Topics about events/announcements that are no longer relevant.
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h2643
- Reznor

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Postby h2643 » Fri Jan 08, 2016 12:16 pm
Koopa-Fan wrote:You can already replace the world music with custom tracks, but you need to
- rename the custom track after the original (look 'em in your music folder up)
- replace the original track with your custom track, but ya should make a backup before replacing the music
Why would you do that when you have LunaLua lol
your method is just a waste of time and a music file
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Saltlord
- Rocky Wrench

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Postby Saltlord » Fri Jan 08, 2016 12:24 pm
h2643 wrote:Koopa-Fan wrote:You can already replace the world music with custom tracks, but you need to
- rename the custom track after the original (look 'em in your music folder up)
- replace the original track with your custom track, but ya should make a backup before replacing the music
Why would you do that when you have LunaLua lol
your method is just a waste of time and a music file
Idk, I stuck in the past.
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Sakura Hana
- Goomba

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Postby Sakura Hana » Fri Jan 08, 2016 1:00 pm
Enjl wrote:Sakura Hana wrote:Does custom music work on Overworld yet? Because i haven't been able to get it to work, it works on the editor, but when i try it on the game it's like i added silence and then when i load the editor again it doesnt sound.
You can use a music.ini file. There are examples in the ini_examples folder. Just copy the music.ini file and change the filename directories.
That still isn't working orz
Does custom music have to be ogg or does mp3 work?
Here's my music file and music.ini

It's on the same folder as the world file.
When i go to the music box section on world editor it doesnt appear here:

So i go with Custom and i use it there.
And when i insert it there it works and sounds fine.
But it still doesn't sound when i test via Play Episode and when i go back to world editor it doesn't work either
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Emral
- Cute Yoshi Egg

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Postby Emral » Fri Jan 08, 2016 1:19 pm
Are both your music.ini and your 02-prologue.mp3 in the folder for your episode?
I suggest placing a music tile which would previously play the now replaced music and testing what it ends up playing.
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Sakura Hana
- Goomba

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Postby Sakura Hana » Fri Jan 08, 2016 1:54 pm
Enjl wrote:Are both your music.ini and your 02-prologue.mp3 in the folder for your episode?
I suggest placing a music tile which would previously play the now replaced music and testing what it ends up playing.
Yes they are.
Well what it ended up playing was silence.
Edit: What i mean by that is that i put SM3 world 1 music later, and it played it like normal, when i went back to the custom music file it just went to silence.
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Anthony Valle
- Bot

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Postby Anthony Valle » Fri Jan 08, 2016 3:48 pm
I have a question does the starman requires an ogg file to change its jingle?
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HeroLinik
- Larry Koopa

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Postby HeroLinik » Fri Jan 08, 2016 4:05 pm
Anthony Valle wrote:I have a question does the starman requires an ogg file to change its jingle?
Yeah, SMBX 2.0 almost completely ditched MP3 support in favour of OGG files.
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h2643
- Reznor

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Postby h2643 » Fri Jan 08, 2016 4:37 pm
Anthony Valle wrote:I have a question does the starman requires an ogg file to change its jingle?
Everything Linik said is false, so, no it doesn't. You can use any music formats, just make sure you set right directories to it in the Starman API.
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HenryRichard
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Postby HenryRichard » Fri Jan 08, 2016 8:27 pm
Linik wrote:Anthony Valle wrote:I have a question does the starman requires an ogg file to change its jingle?
Yeah, SMBX 2.0 almost completely ditched MP3 support in favour of OGG files.
It ditched .mp3 sound effects but not .mp3 music - so you're half right, or half wrong.
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DarkMatt
- Banned
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Postby DarkMatt » Fri Jan 08, 2016 8:46 pm
Is there any reason why I can't find info on what this 2.0 beta even changes?
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Quantumenace
- Chain Chomp

