Topics about events/announcements that are no longer relevant.
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Super Mario Channel
- Tweeter

- Posts: 147
- Joined: Sun Dec 06, 2015 8:08 am
Postby Super Mario Channel » Mon Mar 28, 2016 8:10 pm
There needs to be a way to make this version more like Super Mario Maker, like any fire that touches a unlit SMB3 Bob-Omb will light and soon explode.
Enemies' effects touch water or lava they slowly sink and a effect appears like in Kirby.
Most NPCs can be put on platform tracks, they can be stacked, dragged into pipes to spawn them.
You can set how many coins a Lakitu or a generator spawns and if the coins are affected by gravity or not.
Thwomps can smash bricks or enemies, stronger enemies can kill other smaller ones.
Enemies can be set to not be killed by hammers/boomerangs/bombs/beams, Koopa shells, tail whip, other enemies, or even lava.
The list goes on and on and on!
Sorry if I'm a disturbance, I'm so, uh, excited about this "update"!
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Mon Mar 28, 2016 8:12 pm
I'll bet it's an X Mario Challenge.
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lotus006
- Spike

- Posts: 284
- Joined: Thu Sep 24, 2015 12:59 am
Postby lotus006 » Mon Mar 28, 2016 8:43 pm
Super Mario Channel wrote:There needs to be a way to make this version more like Super Mario Maker, like any fire that touches a unlit SMB3 Bob-Omb will light and soon explode.
Enemies' effects touch water or lava they slowly sink and a effect appears like in Kirby.
Most NPCs can be put on platform tracks, they can be stacked, dragged into pipes to spawn them.
You can set how many coins a Lakitu or a generator spawns and if the coins are affected by gravity or not.
Thwomps can smash bricks or enemies, stronger enemies can kill other smaller ones.
Enemies can be set to not be killed by hammers/boomerangs/bombs/beams, Koopa shells, tail whip, other enemies, or even lava.
The list goes on and on and on!
Sorry if I'm a disturbance, I'm so, uh, excited about this "update"!
I think you will be disappointed because without source code of reddigit that will take a lot of time to find a
way to upgrade this with lua.
I bet on just probably npc animated movie sprite and just maybe an updated battle mode and
few tweaks on Playable character (integrated now without lua) nothing much, and about
smb3 nothing is added more i mean inventory in example, I need to do it to have it or else probably no one will do it
(not sure if I will finish it because I've lost the taste to do something now in SMBX, but I do stuff to keep me busy
until tomorrow when Killer Instinct PC will go out  )
Any way it's what I think I will very impressed if other stuff will not expect will go out in the next update
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HenryRichard
- Reznor

- Posts: 2843
- Joined: Mon Dec 23, 2013 12:09 pm
- Flair: Is this where I type my password?
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Contact:
Postby HenryRichard » Mon Mar 28, 2016 9:10 pm
FanofSMBX wrote:I'll bet it's an X Mario Challenge.
That's really not as cool as the reactions have been showing and I'd be rather disappointed.
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Mon Mar 28, 2016 9:17 pm
Super Mario Channel wrote:There needs to be a way to make this version more like Super Mario Maker, like any fire that touches a unlit SMB3 Bob-Omb will light and soon explode.
Enemies' effects touch water or lava they slowly sink and a effect appears like in Kirby.
Most NPCs can be put on platform tracks, they can be stacked, dragged into pipes to spawn them.
You can set how many coins a Lakitu or a generator spawns and if the coins are affected by gravity or not.
Thwomps can smash bricks or enemies, stronger enemies can kill other smaller ones.
Enemies can be set to not be killed by hammers/boomerangs/bombs/beams, Koopa shells, tail whip, other enemies, or even lava.
The list goes on and on and on!
Sorry if I'm a disturbance, I'm so, uh, excited about this "update"!
This is by no means meant to be a rip-off of Mario Maker. Things like dragging an NPC in the editor to make a generator are the lowest priority to the Dev team. Those kinds of things are completely unnecessary and more trouble than there worth. We'd prefer to put time into custom characters and gameplay features instead of small things like that, even if they are cool. Most of the other things you mentioned are easily achievable with LunaLua
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HenryRichard
- Reznor

