SMBX2 (2.0 Beta 3)

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Legend-tony980
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Re: SMBX 2.0 Beta 3

Postby Legend-tony980 » Mon Apr 17, 2017 8:57 pm

Amyrakunejo wrote:
Enjl wrote:Mega Man currently only has 5 HP because the damage he takes is set to 6 by default. He has 28 HP.
Is it possible to alter this, or even have a way to increase it (like if one finds a health container that raises max health).
A Heart Container and the actual Mushroom from SMB2. Like in Zelda, SMB2 and of course, the Mega Man series. It'll be good if we can increase Toad, Princess Peach, Link and Mega Man's max health. That'd be really awesome. If it'll be a thing, can we make sure it lasts throughout the whole episode or for only one level as we see fit?

(Well if it's already possible via Lunalua, I'd like to know.)

Teemster2
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Re: SMBX 2.0 Beta 3

Postby Teemster2 » Tue Apr 18, 2017 11:42 am

Here are some more questions and I won't make multiple posts this time.

When you moved all enemies into there own areas such as castle enemies and common enemies did you also create sections for ice, desert or even air enemies? This will make it easier to find them. I'm referring to the spring cleaning post.

Would it be possible to add the key block levels for the world map that disappear or break when a castle or designated level is completed? This would be cool to keep certain areas locked so you can't access them untill later. Think of SMB3 world 1 where the first castle breaks the lock and opens a new path.

I am still wondering if you guys plan to make it so we can receive items and save them for later use in the game such as in SMB3. An item that would go great for this is the hammer that is used to destroy barricades/blocks on the world map and the whistle would be another cool item that could maybe transport you to a new area. Being able to choose from 100 items for use whenever would be cool.

I know Birdo and Blooper are in the game but they have multiple versions and I was wondering if all versions would be added? Blooper from SMB1 can move freely out of water and I think Birdo has 4 different versions.

In SMW and SMB2 there is a cage (castles) and vines that you and some enemies such as hoopster and koopa can climb. I think I saw cages in SMB3 but maybe I am wrong. I also know we have a climbable vine when you hit a block but I don't remember if we had the vine pieces. Are these in the game and are they climbable pieces?

I know someone said that the plan is to do all SMB1,2,3 and SMW enemies first and some of YI and NSMB enemies but what is the plan after that? Start on another game for enemies or do other stuff for the editor? Maybe more power ups? I think I saw the star but the P-Wings and the ability for Yoshi to fly would be cool to.

It would be really cool if you could include the money ship bonus level, SMW bonus levels/switch palace levels and the SMB3 bonus levels and toad houses. I know someone said these would be hard to implement but if you could build them and then have them in the game as saved levels it would make it easy for someone to just upload it to his world scenario he is making and add a feel of the old games.

This question is probably impossible but just because I think it would be interesting would it be possible to create an AI Mario that could test out levels for you? An AI Mario or luigi for game play would also be nice for those that don't have a second player to play with. I have never tried 2 player so i'm not sure if it is limited to humans.

Will Phanto be able to move around the screen and off the screen like in SMB2 and chase you if you grab the Key?

I really think Croctopus from DKC would be a great enemy to add. Having an AI that travels on set paths around blocks would be really cool and add a difficulty of dodging and running from the NPC and would add a difficulty of fun for water levels we don't currently have. If you don't plan to add this NPC then can we maybe do these with Urchin? We could have Urchin travel around blocks in a set pattern or maybe we could even set the path Urchin takes with arrows similar to the snake block npc.

I know I asked 1-2 of these already but I am just wondering and thought I would see what you all thought on these ideas.

Emral
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Re: SMBX 2.0 Beta 3

Postby Emral » Tue Apr 18, 2017 12:04 pm

Teemster2 wrote:When you moved all enemies into there own areas such as castle enemies and common enemies did you also create sections for ice, desert or even air enemies? This will make it easier to find them. I'm referring to the spring cleaning post.
If there are enough enemies for a category, we make it. Otherwise they fall into "common". Right now there are no ice, desert and air categories.
Teemster2 wrote:I am still wondering if you guys plan to make it so we can receive items and save them for later use in the game such as in SMB3.
There's been an api for that for over a year. We thought about making it an integrated option in the future.
Teemster2 wrote:In SMW and SMB2 there is a cage (castles) and vines that you and some enemies such as hoopster and koopa can climb. I think I saw cages in SMB3 but maybe I am wrong. I also know we have a climbable vine when you hit a block but I don't remember if we had the vine pieces. Are these in the game and are they climbable pieces?
Have you played SMBX in the past forever? We got vines and fences that are climbable by hoopsters since 1.3 when hoopsters were added (vines existed for longer).
Teemster2 wrote:This question is probably impossible but just because I think it would be interesting would it be possible to create an AI Mario that could test out levels for you?
Terrible idea from a testing standpoint.

