SMBX2 (2.0 Beta 3)

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Goomba98
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Re: SMBX2 (2.0 Beta 3)

Postby Goomba98 » Fri Nov 24, 2017 1:07 pm

Wow, that timer gets Super Mario Bros. Special levels of speed at the end.

Taycamgame
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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Fri Nov 24, 2017 1:18 pm

Enjl wrote:I got a bit carried away tonight... added 5 new npcs, easy HUD additions with splitscreen and all, deprecated leveltimer and replaced it with a new api and ironed out a few bugs. Good news: no need to use bullies for berries anymore (and they actually work, too! though i still gotta add automatic eating on collision....)
Image
The observant watcher might notice that the timer speeds up at one point. Just a small fun thing (obviously optional) I added to the new timer API cause I figured some of you might wanna create a sense of chaos and panic in your levels.
Looks cool, how do i get those into my game? Or are they for Beta 4?

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Re: SMBX2 (2.0 Beta 3)

Postby PixelPest » Fri Nov 24, 2017 1:28 pm

It's for Beta 4

ben
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Re: SMBX2 (2.0 Beta 3)

Postby ben » Fri Nov 24, 2017 3:23 pm

I have today for the first time the beta 3 of SMBX 2.0 installed.

I am currently using the new editor.

I want to play the game in fullscreen mode.

When I play the game in this mode, a black frame appears

I am using Windows 10.

Previously - with Windows 7 - the level was displayed in version 1.3.0.1 with the "fullscreen mode" enabled on my entire monitor.

Also, I can not read the text in the program settings for the software. (I have already tested various Windows resolutions and Windows zoom levels).

Could anyone please help me?

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Re: SMBX2 (2.0 Beta 3)

Postby Cedur » Fri Nov 24, 2017 3:31 pm

The black frame is completely normal and intentional. Makes things look smoother in fullscreen.

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Re: SMBX2 (2.0 Beta 3)

Postby ElectriKong » Fri Nov 24, 2017 3:34 pm

It is there to maintain the aspect ratio. Otherwise the screen is stretched.

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Re: SMBX2 (2.0 Beta 3)

Postby ben » Fri Nov 24, 2017 3:38 pm

Cedur wrote:The black frame is completely normal and intentional. Makes things look smoother in fullscreen.
This means that I can not remove the frame in fullscreen mode in any way so that the level fills the whole screen?

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Re: SMBX2 (2.0 Beta 3)

Postby PixelPest » Fri Nov 24, 2017 3:40 pm

ben wrote:
Cedur wrote:The black frame is completely normal and intentional. Makes things look smoother in fullscreen.
This means that I can not remove the frame in fullscreen mode in any way so that the level fills the whole screen?
Is there any reason to do so?

And no, you can't afaik since the camera relies on a 800x600px area so if you do get rid of the black edges it'll just be stretched awkwardly

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Re: SMBX2 (2.0 Beta 3)

Postby Teemster2 » Fri Nov 24, 2017 4:24 pm

Taycamgame wrote: Looks cool, how do i get those into my game? Or are they for Beta 4?
Everything on the resource claims sheet is for Beta 4 2.0. The sheet is almost impossible to find with a google search so here is the link: https://docs.google.com/spreadsheets/d/ ... edit#gid=0

The rescouce claims sheet does not have everything being added for Beta 4 but does include NPC's (0ver 500 being added so far), Costumes, Playable Characters, Powerup's, BGO's, Blocks, Effects and more. It is a good way to see some of what is added for Bet 4.

Also don't forget to check the development blog site for updates and cool videos showing many of the new NPC's, Youtube for 2.0 vids, Facebook or Twitter.
Last edited by Teemster2 on Fri Nov 24, 2017 4:27 pm, edited 1 time in total.

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Re: SMBX2 (2.0 Beta 3)

Postby HenryRichard » Fri Nov 24, 2017 4:26 pm

ben wrote:
Cedur wrote:The black frame is completely normal and intentional. Makes things look smoother in fullscreen.
This means that I can not remove the frame in fullscreen mode in any way so that the level fills the whole screen?
F4 will toggle stretch mode - if you really prefer the way that looks go ahead and change it.

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Re: SMBX2 (2.0 Beta 3)

Postby underFlo » Fri Nov 24, 2017 6:13 pm

Enjl wrote:I got a bit carried away tonight... added 5 new npcs, easy HUD additions with splitscreen and all, deprecated leveltimer and replaced it with a new api and ironed out a few bugs. Good news: no need to use bullies for berries anymore (and they actually work, too! though i still gotta add automatic eating on collision....)
Spoiler: show
Image
The observant watcher might notice that the timer speeds up at one point. Just a small fun thing (obviously optional) I added to the new timer API cause I figured some of you might wanna create a sense of chaos and panic in your levels.
I'm imagining different timer speeds may be especially useful when using a non-numeric timer, since in that case the time change may not be as obvious. There might be some fun tricks you could do with that, like making a tightly-timed level where the last few seconds tick down slower to make every victory feel closer than it actually is.

