@@jackand876 The Ancient Tower of Pizza will have levels from demo 0 from demo 2, the levels will include: level1 (easy and hard), normalT (from the Early Test Build), 2 versions of ancient (the one from demo 1 and the one from demo 2), factory (from demo 2), and the oldest version of Oregon desert (from demo 2 data.win file I’m pretty sure, also from the “PT time challenge” video)
@@Voidic since the “treasure” variable in AFOM is broken, I used the “surprise enemy” spawner and trigger, and put the trigger over the hitbox of the treasure so that when you collect the treasure, it spawns The Noise, but sometimes you can collect the treasure after The Noise so it breaks the animation, but still functional. And The Noise animations is just what happens when you interact with the object as the Noise
@@oriMor-u7t since the “treasure” variable in AFOM is broken, I used the “surprise enemy” spawner and trigger, and put the trigger over the hitbox of the treasure so that when you collect the treasure, it spawns The Noise, but sometimes you can collect the treasure after The Noise so it breaks the animation, but still functional.
@@R-youdamantendo-R since the “treasure” variable in AFOM is broken, I used the “surprise enemy” spawner and trigger, and put the trigger over the hitbox of the treasure so that when you collect the treasure, it spawns The Noise, but sometimes you can collect the treasure after The Noise so it breaks the animation, but still functional.
You puts the surprise enemy trigger over the treasures hit box (you might need to figure out the hit box yourself before placing the trigger + hold shift to smooth change the length and width of the trigger.) and once you figured that out, you place the enemy spawner anywhere in the room (like the walls) and place “obj_noise_normalT1” into the spawner, and if you want to make him look like he came from the wall without see him in the wall, place some tiles on the “top” layer
I think just porting old pizza tower levels and not just recreating them like this would very not work on newer pizza tower versions, because old pizza tower used stuff like "obj_wall" and stuff for solids instead of obj_solid like it is now. Probably crashes because apparently deleting objects in gamemaker makes it switch to another object because gamemaker uses an id system (what utmt told me). I don't know i am very bad in stuff like gamemaker
The way I got “Geromes Side Project” was by downloading the level, and copying and pasting it in the “towers” (or whatever it’s called) folder in the app data (not the data .win, the AppData folder with your games save files, and custom levels if you downloaded AFOM)
@@TowerTesterGuy from gamebanana, I used Pizzaoven (gamebanana pizza tower mod installer) to download and play it, but if for some reason it doesn’t work, then download the mod straight from gamebanana, there should be a txt file explaining what to do.
@@thatonedumbe 1. I guess I wanted to make everything about construction, not even I’m sure. 2. I’m planning to only making the elite enemies (and Mini Johns, which I’m surprised you didn’t say anything about) appear in the escape sequence.
@@thatonedumbe yeah, but you would need to turn the other way around just to get them, I’m keeping the one in the room with the first secret, cause you can’t go to the part of the room in the escape sequence.