Amyrakunejo
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Re: SMBX 2.0 Beta 3

Postby Amyrakunejo » Tue Apr 18, 2017 5:30 pm

Teemster2 wrote:Would it be possible to add the key block levels for the world map that disappear or break when a castle or designated level is completed? This would be cool to keep certain areas locked so you can't access them untill later. Think of SMB3 world 1 where the first castle breaks the lock and opens a new path.

I know Birdo and Blooper are in the game but they have multiple versions and I was wondering if all versions would be added? Blooper from SMB1 can move freely out of water and I think Birdo has 4 different versions.

In SMW and SMB2 there is a cage (castles) and vines that you and some enemies such as hoopster and koopa can climb. I think I saw cages in SMB3 but maybe I am wrong. I also know we have a climbable vine when you hit a block but I don't remember if we had the vine pieces. Are these in the game and are they climbable pieces?

It would be really cool if you could include the money ship bonus level, SMW bonus levels/switch palace levels and the SMB3 bonus levels and toad houses. I know someone said these would be hard to implement but if you could build them and then have them in the game as saved levels it would make it easy for someone to just upload it to his world scenario he is making and add a feel of the old games.

This question is probably impossible but just because I think it would be interesting would it be possible to create an AI Mario that could test out levels for you? An AI Mario or luigi for game play would also be nice for those that don't have a second player to play with. I have never tried 2 player so i'm not sure if it is limited to humans.

Will Phanto be able to move around the screen and off the screen like in SMB2 and chase you if you grab the Key?

I really think Croctopus from DKC would be a great enemy to add. Having an AI that travels on set paths around blocks would be really cool and add a difficulty of dodging and running from the NPC and would add a difficulty of fun for water levels we don't currently have. If you don't plan to add this NPC then can we maybe do these with Urchin? We could have Urchin travel around blocks in a set pattern or maybe we could even set the path Urchin takes with arrows similar to the snake block npc.
...

1. Can make gate based levels, but even when beaten the graphic is not possible to change (or is it?)...

2. SMB1 Blooper jumps out of water, at the player. I believe this can be implemented by the user.
2a. What Birdo spits I believe can be edited either with Lunalua, or NPC editing...

3. As Enjl said, these have already been implemented, short of the fence 'door' that Mario hits to be transferred to the background in SMW.

4. I don't remember a money ship bonus level, unless it was a ROM hack...
4a. I believe the Switch Palaces would be a Lunalua thing...

5. Testing AI, there is SO MUCH THAT COULD GO WRONG...if one has ever hacked a ROM and then let the demo play, you'll see what I mean (I'm looking at YOU EPIC EDIT FOR SUPER MARIO KART!)...
5a. 1P/2P/MTP AI - As stated above, so much could go wrong, but amazingly enough, would be easier to implement...

6. I believe that is a Lunalua and NPC editing thing... (so THAT'S the enemy's name...)

7. Pretty sure that can be accomplished with Lunalua, the movement part. As for DK enemies, until they are added (if ever), add them yourself, if you know how.

loop
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Re: SMBX 2.0 Beta 3

Postby loop » Tue Apr 18, 2017 5:55 pm

The money ship in SMB3 is not very common. I have only gotten it once.

HenryRichard
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Re: SMBX 2.0 Beta 3

Postby HenryRichard » Tue Apr 18, 2017 8:04 pm

If you really want an AI Mario, you could try porting this to SMBX - doesn't seem too terribly complicated:

The code is already in Lua, so I think you could just change the input and output parts and keep the rest the same.

Westretroman
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Re: SMBX 2.0 Beta 3

Postby Westretroman » Tue Apr 18, 2017 8:38 pm

Jayce 777 wrote:The money ship in SMB3 is not very common. I have only gotten it once.
I've​ gotten it more than once, oddly enough.

The0x539
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Re: SMBX 2.0 Beta 3

Postby The0x539 » Tue Apr 18, 2017 8:52 pm

I don't think porting MarI/O to SMBX is gonna happen anytime soon, maybe ever.

HenryRichard
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Re: SMBX 2.0 Beta 3

Postby HenryRichard » Tue Apr 18, 2017 9:12 pm

It was mainly directed at Teemster2 - though it would be a fun challenge that I may (probably not) try myself.

thederpyderphouse
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Re: SMBX 2.0 Beta 3

Postby thederpyderphouse » Tue Apr 18, 2017 9:14 pm

125 NPCS?
Man, it looks like you guys have a lot of work to do.
Also, can add Rocky Wrenches and Wigglers?

PixelPest
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Re: SMBX 2.0 Beta 3

Postby PixelPest » Tue Apr 18, 2017 10:05 pm

I'm currently working on Rocky Wrenches (hopefully they'll be done for Beta 4) although no one has claimed Wigglers yet

Amyrakunejo
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Re: SMBX 2.0 Beta 3

Postby Amyrakunejo » Tue Apr 18, 2017 10:39 pm

HenryRichard wrote:If you really want an AI Mario, you could try porting this to SMBX - doesn't seem too terribly complicated:

The code is already in Lua, so I think you could just change the input and output parts and keep the rest the same.
I know that I'd have a hard time with it but it looks really cool to watch.

