Super Basic Mario Editor

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Squishy Rex
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Squishy Rex » Sun Mar 01, 2015 7:33 am

SMBX-fan wrote:My ideas are animal buddies or something like them. You can transform into them.
Yoshi the dinosaur
I'm not talking about the species, I'm talking about the character who appears in Mario spinoffs and SM64DS, not about SMW.
He can flutter jump unlike rideable Yoshis. Another advantage for he is the higher jump and better speed. (jumps as high as Luigi and runs as fast as Toad) Abilities are depends on who turns into Yoshi:
Mario -> nothing increase but can make every shell into fireballs, like Red Yoshi
Luigi -> jumps even higher
Toad -> runs even faster
Peach -> longer flutter jump
Link -> jumps higher, runs faster but shorter flutter jump
Fred the swordfish
When Mario turns into Fred, he can swim by using the arrow keys instead of the jump, which makes underwater navigate easier plus Fred can even pierce. If you can't imagine what am i talking about, just check Enguarde in Donkey Kong. Fred has same abilites for all characters.
Edward the eagle
He's basically a blue shoe Mario but can spit rocks. Works similary to Squawks in Donkey Kong.

Maybe not these animals can be the best but the main idea is having something not right them. And sorry if i give too much ideas.
I see your point, however, if something like this was to be added, I think something a lot more simpler would work better. Something like Kirby's "Stone Friends" ability from Kirby 64 is what I'm getting at. You can use the power of the item to transform into a "Friend" which allows the player to accomplish a task otherwise impossible to do without said power-up. An example from Kirby 64 would be where the Rick the Hamster "Stone Friend" allows Kirby to scale walls and reach a Crystal Shard that can only be reached by using Rick. This shard cannot be flown to by Kirby or by any other means. The "Stone Friends" ability also can cycle through Rick, Coo, Gooey and Kine without needing to ascertain a specific item for each "Stone Friend".

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Tue Mar 10, 2015 11:40 pm

Just fixed some of the bigger problems with the engine. You can now jump while moving so you don't make a dead stop and have a harder time jumping over obstacles, you no longer get stuck in blocks/jump through blocks as Mario while jumping, the level background now moves in relation to the player while testing, and there's a couple of graphical bugs that have been fixed. The gameplay is significantly improved, but it's not as fluid and stable as I would like it to be so, the next beta won't be for a little while. Right now I'm working on gameplay controls, the basic physics of the game, and implementing characters. So far I've implemented Peach and Luigi, and I'm about ready to add Toad. I'm not really happy with how long it has taken for these additions, but I will make up for it with the more free time I have available now that school is pretty much over for me until August/September.

MECHDRAGON777
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby MECHDRAGON777 » Thu Mar 12, 2015 1:01 am

GhostHawk wrote:Just fixed some of the bigger problems with the engine. You can now jump while moving so you don't make a dead stop and have a harder time jumping over obstacles, you no longer get stuck in blocks/jump through blocks as Mario while jumping, the level background now moves in relation to the player while testing, and there's a couple of graphical bugs that have been fixed. The gameplay is significantly improved, but it's not as fluid and stable as I would like it to be so, the next beta won't be for a little while. Right now I'm working on gameplay controls, the basic physics of the game, and implementing characters. So far I've implemented Peach and Luigi, and I'm about ready to add Toad. I'm not really happy with how long it has taken for these additions, but I will make up for it with the more free time I have available now that school is pretty much over for me until August/September.
Yay, you added Peach! By any chance can you add Rosalina as in how she was in Super Mario 3D World after you get done with the classic part you are aiming for at first?

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Wed Mar 18, 2015 6:55 am

MECHDRAGON777 wrote:
GhostHawk wrote:Just fixed some of the bigger problems with the engine. You can now jump while moving so you don't make a dead stop and have a harder time jumping over obstacles, you no longer get stuck in blocks/jump through blocks as Mario while jumping, the level background now moves in relation to the player while testing, and there's a couple of graphical bugs that have been fixed. The gameplay is significantly improved, but it's not as fluid and stable as I would like it to be so, the next beta won't be for a little while. Right now I'm working on gameplay controls, the basic physics of the game, and implementing characters. So far I've implemented Peach and Luigi, and I'm about ready to add Toad. I'm not really happy with how long it has taken for these additions, but I will make up for it with the more free time I have available now that school is pretty much over for me until August/September.
Yay, you added Peach! By any chance can you add Rosalina as in how she was in Super Mario 3D World after you get done with the classic part you are aiming for at first?
Not really looking into it, but I have said in the past that I plan on adding cuztomizable playable characters.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby John The White Yoshi » Wed Mar 18, 2015 11:49 am

