SMBX 2.0 Open Beta

Topics about events/announcements that are no longer relevant.

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Alagirez
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Re: SMBX 2.0 Open Beta

Postby Alagirez » Wed Apr 13, 2016 1:57 am

Horikawa Otane wrote:For those wondering how the new beta is going...

(credit to ArabSalmon for the Wario rewrites)
hohoho a new shop system :D
Neat
#smbx22

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Re: SMBX 2.0 Open Beta

Postby diamantico21 » Wed Apr 13, 2016 2:12 am

Horikawa Otane wrote:
lotus006 wrote:
Horikawa Otane wrote:For those wondering how the new beta is going...

(credit to ArabSalmon for the Wario rewrites)
Awsome It's look similar on what I was working since a while (but stopped :D) I mean just the menu (different menu)
I love the LakituWario :D 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!
Will it be customizable?

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Re: SMBX 2.0 Open Beta

Postby lotus006 » Thu Apr 14, 2016 5:26 am

I knew it wario it was an impostor it was the lakitu man insinde the wario costume haha !! lol

Sorry I wasnt be able to contain myself about waiting the new update so I recreated one on the same style :D
I dont take any credit, credit go to Salmon :)
I just do this because I was bored, and you can see the coins are decreasing when I buy item :P

Crap I forgot to remove the debug stuff :S haha

Enjoy the video :D

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Re: SMBX 2.0 Open Beta

Postby lotus006 » Sun Apr 17, 2016 1:32 am

Horikawa Otane wrote:
diamantico21 wrote:
Horikawa Otane wrote:
It'll be in 2.0 - no LunaLua required to use him once he's done!
Will it be customizable?
The API is exposed so that you can change prices at a minimum. You may be able to change items in the 'shop' as well. I'll need to ask Salmon about that. Credit to him please since he's the guy leading up the Wario rewrite.
About the lakitu, it will be available for co-op ? and what's happend when the lakitus is located on a wall or blocks is he will shoot the items when he will be not in a wall after that ?
and when the player will run before or after the item is dropped he will continue until he was offscreen ?

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Re: SMBX 2.0 Open Beta

Postby lotus006 » Wed Apr 20, 2016 2:05 pm

Soo , the update is on hold ? no news since a while now :(
I hope every one is ok :|

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Re: SMBX 2.0 Open Beta

Postby ArduinoPlatypus » Thu Apr 21, 2016 4:52 am

They need more time and less problems. I'm sure they're doing what they can.

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Re: SMBX 2.0 Open Beta

Postby Gameinsky » Thu Apr 21, 2016 6:22 am

I'm happy for you that things have gone better again,

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Re: SMBX 2.0 Open Beta

Postby lotus006 » Thu Apr 21, 2016 12:16 pm

Horikawa Otane wrote:There has been a lot of drama lately (people who subscribe to my channel will know what I'm talking about). It's on hold until at least May 7th or so when papers are done. Then I can pump the update out in a day or two.
Oh sorry about that didnt see this :( but I hope everything will be ok and well to soon for you :P
In that time I will try to create some stuff in the side for maybe the 2.0 or standalone then :P

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Re: SMBX 2.0 Open Beta

Postby FanofSMBX » Fri Apr 22, 2016 9:07 pm

Excuse me please but no one answered my question about why it's only warps that have had their limit increased. And sorry about your house Horikawa even though I can't donate.

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Re: SMBX 2.0 Open Beta

Postby PixelPest » Sat Apr 23, 2016 8:09 am

How similar are the physics in the PGE Engine to that of the Redigit's SMBX? Will levels requiring really exact movements, such as Kaizo levels still be compatible? Will all of the glitches from Redigit's SMBX still be usable?

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Re: SMBX 2.0 Open Beta

Postby h2643 » Sat Apr 23, 2016 8:14 am

PixelPest wrote:How similar are the physics in the PGE Engine to that of the Redigit's SMBX? Will levels requiring really exact movements, such as Kaizo levels still be compatible? Will all of the glitches from Redigit's SMBX still be usable?
You can try out yourself by downloading PGE from its official site. It's stil wip so you can't expect it to be exactly like SMBX yet.

