SMBX2 (2.0 Beta 3)

This is where we'll store the "best" topics that have ever existed on the forums, as well as community events that are no longer relevant. Read at your own risk.

Moderator: Userbase Moderators

Forum rules
Read at your own risk.
PixelPest
Link
Link
Posts: 7111
Joined: Sun Jul 12, 2015 5:38 pm
Flair: Tamer of Boom Booms
Contact:

Re: SMBX 2.0 Beta 3

Postby PixelPest » Tue Dec 13, 2016 9:40 pm

That sounds pretty useless to be honest and just more of a joke. You could do that easily though with LunaLua if you mean something like this:
???????: show
Image

FanofSMBX
Ludwig von Koopa
Ludwig von Koopa
Posts: 3878
Joined: Sun Dec 22, 2013 12:01 pm

Re: SMBX 2.0 Beta 3

Postby FanofSMBX » Wed Dec 14, 2016 10:03 am

PixelPest's video showed me that one of the things that needs to be fixed is that Venus Fire Traps accidentally don't come up as much as they should - one pixel is cut off at the bottom.

Danny
Wart
Wart
Posts: 4001
Joined: Fri Dec 20, 2013 1:12 pm
Flair: aka LMNtals
Pronouns: he/they

Re: SMBX 2.0 Beta 3

Postby Danny » Wed Dec 14, 2016 11:10 am

FanofSMBX wrote:PixelPest's video showed me that one of the things that needs to be fixed is that Venus Fire Traps accidentally don't come up as much as they should - one pixel is cut off at the bottom.
Isn't this a general error that existed in SMBX before though?

FanofSMBX
Ludwig von Koopa
Ludwig von Koopa
Posts: 3878
Joined: Sun Dec 22, 2013 12:01 pm

Re: SMBX 2.0 Beta 3

Postby FanofSMBX » Wed Dec 14, 2016 12:41 pm

Syndrilevosse wrote:
FanofSMBX wrote:PixelPest's video showed me that one of the things that needs to be fixed is that Venus Fire Traps accidentally don't come up as much as they should - one pixel is cut off at the bottom.
Isn't this a general error that existed in SMBX before though?
Yes, but 2.0 fixes bugs like the mushroom bug and decimal points in NPC texts bugs, so that's why it's ok to do bug reports now.

timocomsmbx2345
Foo
Foo
Posts: 853
Joined: Sat Feb 06, 2016 1:44 pm
Contact:

Re: SMBX 2.0 Beta 3

Postby timocomsmbx2345 » Wed Dec 14, 2016 8:16 pm

PixelPest wrote:That sounds pretty useless to be honest and just more of a joke. You could do that easily though with LunaLua if you mean something like this:
???????: show
Image
That's exactly what i meant! XD LOL

ElectriKong
Bowser
Bowser
Posts: 4652
Joined: Mon Jun 06, 2016 4:32 pm
Pronouns: he/him
Contact:

Re: SMBX 2.0 Beta 3

Postby ElectriKong » Thu Dec 15, 2016 1:26 pm

timocomsmbx2345 wrote:
PixelPest wrote:That sounds pretty useless to be honest and just more of a joke. You could do that easily though with LunaLua if you mean something like this:
???????: show
Image
That's exactly what i meant! XD LOL
But it does not really have any use within actual levels.

bossedit8
Banned
Posts: 6838
Joined: Fri Dec 20, 2013 12:35 pm
Contact:

Re: SMBX 2.0 Beta 3

Postby bossedit8 » Fri Dec 16, 2016 1:53 pm

timocomsmbx2345 wrote:
PixelPest wrote:That sounds pretty useless to be honest and just more of a joke. You could do that easily though with LunaLua if you mean something like this:
???????: show
Image
That's exactly what i meant! XD LOL
Makes me think of this but more, more random:



Original link: http://www.youtube.com/watch?v=zxI_RMXXpBs

timocomsmbx2345
Foo
Foo
Posts: 853
Joined: Sat Feb 06, 2016 1:44 pm
Contact:

Re: SMBX 2.0 Beta 3

Postby timocomsmbx2345 » Fri Dec 16, 2016 4:15 pm

Oh yeah, what if there was a power-up that does splash damage?

timocomsmbx2345
Foo
Foo
Posts: 853
Joined: Sat Feb 06, 2016 1:44 pm
Contact:

Re: SMBX 2.0 Beta 3

Postby timocomsmbx2345 » Fri Dec 16, 2016 4:31 pm

Horikawa Otane wrote:Meanwhile in 2.0 dev land...

