SMBX 2.0 Open Beta

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Re: SMBX 2.0 Open Beta

Postby underFlo » Sun Jul 24, 2016 4:14 pm

I can't believe there's a starman now!

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Re: SMBX 2.0 Open Beta

Postby Mable » Sun Jul 24, 2016 4:33 pm

Yeah, it does fit the bill with the Playable Yoshi.. i mean for a simple costume it looks more advance tho.

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Re: SMBX 2.0 Open Beta

Postby kojimkj » Sun Jul 24, 2016 4:41 pm

Image
Image

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Re: SMBX 2.0 Open Beta

Postby zxcv » Sun Jul 24, 2016 5:51 pm

Horikawa, when this Beta is released, will you post the link in this topic? Or the link will be in the SMBX 2.0 topic?

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Re: SMBX 2.0 Open Beta

Postby PixelPest » Sun Jul 24, 2016 7:27 pm

Prado wrote:Horikawa, when this Beta is released, will you post the link in this topic? Or the link will be in the SMBX 2.0 topic?
This is the SMBX 2.0 topic? Also Horikawa is uploading the file to her own website I'm pretty sure as well, but I'm guessing the link to that will be here

Also,
Joey wrote:
Will the link to the SMBX 2.0 also appear on the home page now instead of 1.3.0.1? It would be great if a new description and maybe a few new screenshots could be added too

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Re: SMBX 2.0 Open Beta

Postby Ace » Sun Jul 24, 2016 8:33 pm

New wario looks hella legit actually with the lakitu flying in and everything. I'm not totally sold on the walk cycle, but the charging looks pretty good. T is definitely a major improvement.
I was pretty confused with Yoshi, but it makes a lot more sense now that I know it's a klonoa costume. The one thing that really threw me off was the throwing sound effect, but I'm guessing that can be changed with lua.

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Re: SMBX 2.0 Open Beta

Postby Julia Pseudo » Sun Jul 24, 2016 8:47 pm

Does Wario's shoulder charge actually kill enemies, by the way, or is it just a running animation?

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Re: SMBX 2.0 Open Beta

Postby bossedit8 » Sun Jul 24, 2016 9:10 pm

Oh my, a workable Frogsuit and the Starman including particles! That's truly amazing!!!

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Re: SMBX 2.0 Open Beta

Postby Shadow Yoshi » Mon Jul 25, 2016 8:42 am

Yes, 2.0 will be added to the site once it's out of beta.

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Re: SMBX 2.0 Open Beta

Postby KittyCat » Wed Jul 27, 2016 2:31 am

Joey wrote:Yes, 2.0 will be added to the site once it's out of beta.
So, what's even different to the original SMBX?

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Re: SMBX 2.0 Open Beta

Postby Julia Pseudo » Wed Jul 27, 2016 3:56 am

^
A whole lot of things, primarily full PGE integration along with new NPCs and a whole bunch of new playable characters.

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Re: SMBX 2.0 Open Beta

Postby KittyCat » Wed Jul 27, 2016 3:59 am

Pseudo-dino wrote:^
A whole lot of things, primarily full PGE integration along with new NPCs and a whole bunch of new playable characters.

Hm...only if the Samus level only made sense...

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Re: SMBX 2.0 Open Beta

Postby MECHDRAGON777 » Wed Jul 27, 2016 5:33 am

Horikawa Otane wrote:
PixelPest wrote:
Prado wrote:Horikawa, when this Beta is released, will you post the link in this topic? Or the link will be in the SMBX 2.0 topic?
This is the SMBX 2.0 topic? Also Horikawa is uploading the file to her own website I'm pretty sure as well, but I'm guessing the link to that will be here

Also,
Joey wrote:
Will the link to the SMBX 2.0 also appear on the home page now instead of 1.3.0.1? It would be great if a new description and maybe a few new screenshots could be added too
It's not out of beta yet. I assume Joey will update when we're fully out of beta. Beta 3 is going to get us a lot closer, but we have a decent amount more to do to full release. I at least want to wait until we add a bunch more NPCs and do some more work on a couple of the player characters. Particularly moving their projectiles into new NPCs.
If you are making the payables' projectiles replace new NPCs, would that mean Seamus's beams could be customizable such as:

Ice
Wave
Ice + Wave
Ice + Wave + Plasma + Spazer
Plasma + Wave
Plasma
Spazer
Ice + Wave + Spazer
Spazer + Wave
Ice + Spazer
Plasma + Spazer
Ice + Plasma + Spazer
Wave + Plasma + Ice

I hope I listed everything. Either way, I was referring to how you can toggle beams on and off like you can with the Varia Suit, Gravity Suit, Speed Booster (and the ability to Shine Spark as a result), High Jump Boots, Space Jump, and Screw Attack.

(Do not remember if you can turn off the ability for morph ball, morph ball bombs, or power bombs though)

Either way, I can not wait to see how Beta 3 will work when it is out. (However, I do not remember beta 2 ever being released.) Keep up the good work!

