General discussion about Super Mario Bros. X.
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HenryRichard
- Reznor

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Postby HenryRichard » Mon Apr 04, 2016 7:29 pm
Yeah, that just saves it to a data class and doesn't use the default coin offset.
(I'm the creator of that API so I know and I need to make updates to it and actually do other stuff for that project)
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Circle Guy
- Rocky Wrench

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Postby Circle Guy » Tue Apr 05, 2016 2:30 am
Well, for some reason when you are climbing down on a vine on a slope you will go into the sliding animation and fly up...
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TDK
- Phanto

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Postby TDK » Tue Apr 05, 2016 9:27 am
If you make a lakitu throw a roto-disk, the roto-disk would only move to the left.
If you make a lakitu throw the top of the vine plant, it would move diagonally.
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Emral
- Cute Yoshi Egg

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Postby Emral » Tue Apr 05, 2016 10:06 am
HenryRichard wrote:Yeah, that just saves it to a data class and doesn't use the default coin offset.
(I'm the creator of that API so I know and I need to make updates to it and actually do other stuff for that project)
I recommend having a limit to how many coins you can have. Maybe make it adjustable with a variable.
Oh wait that's basically raocoin2.lua isn't it?
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HenryRichard
- Reznor

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Postby HenryRichard » Tue Apr 05, 2016 4:31 pm
That really depends on what Natsu wants since it's his project.
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Quantix
- Chain Chomp

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Postby Quantix » Tue Apr 05, 2016 4:46 pm
So, apparently putting a spike top on a sizeable makes it spaz out.
Also, frozen NPCs can break SMB2 bomb blocks when thrown.
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bossedit8
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Postby bossedit8 » Tue Apr 05, 2016 5:21 pm
Quantix wrote:So, apparently putting a spike top on a sizeable makes it spaz out.
Same goes to all of the other NPCs that can climb on the wall and ceilings like SMB2 Sparkies and SM Geemers.
Quantix wrote:Also, frozen NPCs can break SMB2 bomb blocks when thrown.
Same goes to all of the shells and the SMB3 throwable blocks aswell.
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Julia Pseudo
- Luigi

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Postby Julia Pseudo » Thu Apr 07, 2016 12:39 am
Quantix wrote:So, apparently putting a spike top on a sizeable makes it spaz out.
Not just sizeables, but any jump-through platform, actually.
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h2643
- Reznor

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Postby h2643 » Thu Apr 07, 2016 3:45 pm
Pseudo-dino wrote:Quantix wrote:So, apparently putting a spike top on a sizeable makes it spaz out.
Not just sizeables, but any jump-through platform, actually.
Them Nintendo guys added a good work-around this in their Mario Maker - Spike Tops walk on all jump-through platforms just like a generic Red Koopa Troopa. Except that it still hurts you when you jump on it 
Wish something like this was in SMBX.
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Murphmario
- 2025 Egg Hunter

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Postby Murphmario » Thu Apr 07, 2016 4:19 pm
h2643 wrote:Pseudo-dino wrote:Quantix wrote:So, apparently putting a spike top on a sizeable makes it spaz out.
Not just sizeables, but any jump-through platform, actually.
Them Nintendo guys added a good work-around this in their Mario Maker - Spike Tops walk on all jump-through platforms just like a generic Red Koopa Troopa. Except that it still hurts you when you jump on it 
Wish something like this was in SMBX.
Give a Spiny fire-resistance and make it turn on ledges, then change the graphic.
...Still not exactly a Spike Top, but it's something.
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Julia Pseudo
- Luigi

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Postby Julia Pseudo » Fri Apr 08, 2016 12:54 am
^
It would act completely identical though. If they were in the same level as Spike Tops I don't think it'd act at all different, although the walking speed would probably be slightly different (but that can be fixed with NPC codes).
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litchh
- Eerie

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Postby litchh » Fri Apr 08, 2016 2:19 pm
Btw about jump-through platforms. Player can move down through them along with Clown Car.
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Quantix
- Chain Chomp

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Postby Quantix » Sat Apr 09, 2016 8:19 am
Letting donut blocks fall through the ground while you're on them can glitch you through the floor.
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h2643
- Reznor

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Postby h2643 » Thu Apr 21, 2016 10:31 am
Block-0 is a thing.
...and so are the blocks past block-638 up to block-700. So yeah, that's a total of 62 'unused' but usable blocks in SMBX.
Also once you erase a block with an eraser in level editor while in-game, you get 50 points.
Last edited by h2643 on Thu Apr 21, 2016 11:10 am, edited 2 times in total.
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bossedit8
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Postby bossedit8 » Thu Apr 21, 2016 11:00 am
If you use a P Switch, Coins turns into Blocks and the other way around but that also stacks up the overall block counter in the level and it never gets down again. Once you each the limit of the blocks in this level like that, a run-time error appears (Overflow), crashes the game. Once you have a lot of NPC based coins or blocks turning to coins in the level it affects the block counter a lot aswell.
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Julia Pseudo
- Luigi

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Postby Julia Pseudo » Fri Apr 22, 2016 5:56 pm
The bullet bills fired from a Billy Gun are actually normal bullet bill NPCs, even though they work almost completely differently.
On that note, holding a regular bullet bill shooter causes it to act like a Billy Gun.
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litchh
- Eerie

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Postby litchh » Sat Apr 23, 2016 2:55 am
Hammers droped by H.Bro, which is carried by player are also work differently.
"nogravity=1" code is not working for them.
I noticed it, when I was trying to create Cannon Gun (carryable SMB3 Rainbow Cannon shooting diagonal balls).
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Circle Guy
- Rocky Wrench

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Postby Circle Guy » Sun Apr 24, 2016 2:54 am
You can break levels with a clock and a smb2 npc. Freeze time, then keep spinjump-tossing it!
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Mivixion
- Fuzzy

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Postby Mivixion » Sun Apr 24, 2016 1:13 pm
Circle Guy wrote:You can break levels with a clock and a smb2 npc. Freeze time, then keep spinjump-tossing it!
Works with keys too. In fact you can even do it without the clock. Just spinjump-grab and then drop it under you. Doing it is super hard to do consecutively, but if you master it you can do some ridiculous superplay.
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HeroLinik
- Larry Koopa

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Postby HeroLinik » Sun Apr 24, 2016 1:14 pm
Mivixion wrote:Doing it is super hard to do consecutively
Unless you're bossedit8 of course, in which case it will be easy.
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