Image
Image
Image
Show me to download this!!!!!

Cornholio309
Koopa
Koopa
Posts: 19
Joined: Fri Nov 06, 2015 4:26 pm

Re: SMBX 2.0 Beta 3

Postby Cornholio309 » Fri Dec 16, 2016 8:43 pm

This is probably a question that can really easily be answered, but how exactly do I go about testing standalone levels in SMBX 2.0? I kind of want to play with the new blocks (I'm looking at you, TNT Crate). I can't seem to find any documentation and it seems less straight forward than what the original game offered.

The issue is that PGE Editor uses the PGE Engine, which seemingly can't use the TNT Crate properly (I assume it relies on LunaLua with it's implementation?). It just cycles rapidly through it's animations and doesn't react to Mario when he jumps on it.

I can't use the original level editor either. The TNT crate does nothing, and even stranger is that there's absolutely no sound coming from the game if I launch it through smbx.exe rather than SMBXLauncher.exe.

Any easy way to test levels on 2.0, and can the sound issue I mentioned earlier be fixed with the original level editor/1.3.0.1?

Emral
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 9890
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Phoenix

Re: SMBX 2.0 Beta 3

Postby Emral » Fri Dec 16, 2016 8:49 pm

Cornholio309 wrote:This is probably a question that can really easily be answered, but how exactly do I go about testing standalone levels in SMBX 2.0? I kind of want to play with the new blocks (I'm looking at you, TNT Crate). I can't seem to find any documentation and it seems less straight forward than what the original game offered.

The issue is that PGE Editor uses the PGE Engine, which seemingly can't use the TNT Crate properly (I assume it relies on LunaLua with it's implementation?). It just cycles rapidly through it's animations and doesn't react to Mario when he jumps on it.

I can't use the original level editor either. The TNT crate does nothing, and even stranger is that there's absolutely no sound coming from the game if I launch it through smbx.exe rather than SMBXLauncher.exe.

Any easy way to test levels on 2.0, and can the sound issue I mentioned earlier be fixed with the original level editor/1.3.0.1?
Hit f5 in pge and it should open "lunatester" which is the 2.0 test mode. It'll be more clear in the next beta.

loop
Ninji
Ninji
Posts: 984
Joined: Sun Apr 17, 2016 5:56 pm
Flair: i may be dumb but im not stupid!
Pronouns: he/him/they

Re: SMBX 2.0 Beta 3

Postby loop » Fri Dec 16, 2016 8:49 pm

Cornholio309 wrote:This is probably a question that can really easily be answered, but how exactly do I go about testing standalone levels in SMBX 2.0? I kind of want to play with the new blocks (I'm looking at you, TNT Crate). I can't seem to find any documentation and it seems less straight forward than what the original game offered.

The issue is that PGE Editor uses the PGE Engine, which seemingly can't use the TNT Crate properly (I assume it relies on LunaLua with it's implementation?). It just cycles rapidly through it's animations and doesn't react to Mario when he jumps on it.

I can't use the original level editor either. The TNT crate does nothing, and even stranger is that there's absolutely no sound coming from the game if I launch it through smbx.exe rather than SMBXLauncher.exe.

Any easy way to test levels on 2.0, and can the sound issue I mentioned earlier be fixed with the original level editor/1.3.0.1?
Use the Lunatester. It is the original SMBX engine, with the new elements.
The engine needs to load first.

Cornholio309
Koopa
Koopa
Posts: 19
Joined: Fri Nov 06, 2015 4:26 pm

Re: SMBX 2.0 Beta 3

Postby Cornholio309 » Fri Dec 16, 2016 8:56 pm

Thank you both for the quick replies! I actually ended up figuring out what I was doing wrong on my own and was about to edit my post, but I'm really glad to see support!