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Re: SMBX 2.0 Open Beta

Postby Ace » Wed Jul 27, 2016 5:48 am

MECHDRAGON777 wrote: It's not out of beta yet. I assume Joey will update when we're fully out of beta. Beta 3 is going to get us a lot closer, but we have a decent amount more to do to full release. I at least want to wait until we add a bunch more NPCs and do some more work on a couple of the player characters. Particularly moving their projectiles into new NPCs.

If you are making the payables' projectiles replace new NPCs, would that mean Seamus's beams could be customizable such as:

long list

I hope I listed everything. Either way, I was referring to how you can toggle beams on and off like you can with the Varia Suit, Gravity Suit, Speed Booster (and the ability to Shine Spark as a result), High Jump Boots, Space Jump, and Screw Attack.

(Do not remember if you can turn off the ability for morph ball, morph ball bombs, or power bombs though)

Either way, I can not wait to see how Beta 3 will work when it is out. (However, I do not remember beta 2 ever being released.) Keep up the good work!
∑_(r=1)^4 (4!/r!(4-r)!)
Which is 15
you listed 13
so you must have missed 2, My Man. Back to the basics with Donkey Kong Jr. Math.

Honestly all those combinations sound pretty complicated. I don't think that's what Mario is all about.
Last edited by Ace on Wed Jul 27, 2016 5:55 am, edited 1 time in total.

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Re: SMBX 2.0 Open Beta

Postby MECHDRAGON777 » Wed Jul 27, 2016 5:51 am

Ace wrote:
MECHDRAGON777 wrote: It's not out of beta yet. I assume Joey will update when we're fully out of beta. Beta 3 is going to get us a lot closer, but we have a decent amount more to do to full release. I at least want to wait until we add a bunch more NPCs and do some more work on a couple of the player characters. Particularly moving their projectiles into new NPCs.

If you are making the payables' projectiles replace new NPCs, would that mean Seamus's beams could be customizable such as:

long list

I hope I listed everything. Either way, I was referring to how you can toggle beams on and off like you can with the Varia Suit, Gravity Suit, Speed Booster (and the ability to Shine Spark as a result), High Jump Boots, Space Jump, and Screw Attack.

(Do not remember if you can turn off the ability for morph ball, morph ball bombs, or power bombs though)

Either way, I can not wait to see how Beta 3 will work when it is out. (However, I do not remember beta 2 ever being released.) Keep up the good work!
∑_(r=1)^4 (4!/r!(4-r)!)
Which is 15
you listed 13
so you must have missed 2. Back to the basics with Donkey Kong Jr. Math.

Honestly all those combinations sound pretty complicated. I don't think that's what Mario is all about.
Okay, I missed two, I was trying to list everything I can remember. My cats woke me up right before I made that post. I am still waking up. Also, that formula, or should a say; summation equation was thought in Algebra II in 10th grade and I had to skip a year of math to get it that early. (Take geometry the same year). I would not call that "basic math", but yeah, you are right.

Edit: As for the combinations, I was referring to just Samus since she is in 2.0

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Re: SMBX 2.0 Open Beta

Postby Ace » Wed Jul 27, 2016 6:05 am

MECHDRAGON777 wrote:Edit: As for the combinations, I was referring to just Samus since she is in 2.0
I understand, but this is a Mario game, and in all seriousness having 15 different powerup combinations just doesn't seem to fit the style of the game. Wouldn't some of those combinations be counterintuitive? If ice is supposed to freeze the enemy, and Plasma is supposed to kill the enemy, what happens when you combine them?

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Re: SMBX 2.0 Open Beta

Postby Egg » Wed Jul 27, 2016 6:10 am

The powerups should be kept simple and straightforward imo, mixing them is not really what mario is about.

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Re: SMBX 2.0 Open Beta

Postby Darkonius Mavakar » Wed Jul 27, 2016 6:27 am

Can't wait for this to get out of the beta state!

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Re: SMBX 2.0 Open Beta

Postby MECHDRAGON777 » Wed Jul 27, 2016 7:32 am

Ace wrote:
MECHDRAGON777 wrote:Edit: As for the combinations, I was referring to just Samus since she is in 2.0
I understand, but this is a Mario game, and in all seriousness having 15 different powerup combinations just doesn't seem to fit the style of the game. Wouldn't some of those combinations be counterintuitive? If ice is supposed to freeze the enemy, and Plasma is supposed to kill the enemy, what happens when you combine them?
I remember there were enemies that the Plasma Beam Could not kill in one hit.

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Re: SMBX 2.0 Open Beta

Postby Ace » Wed Jul 27, 2016 7:36 am

MECHDRAGON777 wrote:
I remember there were enemies that the Plasma Beam Could not kill in one hit.
I don't really see what this has to do with what I said


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