Ideas about Super Mario Bros X and it's future

General discussion about Super Mario Bros. X.

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Should a collaborative effort be organized to create the next SMBX?

Yes
14
82%
No
3
18%
 
Total votes: 17
Kytech
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Ideas about Super Mario Bros X and it's future

Postby Kytech » Tue Aug 18, 2015 3:00 pm

I know a great deal of the people on this form have been familiar with SMBX since it was still hosted on Redigit's site before it was taken down. As I've seen the activity of the community now, it's very certain that SMBX is alive and well, but I can't help but think about how old the SMBX program really is. The game uses vb6, which microsoft has phased out in favor of newer editions of VB and VB.net, and the editor looks like it belongs in Windows 95. It does make me wonder how long the program will be supported on modern machines.

There has definitely been quite a lot of activity among developers in the SMBX community. The most notable would be the LunaDLL and PGE projects, as well as those who have made utilities like the world manager and NPC script editor. There has been outstanding development in SMBX research as the PGE project has reverse-engineered the SMBX file format and pretty accurately recreated the physics of the game; but of course, PGE is still in its very early stages and has some glaring issues with SMBX compatibility in some worlds. LunaDLL has also allowed us to have additional ways of extending SMBX. So I've had a thought come to me...

As several different SMBX "revivals" have sprung up, the different engines could really start to fragment the SMBX community based on the engine used. Besides that, there's a large amount of work that goes into these projects and it takes substantial effort to make any progress. Many of these projects are well-documented and some, like PGE, are open-source. Imagine if we had a group of these developers who are knowledgeable about SMBX and anyone else who wants to contribute to SMBX development, come together in a collaborative, open-source effort to make one SMBX engine that would take the best of all these engines and unify and expand the SMBX platform.

Now I know some people may say this is unnecessary due to PGE's and LunaDLL's progress, but PGE has a bit of a different goal in mind even though it would like to have backward-compatibility with SMBX. LunaDLL is a little complex for some people who aren't that interested in scripting and just want an easy-to-use Super Mario Bros. level editor. Most of the current levels made are still using SMBX 1.3.0.1 anyways. Details for this idea are below:
  • New and updated engine to replace the old VB6 version currently used.
    • PGE has strong replication of SMBX's physics. The implementation for physics could be based off of PGE's SMBX config
    • Modern Game engine to increase performance and capability. (one possibility would be Cocos2d)
  • Rewrite in newer programming language and have cross-platform support
    • C# and C++ for a more modern language and cross-platform support, mobile support would be possible
    • Allow more devices to run SMBX
  • Unified Engine for SMBX
    • Integrate features that people are used to that are found in current developments (ex. LunaDLL and PGE)
    • An actual update for SMBX that maintains focus on the original game
  • More efficient content system
    • Updated world save format
    • World, graphics, and sound manager built-in
    • Upgraded level editor
  • Increase expansion of the SMBX community
    • Updated content provides an avenue to growth. The more updated something is, the greater the community growth and activity
    • Active development brings in more members to the community
With the recent progress made, it would definitely be possible to create a new, fully-featured and functional SMBX engine if we had enough people collaborating in the effort. Taking community feedback would also be a great idea when new features are added. The project would be open sourced so we could avoid the source code completely vanishing if one person quits the project. To start this project, I was thinking about forking PGE on Github since it's open source.

What does everyone else think? Do you want an actual official update to SMBX? Should we get the programmers around the SMBX form to form a collaboration and work together to reach this goal?

Leave your feedback and opinions in the comments. I'd be happy to answer any questions from anyone or clarify. I've also put a poll up so if you'd like to leave feedback there, please do!
Last edited by Kytech on Wed Aug 19, 2015 5:26 pm, edited 5 times in total.

Emral
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Re: Ideas about Super Mario Bros X and it's future

Postby Emral » Tue Aug 18, 2015 3:05 pm

I like the direction it's currently taking, with scripted "mods" for SMBX, which each and everyone can use however they want. Some people ignore them, some make their own, but with software like the LunaLua file manager, even people unfamiliar with LunaLua are able to impliment its features into the game.