Teemster2
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Re: SMBX 2.0 Beta 3

Postby Teemster2 » Wed Apr 19, 2017 1:35 am

Ok thanks for the responses. The gate was never a level. It just opened up a new path when a certain castle was beat in SMB3. It looked like a level and is currently in SMBX as a level but all it did was break and crumble when a castle was beaten such as the first castle in world 1 SMB3.

The money ship bonus level was in SMB3 and it was a floating ship with nothing but coins. You run through it trying to collect as many coins as possible. I get them all the time. World 1 and 2 are easiest to get one though. The ship only appears after certain events are accomplished. I had no idea what those were.

In the resource claims sheet there is something called map3d. Is that going to be a 3d version of the world map editor and if not what is it?

I have not honestly played SMBX much. I got the editor about 2-3 years ago and check the forums once in awhile but after a few bug crashes caused me to lose levels I was working on and lack of NPC's or level icons made me give up but I always check these forums hoping that a bug free version will come out with more npc's and options so I am seriously going to try my dreams of a 200-300 level scenario. It will probably take me years to complete. I work a lot of hours at my job and most saturdays to but it pays me well so I don't complain. I have started work on a new scenario and will do a lot more when 2.0 is complete but if we all be patient then maybe they can make it perfect.

I'm sorry if I come off as annoying as that is not my intention. Thanks for answering my questions. Amy I can't create NPC's. The learning curve is beyond me.

Amyrakunejo
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Re: SMBX 2.0 Beta 3

Postby Amyrakunejo » Wed Apr 19, 2017 3:40 am

Teemster2 wrote:Ok thanks for the responses; the gate was never a level, it just opened up a new path when a certain castle was beat in SMB3. It looked like a level and is currently in SMBX as a level but all it did was break and crumble when a castle was beaten such as the first castle in world 1 SMB3.

The money ship bonus level was in SMB3 and it was a floating ship with nothing but coins. You run through it trying to collect as many coins as possible. I get them all the time. World 1 and 2 are easiest to get one though. The ship only appears after certain events are accomplished. I had no idea what those were.

In the resource claims sheet there is something called map3d. Is that going to be a 3d version of the world map editor and if not what is it?

I'm sorry if I come off as annoying as that is not my intention. Thanks for answering my questions. Amy I can't create NPC's. The learning curve is beyond me.
I know that the gate was meant to be impassable until broken by a Fortress Event, which has yet to be implemented, same as with crumbling fortresses and castles in SMBX. Even the blue water level tiles found in SMW don't have the 'half-submerged' effect in SMBX yet.

Now that you mention it in more detail, I remember the Coin Ship, which seemed to vary in design, depending on which of the seven worlds you were in (it never showed up in World 8 and I'd bet a large sack of Raijin that if it did it would cause the game to crash upon loading the level). I never seemed to actually get enough coins for an extra life, but nonetheless, it was pretty neat. Also, at the end, you got a free item. :lol:

map3D...hmmm...I don't see any use for a 3D or 2.5D world map, unless someone plans to do a fangame of Super Mario RPG (this I wouldn't recommend because of obvious reasons I won't explain and several not-so-obvious reasons like how buggy SMRPG was in the first place).

Ha. You oughtta see me when I go on a relentless rant about a moot subject. Now that can be quite annoying, and I often do it purposely because some spunkwad decided it was okay to infuriate me for whatever BS reason they had.

In other words, we all have Real Life to deal with, so no worries, it's no big bloody deal, 'kay?

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Re: SMBX 2.0 Beta 3

Postby MECHDRAGON777 » Wed Apr 19, 2017 3:47 am

Amyrakunejo wrote:
Teemster2 wrote:Ok thanks for the responses; the gate was never a level, it just opened up a new path when a certain castle was beat in SMB3. It looked like a level and is currently in SMBX as a level but all it did was break and crumble when a castle was beaten such as the first castle in world 1 SMB3.

The money ship bonus level was in SMB3 and it was a floating ship with nothing but coins. You run through it trying to collect as many coins as possible. I get them all the time. World 1 and 2 are easiest to get one though. The ship only appears after certain events are accomplished. I had no idea what those were.

In the resource claims sheet there is something called map3d. Is that going to be a 3d version of the world map editor and if not what is it?