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Re: SMBX2 (2.0 Beta 3)

Postby MECHDRAGON777 » Fri Nov 24, 2017 8:25 pm

HenryRichard wrote:
ben wrote:
Cedur wrote:The black frame is completely normal and intentional. Makes things look smoother in fullscreen.
This means that I can not remove the frame in fullscreen mode in any way so that the level fills the whole screen?
F4 will toggle stretch mode - if you really prefer the way that looks go ahead and change it.
Honestly, playing in full screen is better, but I wish I had a monitor just a tad bigger than a 4:3 ration so I can full screen it without the black bars and still maintain the 400x300 multiple. (800x600 in 1x1 pixels)

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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Sat Nov 25, 2017 6:21 am

Where do i find the limits for things like tiles and levels on the world map, up to date? There is a forum called "Exact limits of PGE" but that doesn't look up-to-date.

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Re: SMBX2 (2.0 Beta 3)

Postby ElectriKong » Sat Nov 25, 2017 8:21 am

Taycamgame wrote:Where do i find the limits for things like tiles and levels on the world map, up to date? There is a forum called "Exact limits of PGE" but that doesn't look up-to-date.
It is still the same. There are a few things outdated (the dummy stuff part) but the limits have not changed.

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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Sat Nov 25, 2017 8:43 am

Electriking wrote:
Taycamgame wrote:Where do i find the limits for things like tiles and levels on the world map, up to date? There is a forum called "Exact limits of PGE" but that doesn't look up-to-date.
It is still the same. There are a few things outdated (the dummy stuff part) but the limits have not changed.
Wow, i have already used 10,000 tiles up to world 4, and you can only use 20,000? How can i make massive world maps?

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Re: SMBX2 (2.0 Beta 3)

Postby ElectriKong » Sat Nov 25, 2017 8:55 am

Taycamgame wrote:
Electriking wrote:
Taycamgame wrote:Where do i find the limits for things like tiles and levels on the world map, up to date? There is a forum called "Exact limits of PGE" but that doesn't look up-to-date.
It is still the same. There are a few things outdated (the dummy stuff part) but the limits have not changed.
Wow, i have already used 10,000 tiles up to world 4, and you can only use 20,000? How can i make massive world maps?
Screenshot your map (using PGE's screenshot function at 100% zoom) and then make that into a single tile. This won't work if you use animated tiles however, but it will allow you to make larger maps using less tiles.

Taycamgame
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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Sat Nov 25, 2017 9:02 am

Electriking wrote:
Taycamgame wrote:
Electriking wrote: It is still the same. There are a few things outdated (the dummy stuff part) but the limits have not changed.
Wow, i have already used 10,000 tiles up to world 4, and you can only use 20,000? How can i make massive world maps?
Screenshot your map (using PGE's screenshot function at 100% zoom) and then make that into a single tile. This won't work if you use animated tiles however, but it will allow you to make larger maps using less tiles.
So screenshotting parts of the map will count as 1 tile, so theoretically i could have 20,000 tiles x 20,000 screenshots = 400,000,000 tiles total? What counts as "animated tiles"?

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Re: SMBX2 (2.0 Beta 3)

Postby RudeGuy » Sat Nov 25, 2017 9:08 am

animated tiles are those tiles that have more than one frame, like water and lava.

Taycamgame
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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Sat Nov 25, 2017 9:11 am

Surely it would work for animated tiles though, but wouldn't they just appear as immobile pictures?
And after I screenshot my map how do i turn it into a tile that I can place into the map?

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Re: SMBX2 (2.0 Beta 3)

Postby ElectriKong » Sat Nov 25, 2017 9:19 am

Taycamgame wrote:
Electriking wrote:
Taycamgame wrote: Wow, i have already used 10,000 tiles up to world 4, and you can only use 20,000? How can i make massive world maps?
Screenshot your map (using PGE's screenshot function at 100% zoom) and then make that into a single tile. This won't work if you use animated tiles however, but it will allow you to make larger maps using less tiles.
So screenshotting parts of the map will count as 1 tile, so theoretically i could have 20,000 tiles x 20,000 screenshots = 400,000,000 tiles total? What counts as "animated tiles"?
You could only have up to 400 screenshots (though it is more like 320 (or wherever the implemented tiles end and dummy tiles begin) if they plan on using the dummy tiles to add new tiles, which could affect your tiles.). So it would be 8,000,000 tiles instead (although if you plan on reusing the same screens, then the 400,000,000 is possible).

And you name the screens just like you name any other tile.


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