Topics about events/announcements that are no longer relevant.
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JupiHornet
- Boom Boom

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Postby JupiHornet » Fri Aug 05, 2016 9:36 am
Horikawa Otane wrote:KittyCat wrote:Horikawa Otane wrote:
That's fine, though I do wonder why you decided to post that preference here.
The only major problems with 1.4.x are:
- It doesn't support LunaLua (TeaScript is nowhere near as powerful)
- It's closed source and possibly abandoned already? It's abandonable, anyway.
- It doesn't have 100% compatibility with 1.3.x levels, as demonstrated here in the way layer physics works
- It doesn't allow custom launchers
- It doesn't allow update notifications for SMBX
- It doesn't allow update notifications for Episodes
- The editor is in no way expandable, customizable, or scriptable
- Some features are hidden behind math puzzles(?!)
However, in 2.0 all of that is possible (except PGE's script plugins are VERY nascent). Additionally, we plan to support most, if not all, of 1.4.x's features (sans TeaScript and 1.4.x's editor) eventually. New NPCs, possibly even new powerups as well.
Honestly, though, the most important difference is the code model. 2.0 is open source, 1.4.x is closed.
That means, even if I had died a week ago on the surgery table, someone on this forum or anywhere, really, could pick up our work and keep developing 2.0.
However, let's say the 1.4.x dev gets bored of 1.4.x or dies or something - then it's the final version right there. You'll never seen another update. 1.4.x may be better in some ways right now, but it's going to stay where it is forever once it's abandoned. 2.0 has endless growth potential built-in.
That said, if you're okay with the following stipulation:
- Your episodes/levels will not be compatible as widely in the future when 2.0 clearly outpaces 1.4.x, so they will be played less/lost to time.
Then there's nothing wrong with using and loving 1.4.x. It's a fine version and the author clearly put a lot of work into it. Enjoy it! It's just much less future-proof.
That's ########!
- You can do a lot with Teascript
-Any program can be abandoned. (Including 2.0)
- it is scriptable, and customizable. (Depending on wtf you mean by that.)
- Please - I wasn't rude to you. Please extend the same courtesy to me.
- Teascript is fine. But LunaLua IS more powerful - and none of its features are hidden behind incredibly complex math puzzles 
- Absolutely! But if 1.4.x is abandoned, that's the end of it. If 2.0 is abandoned, someone else can resume it. It doesn't necessarily die with its maker, whereas 1.4.x does.
- No it isn't. I meant the editor, not the game. Here are two examples showing what I mean:
- In terms of customization - Let's say you wanted to do a permanent gfx replacement of the npc-1 goomba, and have that goomba show up as a furba. And be called a furba in the editor. And not show up in SMB3 enemies - but to show up in its own category called "AMST Enemies." Which is a child of a parent group called "ASMT Things." If you're writing a full on gfx swap thing, as in the A*XT series, this is very conceivable. You cannot do this in 1.4.x. It lacks a lot of this customizability in the editor. This is how we're integrating new NPCs (and how users will be able to make and use their own as well!) in 2.0
- In terms of scripting - Let's say you wanted to write something to automatically place NPCs in octagons. In PGE, we plan to make this sort of thing possible (the groundwork is there) via scripts. In 1.4.x, this will only be possible if the original author decides they want to. This is how we are going to make complex NPCs, like the Boo Circles (which have a lot of options for how big the boo circle is, how many boos are there, etc.) customizable directly in the editor without the user having to touch Lua.
(I think KittyCat is banned now, so you don't have to worry about her kek)
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PixelPest
- Link

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Postby PixelPest » Fri Aug 05, 2016 9:39 am
JupiHornet wrote:
Where'd that assumption come from?
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JupiHornet
- Boom Boom

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Postby JupiHornet » Fri Aug 05, 2016 9:41 am
PixelPest wrote:JupiHornet wrote:
Where'd that assumption come from?
It's not an assumption kek
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migueeel
- Buster Beetle