- Posts: 2843
- Joined: Mon Dec 23, 2013 12:09 pm
- Flair: Is this where I type my password?
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Contact:
Postby HenryRichard » Mon Mar 28, 2016 11:01 pm
The only Mario Maker editor thing that I really want to see is the "smart paint" thing that was done in "1.4." Y'know, the one where you just drop one block down and it automagically connects to all the others from the same tileset?
More NPCs on platform tracks would be pretty cool though, and I could actually make thwomps smash blocks pretty easily. I'll have to do that at some point 'cuz it could be cool.
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lotus006
- Spike

- Posts: 284
- Joined: Thu Sep 24, 2015 12:59 am
Postby lotus006 » Tue Mar 29, 2016 3:45 am
Horikawa Otane wrote:PixelPest wrote:lotus006 wrote:
yeah so why did you know what it is if no one can't give any info ?
It's a surprise. I know it because I'm part of the 2.0 Dev team and it was originally kind of my idea
To be clear, since he wasn't, PixelPest is on the graphics dev team, not the coding dev team. And it wasn't his idea originally what the hell. I spent a 20+ hours on this shit, you spent 0 - don't claim credit to stuff you contributed literally nothing to.
In talking of stuff coding and graphic stuff but it's not obligated to be integrated to the 2.0 but I have fixed
alot of bugs in our Air Meter N64 Hud me and Prado (it's pratically finished),
I just want to know how I can put this on the Lua Library Helper ? If it's possible ourself ?
PS: I will try to upload a video about the fix this morning.
Thanks
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lotus006
- Spike

- Posts: 284
- Joined: Thu Sep 24, 2015 12:59 am
Postby lotus006 » Tue Mar 29, 2016 4:01 am
Ok cool, I will try it to make more variable easier to be readed for others and for the tweak API then 
Thanks for the info, but maybe for the other update of the 2.0 not the new one soon if you want to integrate or
just to put it on the lua library helper , np 
(I mean for not make you rushing)
but I will upload the video this morning just to give the idea and I will send you the addon in same time.
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migueeel
- Buster Beetle

- Posts: 94
- Joined: Thu Jun 04, 2015 12:09 pm
Postby migueeel » Tue Mar 29, 2016 7:18 am
Hmm, can I ask what those major bugs were? A bit of info~
If it's going to spoil too much, then don't tell xD
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Seedy Koopas
- Spiny

- Posts: 26
- Joined: Mon Jul 20, 2015 9:39 am
Postby Seedy Koopas » Tue Mar 29, 2016 11:04 am
If this happens...
...and SMBX gets a huge update...
...my life will be more COMPLETE!
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Mario_and_Luigi_55
- Spike

- Posts: 270
- Joined: Sat Feb 27, 2016 12:01 pm
Postby Mario_and_Luigi_55 » Tue Mar 29, 2016 11:11 am
Horikawa Otane wrote:lotus006 wrote:Ok cool, I will try it to make more variable easier to be readed for others and for the tweak API then 
Thanks for the info, but maybe for the other update of the 2.0 not the new one soon if you want to integrate or
just to put it on the lua library helper , np 
(I mean for not make you rushing)
but I will upload the video this morning just to give the idea and I will send you the addon in same time.
Please do. I really do welcome these minor tweaks from you and anyone else. Please PM me them. Tweaks that are like... Relatively simple code-wise, but add really neat level design opportunities.
The only restrictions I would say on people would be:
- Make sure your code quality is GOOD (if you ever have to copy/paste lines of code, you're doing it wrong)
- Make sure your code is universal - there is no situation (autoscroll, etc) where it would fail
- It CANNOT replace any NPC gfx or mechanics on a global scale (feel free to make NPCs invisible and layer on top of them or whatever)
- No tweaking/configuration necessary on the part of the user. Just import and go.
My goal is that, once Wohl finishes PGE addon support, I'll be writing an addon that allows you to select various tweaks through a GUI and this .txt/.ini file will be automatically generated for you.
(But right now Wohl is working on figuring out a way to overwrite the lvl file loading code in SMBX with his own PGE lvl loading library - this will, among many other very important and nice things on the dev side, allow us rudimentary support for Chinese 1.4.x levels, provided they use no new npcs/features... Though we could potentially begin supporting those features at a much later date).
So levelas from SMBX 1.4 would work with SMBX 2?
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Kevsoft
- Ripper II