I hope development on this engine will finish with a complete product, not unfinished like most engines that came before this.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Wed Mar 18, 2015 6:15 pm

SuperWhiteYoshi64 wrote:I hope development on this engine will finish with a complete product, not unfinished like most engines that came before this.
Me too. So far 1.0.1.4 is going to be the biggest update in terms of changes and right once I finish adding the playable characters it should be the biggest update in terms of implementations as well. The project is open for everyone to mod and build on their own if for whatever reason I have to stop working on it so it's not like it dies when I give up on it either.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Wohlstand » Thu Mar 19, 2015 1:26 am

GhostHawk wrote:
SuperWhiteYoshi64 wrote:I hope development on this engine will finish with a complete product, not unfinished like most engines that came before this.
Me too. So far 1.0.1.4 is going to be the biggest update in terms of changes and right once I finish adding the playable characters it should be the biggest update in terms of implementations as well. The project is open for everyone to mod and build on their own if for whatever reason I have to stop working on it so it's not like it dies when I give up on it either.
Therefore version should be the 1.1.0.0. Also before you will implement full basic tech stuff version should has 0.*.*.* numbers.

Few info about version numbers
A.B.C.D
A - Major version. Has huge changes and has huge difference between previous and may by not compatible. If your software hasn't full planned stuff, should be started from 0. When you will finish all planned basic stuff, you can change it to 1.
B - Minor version. Has big improved/updated, but not so huge than major version
C - Revision. When you made not many changes: bug fixes, add off some small features
D - tiny bug fixes
Pre-Alpha - work in process
Alpha - debug work
Beta - debug work almost done, release almost ready to take "release" status.

EDIT: " version should has 0.*.*.* numbers."
Last edited by Wohlstand on Fri Mar 20, 2015 2:02 pm, edited 1 time in total.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Thu Mar 19, 2015 2:32 pm

Wohlstand wrote: Few info about version numbers
A.B.C.D
A - Major version. Has huge changes and has huge difference between previous and may by not compatible. If your software hasn't full planned stuff, should be started from 0. When you will finish all planned basic stuff, you can change it to 1.
B - Minor version. Has big improved/updated, but not so huge than major version
C - Revision. When you made not many changes: bug fixes, add off some small features
D - tiny bug fixes
Pre-Alpha - work in process
Alpha - debug work
Beta - debug work almost done, release almost ready to take "release" status.
The thing with version numbers is I wouldn't increase the Revision or Minor counts unless something somewhat big in terms of content is implemented like a new NPCs tab or something like that. Right now 1.0.1.4 has a lot of bug fixes and small changes in count compared to previous versions, however there has only been 4 major implementations so I wouldn't call it a "Revision." That being said, if I'm able to get a few things done by a deadline I made for myself, 1.0.1.4 could become 1.0.2.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby John The White Yoshi » Fri Mar 20, 2015 1:49 pm

GhostHawk wrote:Me too. So far 1.0.1.4 is going to be the biggest update in terms of changes and right once I finish adding the playable characters it should be the biggest update in terms of implementations as well. The project is open for everyone to mod and build on their own if for whatever reason I have to stop working on it so it's not like it dies when I give up on it either.
Mod and build, huh? That sounds like my kind of shit, I love being creative! So, I can.....add the timer, make more playables, and create custom bosses? Right?

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Fri Mar 20, 2015 4:16 pm

SuperWhiteYoshi64 wrote:
GhostHawk wrote:Me too. So far 1.0.1.4 is going to be the biggest update in terms of changes and right once I finish adding the playable characters it should be the biggest update in terms of implementations as well. The project is open for everyone to mod and build on their own if for whatever reason I have to stop working on it so it's not like it dies when I give up on it either.
Mod and build, huh? That sounds like my kind of shit, I love being creative! So, I can.....add the timer, make more playables, and create custom bosses? Right?
Well yeah the source has been open for awhile now for 1.0.1.3. You'll need to know how to program in VB.net to make any changes though.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby dagget10 » Fri Mar 20, 2015 7:58 pm

Will this eventually have all the features of the fake SMBX 1.4? That version had good ideas, but was fake.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby ShadowStarX » Sun Mar 22, 2015 9:11 am

GhostHawk: will the first non-beta need anything like libzplay?