- Posts: 94
- Joined: Thu Jun 04, 2015 12:09 pm
Postby migueeel » Fri Aug 05, 2016 11:10 am
JupiHornet wrote:PixelPest wrote:JupiHornet wrote:
Where'd that assumption come from?
It's not an assumption kek
Kek, kittycat isn't banned kek
People aren't banned just because opinions.
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Willhart
- Banned
- Posts: 368
- Joined: Thu Apr 10, 2014 2:18 am
Postby Willhart » Fri Aug 05, 2016 11:41 am
I made something pretty today.
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JupiHornet
- Boom Boom

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Postby JupiHornet » Fri Aug 05, 2016 1:36 pm
Willhart wrote:I made something pretty today.
What was it?
(Also happy birthday)
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Fri Aug 05, 2016 7:08 pm
Horikawa Otane wrote:2. Not currently. All the dummy npcs do is basically sit there.
It sounds very inefficient to have to rebuild the NPC properties from scratch. Can anything be done to make Lua development easier like that for you?
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snoruntpyro
- Snifit

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Postby snoruntpyro » Fri Aug 05, 2016 11:46 pm
FanofSMBX wrote:rebuild the NPC properties from scratch
Not really. They already can have their speed modified, they're affected by all npc codes, and they have proper collision for everything. The only things we really need for the dummy npcs are proper hooks for stomping, and I don't think they hurt you by default, but I might be wrong so feel free to correct me if it's actually the opposite.
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Willhart
- Banned
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- Joined: Thu Apr 10, 2014 2:18 am
Postby Willhart » Sat Aug 06, 2016 2:47 am
JupiHornet wrote:Willhart wrote:I made something pretty today.
What was it?
(Also happy birthday)
Thanks. It was for a new costume.
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G-Boy
- Buster Beetle

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Postby G-Boy » Sat Aug 06, 2016 4:06 pm
I don't think I like the new launcher with the yellow background... is it temporary or will it be included in the final version?
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loop
- Ninji

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Postby loop » Sat Aug 06, 2016 4:08 pm
NinGamer wrote:I don't think I like the new launcher with the yellow background... is it temporary or will it be included in the final version?
I believe you can customize the launcher when it is released. 
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G-Boy
- Buster Beetle

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Postby G-Boy » Sat Aug 06, 2016 4:46 pm
Is SMBX 2.0 going to have a title screen, like the earlier versions? 
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Tobi555
- Swooper

- Posts: 60
- Joined: Tue Feb 23, 2016 2:13 pm
Postby Tobi555 » Sat Aug 06, 2016 10:30 pm
So when 2.0 is finished it will have most, if not all, of the content that was added to the unofficial 1.4.x?
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PixelPest
- Link

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Postby PixelPest » Sat Aug 06, 2016 10:38 pm
Tobi555 wrote:So when 2.0 is finished it will have most, if not all, of the content that was added to the unofficial 1.4.x?
I'm pretty sure that's the intention
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KittyCat
- Buster Beetle

- Posts: 81
- Joined: Sat Mar 12, 2016 6:04 am
Postby KittyCat » Sun Aug 07, 2016 6:18 am
JupiHornet wrote:PixelPest wrote:JupiHornet wrote:
Where'd that assumption come from?
It's not an assumption kek
That was an assumption, and we your wrong. lol
And I don't know why an opionon would get me banned or anyone for that matter of facted
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KittyCat
- Buster Beetle