- Posts: 375
- Joined: Sun Jul 27, 2014 8:03 am
Postby Kevsoft » Tue Mar 29, 2016 12:12 pm
Mario_and_Luigi_55 wrote:
So levelas from SMBX 1.4 would work with SMBX 2?
Yes and no, but likely more no.
PGE can read SMBX 1.4 files, however SMBX 1.4 has NPCs, which SMBX 1.3 and SMBX 2.0 doesn't have. So it is likely that your level is not converted correctly.
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migueeel
- Buster Beetle

- Posts: 94
- Joined: Thu Jun 04, 2015 12:09 pm
Postby migueeel » Wed Mar 30, 2016 10:24 am
Hm, speaking of death bugs, have you fixed that one where you enter a warp pipe when a piranha plant's sticking out of it?
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h2643
- Reznor

- Posts: 2890
- Joined: Sat Dec 21, 2013 7:23 am
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Contact:
Postby h2643 » Wed Mar 30, 2016 2:10 pm
migueeel wrote:Hm, speaking of death bugs, have you fixed that one where you enter a warp pipe when a piranha plant's sticking out of it?
That one was fixed a long time ago, when LunaLua came out to be exactly.
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migueeel
- Buster Beetle

- Posts: 94
- Joined: Thu Jun 04, 2015 12:09 pm
Postby migueeel » Wed Mar 30, 2016 5:06 pm
Ah, alright then
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Julia Pseudo
- Luigi

- Posts: 5609
- Joined: Wed Jan 08, 2014 12:04 am
- Flair: gay gaymer girl
- Pronouns: She/her
Postby Julia Pseudo » Thu Mar 31, 2016 12:21 am
^
It's only Venus fire traps, by the way - it happened because the venus couldn't decide which way to face when you were standing at exactly the same x-position as it, which you temporarily are when going down a pipe one is in. Other piranha plants don't have that problem since they don't try to face the player all the time.
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Lyrin
- Koopa

- Posts: 16
- Joined: Sat Dec 05, 2015 7:12 pm
- Flair: Please change my name to Derpy
Postby Lyrin » Thu Mar 31, 2016 10:36 am
Will the update give a proper pause menu? I mean the ability to exit level and such, instead of being thrown out of the whole episode.
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Reign
- Chain Chomp

- Posts: 327
- Joined: Tue Jan 21, 2014 4:22 am
Postby Reign » Thu Mar 31, 2016 12:52 pm
This isn't really related to the beta, but at this point I'm wondering how popular this version is going to become outside the SMBX forum. I'm having a bit of struggle trying to decide whether or not I'm going to use SMBX2 for a new episode. On the other hand it would be great to take advantage of all the new features and make boss fights more interesting, but then I'm afraid I would exclude a lot of people who don't have the new version and are for whatever reason not interested in downloading it (once it's finished). Maybe I'll take a risk and hope the new version will be supported on sites such as rpgmaker.net and that it's going to become a worldwide hit. :p
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Mable
- Luigi

- Posts: 5806
- Joined: Sat Dec 21, 2013 4:23 am
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Postby Mable » Thu Mar 31, 2016 1:25 pm
Smbx 2.0 will have updates for the future, meanwhile 1.3.0.1 doesn't.
Plus if people don't want to download it for whatever reason, which most of the time is bc they lazy or bc they don't want it bc the pge editor it to complicated it's their fault if they want to miss out the new stuff and fixes it has. Unlike 1.3.0.1 which has a lot of bugs
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HenryRichard
- Reznor

- Posts: 2843
- Joined: Mon Dec 23, 2013 12:09 pm
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Postby HenryRichard » Thu Mar 31, 2016 5:54 pm
The only concern would be rpgmaker.net, and I'm sure they'll adopt this new version when it's finished.
also 99% sure the update is happening tomorrow
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