Kytech
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Re: Ideas about Super Mario Bros X and it's future

Postby Kytech » Tue Aug 18, 2015 3:06 pm

Enjl wrote:I like the direction it's currently taking, with scripted "mods" for SMBX, which each and everyone can use however they want. Some people ignore them, some make their own, but with software like the LunaLua file manager, even people unfamiliar with LunaLua are able to impliment its features into the game.
It would be nice if we had more of the scripting mods implemented. That has been one of the biggest developments SMBX has seen in years.

DarkWolf658
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Re: Ideas about Super Mario Bros X and it's future

Postby DarkWolf658 » Wed Aug 19, 2015 9:17 pm

I like where its going at the moment to, because if what you (op) want to happen happens, then my computer would be left out. I can run active x, but my graphics card is too old for direct x. SMBX= active x. THIS NEW VERSION = direct x.

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Re: Ideas about Super Mario Bros X and it's future

Postby Axiom » Wed Aug 19, 2015 9:49 pm

its not worth it
pge is going to be the future of smbx, because pge is going to grant the extensibility that everyone wants. so having 390238098 smbx clones is unecessary.

pge is written in C++, that's modern enough I think, especially since we're working with Qt 5 and C++11 standards. An Android port is planned and I'm sure once one of us gets Macs, we'll be working on iOS ports and I'll clean up the Mac port.]

honest to god, all of your points are being implemented in PGE. PGE has a dual goal of being an open source platformer engine while also being backwards compatible with SMBX AND also being the next SMBX. so there you go.

h2643
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Re: Ideas about Super Mario Bros X and it's future

Postby h2643 » Thu Aug 20, 2015 6:33 am

Axiom wrote:its not worth it
pge is going to be the future of smbx
this

Kytech
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Re: Ideas about Super Mario Bros X and it's future

Postby Kytech » Thu Aug 20, 2015 7:25 pm

I have actually messaged wohlstand and I will probably contribute to PGE when I can. I've been offered access to the github repository, so I'll probably be joining the PGE project. It is actually doing or planning to do everything I have in mind so I might as well just join the project and help the development of it.

Kytech
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Re: Ideas about Super Mario Bros X and it's future

Postby Kytech » Thu Aug 20, 2015 7:31 pm

DarkWolf658 wrote:I like where its going at the moment to, because if what you (op) want to happen happens, then my computer would be left out. I can run active x, but my graphics card is too old for direct x. SMBX= active x. THIS NEW VERSION = direct x.
What I was thinking was OpenGL since it's cross-platform. It's the same thing that PGE uses to render. Besides, SMBX doesn't use ActiveX to render the game. The mswinsck.ocx just enables SMBX to communicate through network sockets. It's for a feature in SMBX that enabled collaboration over the internet, but it was in beta when the program was abandoned. SMBX used an older system to draw and render, and it's not the most hardware accelerated either.

Axiom
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Re: Ideas about Super Mario Bros X and it's future

Postby Axiom » Thu Aug 20, 2015 8:04 pm

uh
LunaLua and PGE both use OpenGL

unmodified smbx uses gdi afaik

Shadow Yoshi
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Re: Ideas about Super Mario Bros X and it's future

Postby Shadow Yoshi » Thu Aug 20, 2015 9:34 pm

That's essentially what he was saying, Axiom.

Axiom
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Re: Ideas about Super Mario Bros X and it's future

Postby Axiom » Thu Aug 20, 2015 9:52 pm

Joey wrote:That's essentially what he was saying, Axiom.
it was directed at the post above which believes the new versions use directx

Shadow Yoshi
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Re: Ideas about Super Mario Bros X and it's future

Postby Shadow Yoshi » Thu Aug 20, 2015 10:23 pm

OH

Axiom
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Re: Ideas about Super Mario Bros X and it's future

Postby Axiom » Fri Aug 21, 2015 11:38 am

Joey wrote:OH
OH


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