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Re: SMBX 2.0 Open Beta

Postby PixelPest » Sat Apr 23, 2016 8:17 am

h2643 wrote:
PixelPest wrote:How similar are the physics in the PGE Engine to that of the Redigit's SMBX? Will levels requiring really exact movements, such as Kaizo levels still be compatible? Will all of the glitches from Redigit's SMBX still be usable?
You can try out yourself by downloading PGE from its official site. It's stil wip so you can't expect it to be exactly like SMBX yet.
But are the intentions to make it exactly the same?

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Re: SMBX 2.0 Open Beta

Postby h2643 » Sat Apr 23, 2016 8:18 am

...yes, for now. Wohlstand will add new stuff to it once he'll finish recreating SMBX engine first iirc.

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Re: SMBX 2.0 Open Beta

Postby Waroh » Sun Apr 24, 2016 1:31 am

Hey, Horikawa. I sent you a PM a few days ago. It's regarding something in the update. Did you receive it?

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Re: SMBX 2.0 Open Beta

Postby Anthony Valle » Sun Apr 24, 2016 12:16 pm

Horikawa Otane wrote:
FanofSMBX wrote:Excuse me please but no one answered my question about why it's only warps that have had their limit increased. And sorry about your house Horikawa even though I can't donate.
Because that's what Red managed to do???

We have plans to extend the NPC array, but that stuff is really quite complex so it takes a lot of time to do.
The NPCs limit will be increased? Possibilities of new NPCs created without replacing the existing ones?

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Re: SMBX 2.0 Open Beta

Postby h2643 » Sun Apr 24, 2016 12:40 pm

Anthony Valle wrote:Possibilities of new NPCs created without replacing the existing ones?
You already can do that :/

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Re: SMBX 2.0 Open Beta

Postby PixelPest » Sun Apr 24, 2016 12:54 pm

h2643 wrote:
Anthony Valle wrote:Possibilities of new NPCs created without replacing the existing ones?
You already can do that :/
Only to a certain extent though

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Re: SMBX 2.0 Open Beta

Postby Hoeloe » Sun Apr 24, 2016 1:24 pm

Anthony Valle wrote: The NPCs limit will be increased? Possibilities of new NPCs created without replacing the existing ones?
That's not quite the same thing. Increasing the limit of the NPC array simply means you can have more NPCs in a level before SMBX complains about it.

Work on adding new NPCs without replacing existing ones is underway as far as I'm aware, and it it sort of possible now with some limitations.

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Re: SMBX 2.0 Open Beta

Postby lotus006 » Tue Apr 26, 2016 12:52 am

Horikawa Otane wrote:
Waroh wrote:Hey, Horikawa. I sent you a PM a few days ago. It's regarding something in the update. Did you receive it?
Just replied.
Anthony Valle wrote:
Horikawa Otane wrote:
Because that's what Red managed to do???

We have plans to extend the NPC array, but that stuff is really quite complex so it takes a lot of time to do.
The NPCs limit will be increased? Possibilities of new NPCs created without replacing the existing ones?
In general that's the goal. However, the way we need to do it is... Tricky. That's still in flux. Basically, there will be a ton of NPC slots dedicated to 2.0 dev - but anything beyond that will be accessible to people who want to design their own NPCs with Lua. Eventually I'd like to get full (or nearly full) 1.4.x support in 2.0 and so we'll need to recreate a bunch of their new NPCs in LunaLua and assign them to NPC slots.

But that NPC extension thing won't be happening until mid-late May (if not June) at a MINIMUM.
Why so much postpone release date ? you should ask to kevsoft or Joey to make/ help those update Instead of one person who can
just relase it... , or else just say it's on hold until no one know ?

So the Lunalua Update is done no more update also after the 0.7.3 ?
because I wait to do some too much stuff because of this until the 2.0 will update to be not deprecated already...

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Re: SMBX 2.0 Open Beta

Postby Hoeloe » Tue Apr 26, 2016 3:07 am

lotus006 wrote: Why so much postpone release date ? you should ask to kevsoft or Joey to make/ help those update Instead of one person who can
just relase it... , or else just say it's on hold until no one know ?
Work is still being done on it, and it's not just Horikawa working on it, there are a lot of people putting their time into it.

And "on hold" means something different - that means it's not being worked on, but will be in the future. 2.0 IS being worked on, there have just been a number of things causing delays beyond the expected release. Just be patient.


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