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Sun Mar 22, 2015 5:52 pm

SMBX-fan wrote:GhostHawk: will the first non-beta need anything like libzplay?
VB can only play .wav music naturally, and .mp3 with some work. libzplay will be needed as long as other file types for music need to be used. Why do you ask?

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby ShadowStarX » Mon Mar 23, 2015 9:13 am

GhostHawk wrote:
SMBX-fan wrote:GhostHawk: will the first non-beta need anything like libzplay?
VB can only play .wav music naturally, and .mp3 with some work. libzplay will be needed as long as other file types for music need to be used. Why do you ask?
just how many stuff do i have to download
So libzplay is needed to play ogg format instead of wav?
however thx

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Sat Mar 28, 2015 3:27 pm

SMBX-fan wrote:
GhostHawk wrote:
SMBX-fan wrote:GhostHawk: will the first non-beta need anything like libzplay?
VB can only play .wav music naturally, and .mp3 with some work. libzplay will be needed as long as other file types for music need to be used. Why do you ask?
just how many stuff do i have to download
So libzplay is needed to play ogg format instead of wav?
however thx
Yes, libzplay is one of very few other ways that are compatible with VB to play .ogg files. I'll include it in downloads so you don't need to download it separately.

Toad has been added to the game. Don't really want to add Link, but whatever. Here's a spoiler of the ChangeLog so far:
Spoiler: show
1.0.1.4
* Fixed Mario getting stuck in blocks when jumping.
* Fixed Mario to prevent jumping through blocks randomly.
* Removed redundant code for player animation.
* Fixed stuttering movement of Mario when moving left and right while falling.
* Fixed viewport to display bottom of level after falling.
* Fixed problem with Mario appearing in top left corner of level when selecting 'Level Settings' tab.
* Default gravity level and jump speed has been increased slightly.
* Level background now moves in relation to the player.
* Fixed problem where the player would stop falling before hitting the ground.
* Fixed problem where Mario would come to a stop when attempting to jump while moving.
* Collision now checks tiles that are visible on the screen rather than the whole level.
* Optimized gravity collision, and several other collision bugs.
* Gravity levels can now be saved and loaded.
* Fixed problem with players hitting blocks from below before actually colliding with the block.
* Run speed has been increased.
* Fixed problem with the selected block being the last block placed in the level after loading a level.
* Block preview now stays correctly aligned when moving in a level.
* NPCs window no longer shows up when selecting the "Selection" button.
* Fixed major slowdown problem with loading player image files excessively.
* Fixed problem with object preview at mouse being drawn behind foreground BGOs.
* Last selected object is no longer drawn at the mouse when selecting "Level Settings" button.
+ Implemented animation of each Mario state.
+ Implemented preview of what state you will be testing the level as with Mario.
+ Implemented Luigi, with animations and higher jump height than Mario.
+ Implemented Peach, with animations.
+ Implemented Toad, with animations.
+ Added object counter to the Debug window to keep track of how many objects of each type are on-screen.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Wed Apr 01, 2015 2:38 am

Forget this. The project's cancelled. I will now be dedicating my time to creating a Space Jam Basketball simulation editor. No refunds on donations, obviously.

April Fools!

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Squishy Rex » Wed Apr 01, 2015 2:41 am

I see what you did there...good April Fools joke Ghosthawk. That deserves the thumbs up. :lol:

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Postby Danny » Wed Apr 01, 2015 2:58 am

GhostHawk wrote:Forget this. The project's cancelled. I will now be dedicating my time to creating a Space Jam Basketball simulation editor. No refunds on donations, obviously.
Good job, you tried.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby lighthouse64 » Wed Apr 01, 2015 7:54 am

GhostHawk wrote:Forget this. The project's cancelled. I will now be dedicating my time to creating a Space Jam Basketball simulation editor. No refunds on donations, obviously.

LOLz I totally believe you. NICE JOB THERE. :lol: :lol: :lol:

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Re: [Cancelled] Visual Super Mario Bros. X (VSMBX) Thread

Postby FastDasher » Wed Apr 01, 2015 11:50 am

I'd actually love to see a Space Jam Basketball simulator. Oh well, I guess I'm stuck with Looney Tunes B-Ball :cry:


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