Could you make it so that whenever SMBX shows a layer with a large sprite swap, the game doesn't freeze for a second and end up skipping frames to catch up? Edit: even SMBX 1.3 doesn't do that. Thanks.
Sincerely,
Imaynotbehere4long.
Can you provide an example? Zip up a level and post it on mega and I'll take a look.
Did you ever find a solution for this? I ask because I ran into another problem that SMBX 1.3 doesn't have:
Seriously, what are the benefits of OpenGL? Aside from PNG support and better transparencies, I've only encountered problems with it.
migueeel wrote:So, as release dates are as trustworthy as an aircraft carrier on batteries, can we get a progress in %? xD
Uhh, close. I'm waiting on one more thing and I have two medium-sized things to write (that I may get to on Sunday or Monday). Then I can release the next beta version.
Horikawa Otane wrote:
Can you provide an example? Zip up a level and post it on mega and I'll take a look.
Did you ever find a solution for this? I ask because I ran into another problem that SMBX 1.3 doesn't have:
Seriously, what are the benefits of OpenGL? Aside from PNG support and better transparencies, I've only encountered problems with it.
To the end user, the major benefits are: substantial performance improvements, better hooking for recording software. For the level designer, the benefits include: access to an enormous, and growing, suite of LunaLua functions that allow complex 3d objects, screen filters, particles, and 2d/3d texture manipulation.
There's like literally hundreds of advantages to the OpenGL renderer. No reason for me to go through them all here, but yeah - it's not just one or two things. There is a 0% chance of us moving back.
Well, can the "out of memory" bug and large sprite-swap frameskipping be fixed? I want my levels to work in 1.3 as well as LunaLua, as there's still quite a few users who can't (or don't want to) use Lua. Plus, I see no reason why stuff that works in 1.3 can't work in Lua.
Is it at least possible to add a Lua code to make SMBX go back to the old rendering method (similar to what you did for Psychedelic Magnificent Waluigi), just so those types of levels will still work?
Horikawa Otane wrote:2) There's a problem with your video card - probably a fundamental hardware issue where your video card is borked. Or maybe just your drivers are having issues. I'd recommend a clean reinstall of the drivers first to see if it helps. Then, my recommendation would be to put your video card through some serious tests to see if it's broken. Download furmark and run it for awhile - see if you bluescreen.
If it's number 2, We're not going to severely cripple SMBX 2.0 so that one random computer setup out there with what sounds like a broken piece of computer hardware can run it. My copy of 2.0 recently had serious issues where it would only start when my controller was unplugged. I talked to Kev and Red about it and they helped me figure out that the problem was somehow on my computer's end. So rather than them making a weirdo workaround for this specific weirdo case, I poked around, reinstalled my Xbox One controller drivers, and now it works fine. So this isn't us picking on you - it's really just pragmatism.
I know it's not the PNG issue since I'm only using GIF; that's how I know it works in SMBX 1.3. As for the video card issue, that might be the cause for the "out of memory" error since I know my computer would sometimes overheat when I played Dust: An Elysian Tail (though it would never crash, and I can even run Valkyria Chronicles without much issue, either), but does the same hold true for the large sprite-swap frameskipping? Did you encounter the freezing and frameskipping in the example level I sent you?
P.S. Maybe the "out of memory" issue can be fixed by clearing large NPCs from memory if they're off-screen or their layer is hidden?
Awsome It's look similar on what I was working since a while (but stopped ) I mean just the menu (different menu)
I love the LakituWario haha nice work it's original + the shopcoins
It will be directly on the 2.0 or we will need to add Api stuff in the lunaworld ?
Awsome It's look similar on what I was working since a while (but stopped ) I mean just the menu (different menu)
I love the LakituWario haha nice work it's original + the shopcoins
It will be directly on the 2.0 or we will need to add Api stuff in the lunaworld ?
It'll be in 2.0 - no LunaLua required to use him once he's done!
That looks great! I know how hard menus can be. The colored yoshis need to have a higher cost though.
Also, it's not your fault, but those powerups are practically 1ups. Making 1ups useful could be accomplished by some tweaks - having levels self-destruct on the map, only saving when a certain exit is collected, etc.