SMBX 2.0 Open Beta

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The Thwomp King
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Re: SMBX 2.0 Open Beta

Postby The Thwomp King » Mon Jan 25, 2016 4:35 pm

PixelPest wrote:
The Thwomp King wrote:Is it too late to request DKC Barrel Cannons as something in 2.0? XD hahaha
Make them yourself with Lua.
Still have no experience with Luna Lua, PGE, or any other related programs, so I'll pass until I have an opportunity to get into it.

I actually remember Kyo mentioning a while back that they're mad hard and annoying to make too. XP

HenryRichard
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Re: SMBX 2.0 Open Beta

Postby HenryRichard » Mon Jan 25, 2016 8:04 pm

They actually wouldn't be that hard to make. Maybe I'll do them at some point.

underFlo
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Re: SMBX 2.0 Open Beta

Postby underFlo » Tue Jan 26, 2016 12:37 am

Wasn't Kyo trying to recreate them w/o Lua tho

zxcv
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Re: SMBX 2.0 Open Beta

Postby zxcv » Tue Jan 26, 2016 5:26 am

Horikawa Otane wrote: They're actually absurdly easy to make, really... But I kind of don't want to make them because I've literally never seen them used well in a Mario context ever.
Drama Mystery has a good use of DKC barrels.

The Thwomp King
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Re: SMBX 2.0 Open Beta

Postby The Thwomp King » Tue Jan 26, 2016 5:43 am

Prado wrote:
Horikawa Otane wrote: They're actually absurdly easy to make, really... But I kind of don't want to make them because I've literally never seen them used well in a Mario context ever.
Drama Mystery has a good use of DKC barrels.
Could I see a link to that actually?

And yeah I could definitely try to learn how to make barrels once I get used to Luna and all that later down the road. How much variety in the barrels could you make out of the large assortment found in the original trilogy.
If not many that's fine. I'll work with whatever I can get.

migueeel
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Re: SMBX 2.0 Open Beta

Postby migueeel » Tue Jan 26, 2016 9:43 am

As a Garry's Mod player, I can see the potential of Lua in this. It'll be scary XD

zxcv
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Re: SMBX 2.0 Open Beta

Postby zxcv » Tue Jan 26, 2016 10:45 am

The Thwomp King wrote:
Prado wrote:
Horikawa Otane wrote: They're actually absurdly easy to make, really... But I kind of don't want to make them because I've literally never seen them used well in a Mario context ever.
Drama Mystery has a good use of DKC barrels.
Could I see a link to that actually?
The name of the hack is Drama Mistery, and not "Mystery" like I said.

Look one of the best hacks ever made:

http://www.smwcentral.net/?p=viewthread&t=56455

stario
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Re: SMBX 2.0 Open Beta

Postby stario » Wed Jan 27, 2016 11:40 am

I'm waiting the final release! Good work! :)

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Re: SMBX 2.0 Open Beta

Postby Creepermon » Wed Jan 27, 2016 12:36 pm

I've found an issue with the editor. You always play as peach, you start at small, then a glitchy tanooki, then small again, and you can't pluck stuff.

Enchlore
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Re: SMBX 2.0 Open Beta

Postby Enchlore » Wed Jan 27, 2016 1:12 pm

Creepermon wrote:I've found an issue with the editor. You always play as peach, you start at small, then a glitchy tanooki, then small again, and you can't pluck stuff.
You have to use the legacy test option.

PixelPest
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Re: SMBX 2.0 Open Beta

Postby PixelPest » Wed Jan 27, 2016 1:32 pm

Creepermon wrote:I've found an issue with the editor. You always play as peach, you start at small, then a glitchy tanooki, then small again, and you can't pluck stuff.
The New Editor (PGE) does not yet have full testing capabilities. Use "Test in Editor (LunaDLL Required)" instead of "Test in PGE Alpha".

migueeel
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Re: SMBX 2.0 Open Beta

Postby migueeel » Wed Jan 27, 2016 2:13 pm

I tried the lunaDLL required thing but it needs a SMBX window open and well IDK where to go from there O.o
Thanks for warning about using the legacy one!

underFlo
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Re: SMBX 2.0 Open Beta

Postby underFlo » Wed Jan 27, 2016 2:16 pm

step 1: open smbx level editor
step 2: open pge
step 3: do that test in smbx thing using pge

(you can do steps 1-2 in any order)

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Re: SMBX 2.0 Open Beta

Postby Wohlstand » Wed Jan 27, 2016 3:03 pm

Fresh update of PGE (in the repo) now can launch SMBX Test directly without pre-launched SMBX, also, that required you to use "SMBX Integration" config pack (if you uses PGE outside SMBX 2.0, where it already uses "SMBX Integration" pack)

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Re: SMBX 2.0 Open Beta

Postby PixelPest » Wed Jan 27, 2016 6:38 pm

Wohlstand wrote:Fresh update of PGE (in the repo) now can launch SMBX Test directly without pre-launched SMBX, also, that required you to use "SMBX Integration" config pack (if you uses PGE outside SMBX 2.0, where it already uses "SMBX Integration" pack)
That's going to be a very useful feature.

RubberParasite
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Re: SMBX 2.0 Open Beta

Postby RubberParasite » Thu Jan 28, 2016 6:17 pm

I think the boss sample in cinematiX is bugged. When he does his pogo attack, the shockwave he makes kills the NPCs that should keep track of it's health, and halting the battle. I fixed it by removing the shockwave from the attack, but I can't do anything in Lua to make the boss do the shockwave and NOT kill the NPCs.

... this is a futile problem though, it was just a sample boss...

zxcv
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Re: SMBX 2.0 Open Beta

Postby zxcv » Thu Jan 28, 2016 6:21 pm

This example is outdated. There's another one, but I don't remember where.

himemiya
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Re: SMBX 2.0 Open Beta

Postby himemiya » Fri Jan 29, 2016 2:06 am

This is forreal, not for play? If so, will the other popular powerups (like the cape) that hasn't been added yet make it in? what about the older episodes, will be compatible with this update?

Emral
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Re: SMBX 2.0 Open Beta

Postby Emral » Fri Jan 29, 2016 2:40 am

himemiya wrote:This is forreal, not for play? If so, will the other popular powerups (like the cape) that hasn't been added yet make it in? what about the older episodes, will be compatible with this update?
Backwards compatibility with 1.3 and older levels is no issue.

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Re: SMBX 2.0 Open Beta

Postby zxcv » Fri Jan 29, 2016 5:18 am

himemiya wrote:This is forreal, not for play? If so, will the other popular powerups (like the cape) that hasn't been added yet make it in? what about the older episodes, will be compatible with this update?
Cape is just an OP leaf.

I think that they will add new power-ups in future updates. The problem now is that we can't have a new power-up without replacing an old one, but I hope that it will be fixed in the future. At least we have the Starman in 2.0, and it doesn't replace any power-up, it only replaces a para-goomba :)


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