I love everything else though. This has come a long way from the Open Beta I played a while back before Klonoa was added - definitely keeping this as my "main" (and only) SMBX installation!

loop
Ninji
Ninji
Posts: 984
Joined: Sun Apr 17, 2016 5:56 pm
Flair: i may be dumb but im not stupid!
Pronouns: he/him/they

Re: SMBX 2.0 Beta 3

Postby loop » Fri Dec 16, 2016 8:59 pm

Cornholio309 wrote:Thank you both for the quick replies! I actually ended up figuring out what I was doing wrong on my own and was about to edit my post, but I'm really glad to see support!

I love everything else though. This has come a long way from the Open Beta I played a while back before Klonoa was added - definitely keeping this as my "main" (and only) SMBX installation!
No prob.
Glad to help, m8.

ElectriKong
Bowser
Bowser
Posts: 4652
Joined: Mon Jun 06, 2016 4:32 pm
Pronouns: he/him
Contact:

Re: SMBX 2.0 Beta 3

Postby ElectriKong » Sat Dec 17, 2016 11:24 am

timocomsmbx2345 wrote:
Horikawa Otane wrote:Meanwhile in 2.0 dev land...
Spoiler: show
Image
Image
Image
Show me to download this!!!!!
What? There is no download available for that stuff.

loop
Ninji
Ninji
Posts: 984
Joined: Sun Apr 17, 2016 5:56 pm
Flair: i may be dumb but im not stupid!
Pronouns: he/him/they

Re: SMBX 2.0 Beta 3

Postby loop » Sat Dec 17, 2016 11:32 am

timocomsmbx2345 wrote:
Horikawa Otane wrote:Meanwhile in 2.0 dev land...

Image
Image
Image
Show me to download this!!!!!
Yeah, just like King of Eterity said, the blocks are unavailable right now. You will have to wait until the next beta or the full release.

darkhog
Buster Beetle
Buster Beetle
Posts: 87
Joined: Sat Dec 10, 2016 11:17 pm

Re: SMBX 2.0 Beta 3

Postby darkhog » Sat Dec 17, 2016 11:52 am

I hope you expand NPCs/other arrays way beyond what is needed to implement 1.4 stuff so we can add our own as well.

Also a question: Are those "dummy" blocks/backgrounds/etc. that show up in PGE possible to use with SMBX? Kinda want to add few additional backgrounds/blocks to my levels, but don't want to replace existing ones.

loop
Ninji
Ninji
Posts: 984
Joined: Sun Apr 17, 2016 5:56 pm
Flair: i may be dumb but im not stupid!
Pronouns: he/him/they

Re: SMBX 2.0 Beta 3

Postby loop » Sat Dec 17, 2016 12:06 pm

darkhog wrote:I hope you expand NPCs/other arrays way beyond what is needed to implement 1.4 stuff so we can add our own as well.

Also a question: Are those "dummy" blocks/backgrounds/etc. that show up in PGE possible to use with SMBX? Kinda want to add few additional backgrounds/blocks to my levels, but don't want to replace existing ones.
The dummies are being used for 2.0. All dummy blocks and NPCs have been used, but there are a few dummy BGOs left.

darkhog
Buster Beetle
Buster Beetle
Posts: 87
Joined: Sat Dec 10, 2016 11:17 pm

Re: SMBX 2.0 Beta 3

Postby darkhog » Sat Dec 17, 2016 12:50 pm

I see. Don't want to sound needy or anything, but could you add block config data, similar to npc configs? So we can edit parameters of each block - whether it is "pushable" from the bottom when no stuff is inside, collision type (bridge, etc.) whether collision is simple box or a slope and so on.

Emral
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 9890
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Phoenix

Re: SMBX 2.0 Beta 3

Postby Emral » Sat Dec 17, 2016 12:59 pm

We currently have no hooks that allow us to do this and there are other things that currently take priority over this.


Return to “Archives”

Who is online

Users browsing this forum: No registered users and 0 guests

SMWCentralTalkhausMario Fan Games GalaxyKafukaMarioWikiSMBXEquipoEstelari