- Posts: 81
- Joined: Sat Mar 12, 2016 6:04 am
Postby KittyCat » Sun Aug 07, 2016 6:38 am
Horikawa Otane wrote:KittyCat wrote:Horikawa Otane wrote:
That's fine, though I do wonder why you decided to post that preference here.
The only major problems with 1.4.x are:
- It doesn't support LunaLua (TeaScript is nowhere near as powerful)
- It's closed source and possibly abandoned already? It's abandonable, anyway.
- It doesn't have 100% compatibility with 1.3.x levels, as demonstrated here in the way layer physics works
- It doesn't allow custom launchers
- It doesn't allow update notifications for SMBX
- It doesn't allow update notifications for Episodes
- The editor is in no way expandable, customizable, or scriptable
- Some features are hidden behind math puzzles(?!)
However, in 2.0 all of that is possible (except PGE's script plugins are VERY nascent). Additionally, we plan to support most, if not all, of 1.4.x's features (sans TeaScript and 1.4.x's editor) eventually. New NPCs, possibly even new powerups as well.
Honestly, though, the most important difference is the code model. 2.0 is open source, 1.4.x is closed.
That means, even if I had died a week ago on the surgery table, someone on this forum or anywhere, really, could pick up our work and keep developing 2.0.
However, let's say the 1.4.x dev gets bored of 1.4.x or dies or something - then it's the final version right there. You'll never seen another update. 1.4.x may be better in some ways right now, but it's going to stay where it is forever once it's abandoned. 2.0 has endless growth potential built-in.
That said, if you're okay with the following stipulation:
- Your episodes/levels will not be compatible as widely in the future when 2.0 clearly outpaces 1.4.x, so they will be played less/lost to time.
Then there's nothing wrong with using and loving 1.4.x. It's a fine version and the author clearly put a lot of work into it. Enjoy it! It's just much less future-proof.
That's bullshit!
- You can do a lot with Teascript
-Any program can be abandoned. (Including 2.0)
- it is scriptable, and customizable. (Depending on wtf you mean by that.)
- Please - I wasn't rude to you. Please extend the same courtesy to me.
- Teascript is fine. But LunaLua IS more powerful - and none of its features are hidden behind incredibly complex math puzzles 
- Absolutely! But if 1.4.x is abandoned, that's the end of it. If 2.0 is abandoned, someone else can resume it. It doesn't necessarily die with its maker, whereas 1.4.x does.
- No it isn't. I meant the editor, not the game. Here are two examples showing what I mean:
- In terms of customization - Let's say you wanted to do a permanent gfx replacement of the npc-1 goomba, and have that goomba show up as a furba. And be called a furba in the editor. And not show up in SMB3 enemies - but to show up in its own category called "AMST Enemies." Which is a child of a parent group called "ASMT Things." If you're writing a full on gfx swap thing, as in the A*XT series, this is very conceivable. You cannot do this in 1.4.x. It lacks a lot of this customizability in the editor that PGE was designed around. This is how we're integrating new NPCs (and how users will be able to make and use their own as well!) in 2.0, btw.
- In terms of scripting - Let's say you wanted to write something to automatically place NPCs in octagons. In PGE, we plan to make this sort of thing possible (the groundwork is there) via scripts. In 1.4.x, this will only be possible if the original author decides they want to. This is how we are going to make complex NPCs, like the Boo Circles (which have a lot of options for how big the boo circle is, how many boos are there, etc.) customizable directly in the editor without the user having to touch Lua.
- The Dev' said that is coming.
- And you can customize NPCs on what they do in SBMX 1.4.2, not all NPC's, but most have it. If you looked you would've known.
If you open up the Engine and click on a NPC, and click on the button called Advance, then click on Advance again on the new window that comes up, it will have option/s to customize on what it does, depending on which NPC you've picked
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PixelPest
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Postby PixelPest » Sun Aug 07, 2016 7:34 am
However the modifications are many times more limited than what you can do with LunaLua
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KittyCat
- Buster Beetle

- Posts: 81
- Joined: Sat Mar 12, 2016 6:04 am
Postby KittyCat » Sun Aug 07, 2016 7:44 am
PixelPest wrote:However the modifications are many times more limited than what you can do with LunaLua
Yeah....but LunaLua is considered as a hack. So anyone using it for whatever reason, isn't official build or parts to the program.
Even though none of the current builds are "official" regardless of using LunaLua in this state.
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PixelPest
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Postby PixelPest » Sun Aug 07, 2016 7:48 am
KittyCat wrote:PixelPest wrote:However the modifications are many times more limited than what you can do with LunaLua
Yeah....but LunaLua is considered as a hack. So anyone using it for whatever reason, isn't official build or parts to the program.
Even though none of the current builds are "official" regardless of using LunaLua in this state.
How is that any kind of argument lol? LunaLua is a hacking tool, yes, but how is that a bad thing?
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migueeel
- Buster Beetle

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Postby migueeel » Sun Aug 07, 2016 7:56 am
I think that, what SMBX 1.4.x used in time to add more stuff, PGE was used to create stable grounds.
I like to see this competition, I wonder by the end of the year how will they be 
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