Topics about events/announcements that are no longer relevant.
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Julia Pseudo
- Luigi

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Postby Julia Pseudo » Sat Jun 25, 2016 6:58 pm
^
I don't think they've been revealed yet (and possibly not created).
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Westretroman
- Eerie

- Posts: 704
- Joined: Tue Mar 29, 2016 6:50 pm
Postby Westretroman » Sat Jun 25, 2016 7:28 pm
Pseudo-dino wrote:^
I don't think they've been revealed yet (and possibly not created).
When the time comes; I will be excited to see what new npcs to use!
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Murphmario
- 2025 Egg Hunter

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Postby Murphmario » Sat Jun 25, 2016 7:29 pm
IDK about this, but we might also have Reflecting Podoboos and Chain Chomps, since both were mentioned on this thread (even if the original posts were deleted when the forum went down.)
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andreepika11233
- Bot

- Posts: 51
- Joined: Thu Jan 01, 2015 9:48 am
Postby andreepika11233 » Sat Jun 25, 2016 7:48 pm
I could hope there will be a yoshi's island Arrow Lift and even the wizard from smw, because they are experimental.
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PixelPest
- Link

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Postby PixelPest » Sat Jun 25, 2016 7:51 pm
andreepika11233 wrote:I could hope there will be a yoshi's island Arrow Lift and even the wizard from smw, because they are experimental.
Isn't an Arrow Lift in YI the same thing as a Springboard? And if you mean a Magikoopa when you said "wizard", someone already made that in LunaLua
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snoruntpyro
- Snifit

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Postby snoruntpyro » Sat Jun 25, 2016 8:30 pm
I think by arrow lift he means that weird thing that spins around and travels in the direction it's facing when you land on it.
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aero
- Palom

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- Joined: Fri Mar 28, 2014 2:51 pm
Postby aero » Sat Jun 25, 2016 8:30 pm
My dad, John Nintendo, President of Nintendo said that the final release will have YI arrow lifts AND new enemies from Splatoon. Reggie even said on his YouTube that the release is going to make you "splat" your brains all over the wall.
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Yoshi021
- Gold Yoshi Egg

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Postby Yoshi021 » Sat Jun 25, 2016 10:00 pm
But I thought that 2.0 was using PGE, in which you can add any slots easily by making a configuration pack? You could add everything that has been done in 2.0 into SMBXpanded and use that configuration for PGE. That way you will never run out of slots.
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4matsy
- Buster Beetle

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Postby 4matsy » Sat Jun 25, 2016 10:22 pm
Thing is, SMBX's engine can't read PGE's config packs, which means we'd be stuck relying on PGE's engine - which isn't done yet.
And now the problem with that idea reveals itself - we'd have to finish scripting all the enemies that aren't done in PGE, as well as the new ones planned for 2.0. D: Much more work than what is currently happening.
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The Thwomp King
- Boss Bass

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Postby The Thwomp King » Sat Jun 25, 2016 11:22 pm
I must ask, is anyone working on making Donkey Kong, Diddy Kong, and/or Dixie Kong characters for SMBX 2? XP
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h2643
- Reznor

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Postby h2643 » Sun Jun 26, 2016 8:40 am
andreepika11233 wrote:By the way, smbx 2.0's editor should be improved to be a remake of smbx 1.3's like smbx 1.4.2 did, maybe as a substitute of pge editor.
That's pointless.
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andreepika11233
- Bot

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Postby andreepika11233 » Sun Jun 26, 2016 10:20 am
h2643 wrote:andreepika11233 wrote:By the way, smbx 2.0's editor should be improved to be a remake of smbx 1.3's like smbx 1.4.2 did, maybe as a substitute of pge editor.
That's pointless.
if you grab a dummy npc in smbx 1.3 while the player tests the level, it may give you a error, that is the reason why we have to improve smbx 2.0's editor.
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h2643
- Reznor

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Postby h2643 » Sun Jun 26, 2016 10:26 am
andreepika11233 wrote:h2643 wrote:andreepika11233 wrote:By the way, smbx 2.0's editor should be improved to be a remake of smbx 1.3's like smbx 1.4.2 did, maybe as a substitute of pge editor.
That's pointless.
if you grab a dummy npc in smbx 1.3 while the player tests the level, it may give you a error, that is the reason why we have to improve smbx 2.0's editor.
Any suggestions about how to improve it? 
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andreepika11233
- Bot

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Postby andreepika11233 » Sun Jun 26, 2016 11:05 am
h2643 wrote:andreepika11233 wrote:h2643 wrote:
That's pointless.
if you grab a dummy npc in smbx 1.3 while the player tests the level, it may give you a error, that is the reason why we have to improve smbx 2.0's editor.
Any suggestions about how to improve it? 
maybe if we add the dummy (and the new upcoming) npcs into the npc list of the smbx 2.0 editor, this could solve the problem and another solution is that we can make it count as hidden npcs from the lakitus are throwing lakitus npc list easter egg.
And the reason why I have requested to improve the editor because I just don't want to load the level in pge and edit it and then open this level in smbx and test it or edit it and then close the level in smbx and then do the same thing again.
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h2643
- Reznor

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Postby h2643 » Sun Jun 26, 2016 11:07 am
Well you won't have to... by what I heard testing works now, you don't even have to open SMBX.
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andreepika11233
- Bot

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Postby andreepika11233 » Sun Jun 26, 2016 11:17 am
h2643 wrote:Well you won't have to... by what I heard testing works now, you don't even have to open SMBX.
It sounds more like a easier way to open smbx and then open the level and test it, this doesn't count.
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underFlo
- Wart

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Postby underFlo » Sun Jun 26, 2016 11:37 am
andreepika11233 wrote:h2643 wrote:Well you won't have to... by what I heard testing works now, you don't even have to open SMBX.
It sounds more like a easier way to open smbx and then open the level and test it, this doesn't count.
you sure are hard to please considering how this is literally one of the least important features
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Emral
- Cute Yoshi Egg

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Postby Emral » Sun Jun 26, 2016 11:50 am
andreepika11233 wrote:h2643 wrote:Well you won't have to... by what I heard testing works now, you don't even have to open SMBX.
It sounds more like a easier way to open smbx and then open the level and test it, this doesn't count.
In PGE 0.3.1.10 you can use the SMBXInt config pack. http://wohlsoft.ru/config_packs/
It lets you configure your SMBX EXE file and will allow you to play levels using that EXE by hitting F5 in PGE or pressing the test button.
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h2643
- Reznor

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Postby h2643 » Sun Jun 26, 2016 11:53 am
andreepika11233 wrote:h2643 wrote:Well you won't have to... by what I heard testing works now, you don't even have to open SMBX.
It sounds more like a easier way to open smbx and then open the level and test it, this doesn't count.
That's literally how you do it in PGE too.
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andreepika11233
- Bot

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Postby andreepika11233 » Sun Jun 26, 2016 1:46 pm
Horikawa Otane wrote:h2643 wrote:andreepika11233 wrote:By the way, smbx 2.0's editor should be improved to be a remake of smbx 1.3's like smbx 1.4.2 did, maybe as a substitute of pge editor.
That's pointless.
None of us are going to work on this as we don't see it being a good use of our time. And it's rather a lot of work. Moreover, as of the next beta, the legacy editor is gone (by default - I still need to write the code to re-enable it if you want to use it still).
I had fun placing npcs while testing the level with the legacy editor
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