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ElectriKong
- Bowser

- Posts: 4652
- Joined: Mon Jun 06, 2016 4:32 pm
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Postby ElectriKong » Sat Dec 02, 2017 2:17 pm
Quantix wrote:im sorry what
Is that a reply to the spambot? Because if it is, then he is a spambot that has repeated a post already made in this thread
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CoinKillerL
- Buster Beetle

- Posts: 92
- Joined: Mon Nov 27, 2017 2:42 pm
Postby CoinKillerL » Sat Dec 02, 2017 4:26 pm
Electriking wrote:Why did you try to convert an SMBX level into an engine that is not SMBX anyway?
i just acidentally save the level but i managed to get it back
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Teemster2
- Rocky Wrench

- Posts: 622
- Joined: Sat Jan 18, 2014 11:56 am
Postby Teemster2 » Sat Dec 02, 2017 11:47 pm
PixelPest wrote:Teemster2 wrote:Hoeloe wrote:
This is just completely false. There are over 100 new NPCs in Beta 4, many of which were made in a day or two.
Well I apologize if I came off as rude and yes you are correct. What I was referring to is the many NPC's that are "not started" or "Work In Progress" NPC's that have been on the sheet forever and never get a status change. I'm sure when they are actually worked on they can be completed rather quickly but many are in WIP and have been that way for weeks to months and some have been on the sheet for many months and never started so progress with the NPC's has been in my opinion slow so I can only guess how progress is with the bigger issues especially when there is a limited number of people that can do the bigger stuff. I also noticed that some of the devs have been doing other projects such as levels and scenarios so with less time working on 2.0 less gets done. I was just pointing out that there has been little in the way of completed NPC's over the last few months so I am just guessing progress with the other stuff is going just as slow.
That's a pretty big assumption coming from someone who is not involved in the development of SMBX2. The way the claims sheet works is that people claim what NPCs they want to make and then usually will work on them when they have the time/interest. People don't have unlimited time and engagement to SMBX, so do you think they want to spend all of their free time on new NPCs or other SMBX2 elements? Probably not. It's also a very busy time of year.
Furthermore, there is a lot of stuff being worked on by people like Rednaxela and Wohlstand that is being waited on to complete certain NPCs and other features. They don't work on NPCs and other smaller APIs, etc. and only focus on the "big issues" as you put it
I did not know Wholstand was working on the project. I thought since he was working on 38 A it would be a conflict of interest for him but that is good news.
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The0x539
- Eerie

- Posts: 751
- Joined: Fri Jan 22, 2016 8:02 pm
Postby The0x539 » Sat Dec 02, 2017 11:55 pm
Teemster2 wrote:I thought since [wohl] was working on 38 A
o_0
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Hoeloe
- Phanto

- Posts: 1465
- Joined: Sat Oct 03, 2015 6:18 pm
- Flair: The Codehaus Girl
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Postby Hoeloe » Sun Dec 03, 2017 4:39 am
Wohl isn't working on 38A. SMBX38A is developed solely by the Chinese developer (named 38A), who refuses any and all help and suggestions.
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ElectriKong
- Bowser

- Posts: 4652
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Postby ElectriKong » Sun Dec 03, 2017 5:09 am
His full name is 5438A38A, but 2.0 is your only hope of getting your suggestions through and being involved in.
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Taycamgame
- Gold Yoshi Egg

- Posts: 1483
- Joined: Mon Jun 19, 2017 11:35 am
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Postby Taycamgame » Sun Dec 03, 2017 11:09 am
Cedur wrote:CoinKillerL wrote:angry caps
3 days is not much time to work on a level even. Sure it sucks that you can't restore it but a good level takes weeks or up to a month to work on. Also neither the legacy editor nor PGE will screw your levels, so it's a good lesson to switch to 2.0 and never do anything with 1.4.
Actually it can on PGE, but it only happens if you don't close all the PGE tabs before shutting down your pc - this will corrupt the files.
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ElectriKong
- Bowser

