enabled on respawn
i did not have chronia helper
i just downloaded it and celeste is loading as we speak
hmm
the trigger trigger doesnt have a custom input
but thats ok, ill try using the communal input detecter
or will that work?
maybe you can try using a flag for the custom input instead
wdym
also wait u used 2 different, seprate functions
and bound them to the same button manually?
are you coding the entity?
yeah probly
im gonna make my own if i cant get this to work
but ive never coded anything before
huyasgjhgfdh
goodnight, tysm for helping
To recap, i need a Cassette Block that:
- Turns on when a flag is on, turns off when a flag is off
- Has a custom texture
- Can be 1 tile wide and 1 tile tall
- Doesn't activate the cassette music
- And does all of the normal cassette block things ofc (bounce animation upon activate, waits until madeline isnt inside them, etc.)
It would also be nice if i could have a controller that u can set an input to to activate the flags
but if we did this, we would need to be able to toggle between 2 flags on button press ofc
holy shit
i cooked
wait its got issues
my little frankensitened trigger redstone
FLASH WARNING
lmfao
i cooked, i burnt the fucking food 😎
okay people im doing my trigger redstone
i have this so far
what this does is whenever i press the key i bound (in this case its Shift), it toggles the flag "purple" on and off
and those trigger triggers are ensuring that when a flag activates, itll activate the correspoinding block (blue activates on flag "yellow", and red activates on flag "purple")
my goal here is to somehow make it so that "yellow" is on whenever "purple" is off
if ur willing to help me figure this out, u can use this as a base
(you will need Dzhake helper, Communal Helper, and Crystalline Helper) for this tho
OMG I FUCKING DID IT
HOLY SHIT
IM SO GOATED
look at that neural network ass redstone
beautiful

while reading this i thought that i should make DzhakeHelper_Sequence_N not readonly
ooo wdym 
i mean that rn if you set that flag to something sequence blocks won't change
so sequence block manager should probably also read that flag
awesome :>
i found a slight issue
oh yeah also i found its just easier to have the swap button be grab then to have a whole new button for it
so i just did that with the maddiehelpinghand input flag entity
but either way, i found out, when u die and u switch the bg, the background turns to black instead of swtiching
most likely bc the option for the trigger triggers to be active on room transition, just makes it so they think theyre the size of the whole room
and since theyre only active when youre inside them,
if youre dead, technically youre no longer in the room, so until you respawn, the triggers stop working
and the entity always checks for inputs, so when it happens, theres a conflict
luckily i was able to fix this pretty easily by just using a trigger trigger that detects input instead of an entity
and it works!! but it created one sliiiight problem with it
the bg flashes black for a frame whenever you switch
i found out its bc the "neural network looking" mechanism does its thing just a frame too slow
so im trying to figure that out now
minor flash warning
yeah idk why its happening
the mechanism seems to work just fine
i think its to do with the trigger triggers just operating a frame later idk
my guess is that theyre all handled at about the same time in a frame, so when the input trigger trigger sets its flags, the mechanism has already been processed, so they dont detect it
whereas an entity processes its flag changes before the trigger triggers process it
again, completely a guess
oh hey the bloom also changes a frame later lol
ok turns out the mechanism wasnt as robust as it couldve been
so i just fixed that up and somehow nothing broke lol
but nothing got fixed either
i dealt with the problem by not dealing it :>
i made a new bg that goes under both of the main ones, so instead of black, it flashes with that
which is..... better
but not ideal
I was backreading the messages on this post and I was about to suggest this when I saw the video above
I would also use a Styleground fade controller with 0.017 (or maybe 0.033? not sure) seconds of fade so it's a bit less flashing
yooo thats kinda smart tho
id rather just fix the flash entirely tho ofc
also is there a way to make sequence blocks 1 tile wide?
theyre 2x2 at minimum usually
i wanna add the graphics for it too
i don't think so
the issue is that it takes sprite
and slices it 3x3
and 1 tile wide blocks would require having half-block or something
Yes
Copy one of them
Paste it here
and edit width=8
yeah, but sprite will be very broken
And then copy and paste again in lönn
ok i have all of the tilesets done
now how would i add those to the sequence blocks
wait uh
did you make all tilesets..?
lmao
lmaaaaaaaaaaaooooooooooo.............................
you should've used files in this folder as template https://github.com/Dzhake/DzhakeHelper/tree/main/Graphics/Atlases/Gameplay/objects/DzhakeHelper/sequenceBlock
(yes, it doesn't support 1 tile-wide blocks)
i did that already
and ik it doesnt support 1 tile blocks
idc
i wanna make it work somehow
oh
then why did you make tileset
i don't think it's [not very hard] to make sequence blocks support autotiler..
for the 1-wide stuff