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Postby Quantumenace » Sat Jan 09, 2016 12:02 am
I ran into this bug where using Layer:stop() or setting a layer's speed to 0 in Lua causes the objects in the layer to have a speed of about 0.0001 instead. Using SMBX events to stop the layer does work properly though. Wohlstand said it's probably a bug in SMBX, possibly related to a bug bossedit8 found with undestroyed blocks(?) http://engine.wohlnet.ru/forum/viewtopic.php?f=26&t=652
Code: Select all defaultlayer = nil
function onStart()
defaultlayer = Layer.get("Default")
defaultlayer:stop()
end
function onLoop()
local block = Block.get()[1]
Text.print(block.speedX, 0, 0)
Text.print(block.speedY, 0, 16)
Text.print(block.x, 0, 32)
Text.print(block.y, 0, 48)
Text.print(defaultlayer.speedX, 0, 64)
Text.print(defaultlayer.speedY, 0, 80)
end
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hyper
- Bot

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Postby hyper » Sat Jan 09, 2016 3:04 am
...
wait i just came like yesterday, did you guys FINALLY add custom map music?
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underFlo
- Wart

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Postby underFlo » Sat Jan 09, 2016 4:07 am
I believe this is happening because layer speed is in float (or double, not entirely sure) values. Those are pretty much the way to display decimal numbers. Thing is that 0.1 isn't saved as 0.1, but as some power of 10 (I think it's 10 at least). Because of that, 0 is impossible to display as a float.
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DarkMatt
- Banned
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Postby DarkMatt » Sat Jan 09, 2016 5:26 am
I do not either. You'd think this would be fixed by now but with the way this 2.0 is unfolding, I'm not particularly surprised.
Thanks though.
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Cedrik
- Volcano Lotus

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Postby Cedrik » Sat Jan 09, 2016 11:50 am
Tinkerbell wrote:Cedrik wrote:I do not like, that the SMBX 2.0 editor is PGE. (I can not make thinks with this.)
I hope the normal editor will be in 2.0. (like in 1.3.0.1 or LunaLua)
What do you mean you can't make anything with pge?
Some more information would be great nc apparently everyone else can do stuff with it.
No, to make levels is complex and it legs like hell.
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Mable
- Luigi

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Postby Mable » Sat Jan 09, 2016 11:55 am
How is it actually more complex? In smbx when you use a custom tileset you have to switch like five million times over and over. Where in pge you can have it all in one single tab.
PGE is a lot more organized also and in the future the legacy editor might been removed. It's called the future of this gen.
Also how does pge lag.
Might be ur computer actually not pge.
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HenryRichard
- Reznor

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Postby HenryRichard » Sat Jan 09, 2016 12:04 pm
I personally don't think the legacy editor should be removed. Sure, it's not as good as PGE, but it runs better on some machines. Maybe it could just be hidden in the final release?
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zxcv
- Volcano Lotus

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Postby zxcv » Sat Jan 09, 2016 1:00 pm
Cedrik wrote:Tinkerbell wrote:Cedrik wrote:I do not like, that the SMBX 2.0 editor is PGE. (I can not make thinks with this.)
I hope the normal editor will be in 2.0. (like in 1.3.0.1 or LunaLua)
What do you mean you can't make anything with pge?
Some more information would be great nc apparently everyone else can do stuff with it.
No, to make levels is complex and it legs like hell.
More complex? I never made a SMBX level in years because I was too lazy to learn how to use the legacy editor, you have to swicth hundreds of times between windows to do something, you can't copy/paste selections, there aren't hotkeys etc. Then I downloaded PGE and I finished my first level with relative ease.
HenryRichard wrote:I personally don't think the legacy editor should be removed. Sure, it's not as good as PGE, but it runs better on some machines. Maybe it could just be hidden in the final release?
I agree with you. I used a 2001 computer for many years and I know how boring and frustrating is to be not able to use a program or some functions of that program when everyone can 
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PixelPest
- Link

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Postby PixelPest » Sat Jan 09, 2016 1:03 pm
HenryRichard wrote:I personally don't think the legacy editor should be removed. Sure, it's not as good as PGE, but it runs better on some machines. Maybe it could just be hidden in the final release?
It definitely won't be removed until PGE fully supports testing levels, but after that it probably won't be supported anymore and removed from SMBX.
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