I'm sorry if I come off as annoying as that is not my intention. Thanks for answering my questions. Amy I can't create NPC's. The learning curve is beyond me.
I know that the gate was meant to be impassable until broken by a Fortress Event, which has yet to be implemented, same as with crumbling fortresses and castles in SMBX. Even the blue water level tiles found in SMW don't have the 'half-submerged' effect in SMBX yet.

Now that you mention it in more detail, I remember the Coin Ship, which seemed to vary in design, depending on which of the seven worlds you were in (it never showed up in World 8 and I'd bet a large sack of Raijin that if it did it would cause the game to crash upon loading the level). I never seemed to actually get enough coins for an extra life, but nonetheless, it was pretty neat. Also, at the end, you got a free item. :lol:

map3D...hmmm...I don't see any use for a 3D or 2.5D world map, unless someone plans to do a fangame of Super Mario RPG (this I wouldn't recommend because of obvious reasons I won't explain and several not-so-obvious reasons like how buggy SMRPG was in the first place).

Ha. You oughtta see me when I go on a relentless rant about a moot subject. Now that can be quite annoying, and I often do it purposely because some spunkwad decided it was okay to infuriate me for whatever BS reason they had.

In other words, we all have Real Life to deal with, so no worries, it's no big bloody deal, 'kay?[/quote]map 3d is this: Re: Perfect SMBX Screenshot Thread 10
viewtopic.php?f=69&t=16105&start=720#p259248

Dr Vivian
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Re: SMBX 2.0 Beta 3

Postby Dr Vivian » Wed Apr 19, 2017 4:14 am

I think the SMB3 "money ships" appear after completing a specific level with all coins collected. Like the auto-scrolling level in World 1 (1-4 I think) But I may be wrong. I think I'll make a "money ship" level in SMBX for fun. Figure out where to use it later.


More world map options would be great. I don't recall seeing scripts for them when looking up LunaLua scripts on pgewiki and stuff, but I guess I didn't look hard enough!

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Re: SMBX 2.0 Beta 3

Postby Snessy the duck » Wed Apr 19, 2017 11:09 am

Actually, having the ability to trigger certain events when a level is completed would be a pretty neat concept, and it would allow you to make things like Toad Houses that dissapear after you complete them and Crumbling Castles. Also, things like moving enemies and hand traps on the world map would be nice too. Also, how about we try porting all the path tiles from SMW into SMBX? That would allow us to create much more advanced paths instead of simple square ones.

Teemster2
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Re: SMBX 2.0 Beta 3

Postby Teemster2 » Wed Apr 19, 2017 11:33 am

Wow that picture of the 3d world map looks amazing. Great job to enjl for doing that. I was thinking more along the lines of actual mountains and clouds etc like you would see on a road trip but the way you did it is amazing still.

In the resource claim sheet click on miscellaneous at the bottom and map3d is in that section for those who don't know.

For those of you that missed it here it is: The world 3d map picture! viewtopic.php?f=69&t=16105&start=720#p259248 If link doesn't work then scroll up about 2 posts and click on the one that does.

World events or world level events would be awesome to have.

Emral
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Re: SMBX 2.0 Beta 3

Postby Emral » Wed Apr 19, 2017 12:16 pm

Teemster2 wrote:Wow that picture of the 3d world map looks amazing. Great job to enjl for doing that. I was thinking more along the lines of actual mountains and clouds etc like you would see on a road trip but the way you did it is amazing still.

In the resource claim sheet click on miscellaneous at the bottom and map3d is in that section for those who don't know.

For those of you that missed it here it is: The world 3d map picture! viewtopic.php?f=69&t=16105&start=720#p259248 If link doesn't work then scroll up about 2 posts and click on the one that does.

World events or world level events would be awesome to have.
Hoeloe did it. I just shared a pic. I take no credit.

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Re: SMBX 2.0 Beta 3

Postby thederpyderphouse » Wed Apr 19, 2017 3:58 pm

Oh yeah, and don't forget to add the other features from 38A to beta 4:
Feature you may have missed: show
Changing the explosion time and explosion range for the SMB2 Bomb
the bros being able to throw more than just hammers
Flagpole
Chain Chomp
Being able the customiz the Roto disc as well as changing the pattern
Changing the drop speed of a thwomp
Super Mario 63 Boo AI
cannonball
Flame Chomps with various attack modes
Frog Suit
F.L.U.D.D. with 3 different types
Customizing the pirahna plants
Fire Nipper Plants
Bubble, Balloon, and Glowing Baby Yoshi
SMM Springs as well as the option to make the elastic force stronger
Mini Mushroom
Propeller Mushroom
Penguin Suit
Coin Box
Cannon Box
Proppeller Box
Goomba Mask
Also, who is this "Megan" as in NPC 427?


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