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Postby ElectriKong » Sun Dec 03, 2017 11:42 am
Taycamgame wrote:Cedur wrote:CoinKillerL wrote:angry caps
3 days is not much time to work on a level even. Sure it sucks that you can't restore it but a good level takes weeks or up to a month to work on. Also neither the legacy editor nor PGE will screw your levels, so it's a good lesson to switch to 2.0 and never do anything with 1.4.
Actually it can on PGE, but it only happens if you don't close all the PGE tabs before shutting down your pc - this will corrupt the files.
You can corrupt anything if you incorrectly shut down your PC.
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Taycamgame
- Gold Yoshi Egg

- Posts: 1483
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Postby Taycamgame » Sun Dec 03, 2017 11:56 am
True, but PGE is the first program where i have experienced major data loss due to not closing it down correctly. This is why i have had to remake my world map 4 times before.
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CoinKillerL
- Buster Beetle

- Posts: 92
- Joined: Mon Nov 27, 2017 2:42 pm
Postby CoinKillerL » Sun Dec 03, 2017 12:28 pm
i acutally restored my level using pge
click on save with name and select the file extension "select version" then click on save and PGE will ask you the smbx version that you want to use
type in 64 and you level will be now compatible with 2.0 even if some npcs infos will be screwed up but you can easily set it again
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Amyrakunejo
- Spike

- Posts: 268
- Joined: Thu Apr 06, 2017 10:23 am
- Flair: Philosophical, Pagan, Anarchist Femme Fair Gamer
- Pronouns: she/her, they/them
Postby Amyrakunejo » Sun Dec 03, 2017 8:14 pm
I wish to add a music piece to the default configuration. How do I do this?
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
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Postby PixelPest » Sun Dec 03, 2017 8:19 pm
Amyrakunejo wrote:I wish to add a music piece to the default configuration. How do I do this?
You don't. Just place it in the same directory as your .lvl file and access it via custom music in the editor. You can also configure .inis if you desire to replace sounds, but you can't add them, except via the custom music option
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Amyrakunejo
- Spike

- Posts: 268
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- Flair: Philosophical, Pagan, Anarchist Femme Fair Gamer
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Postby Amyrakunejo » Sun Dec 03, 2017 11:11 pm
PixelPest wrote:Amyrakunejo wrote:I wish to add a music piece to the default configuration. How do I do this?
You don't. Just place it in the same directory as your .lvl file and access it via custom music in the editor. You can also configure .inis if you desire to replace sounds, but you can't add them, except via the custom music option
I actually figured it out.
Place the desired music piece in the music folder that is in Data.
Find the music.ini file in Data and add the appropriate file information.
Find the music.ini file in the PGE folder and do the same there, as well as changing the number of music files to the new amount.
The new music selection will appear in game and in the PGE editor.
Of course, a temporary measure since I don't have an episode folder for the levels (nor is that planned as of now).
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Taycamgame
- Gold Yoshi Egg

- Posts: 1483
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Postby Taycamgame » Mon Dec 04, 2017 2:49 pm
So i think moving layers are buggy, i have some blocks in my level that are supposed to move but they don't function correctly - they move to the right further than they're supposed to, and then they start moving like theyr'e meant to, but not in the right place. As in when they're meant to move in an open area they go into the wall. Are moving layer events buggy?
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Zha Hong Lang
- Nipper

- Posts: 445
- Joined: Thu Jun 22, 2017 10:14 am
Postby Zha Hong Lang » Tue Dec 05, 2017 6:45 am
Moving layers are not buggy, just difficult to work with. You have to be very precise on how much speed you give a moving layer and for how long. Try tweaking the values of how long your moving layers move in certain directions, keeping in mind negative values.
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Taycamgame
- Gold Yoshi Egg

- Posts: 1483
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Postby Taycamgame » Tue Dec 05, 2017 11:39 am
Zha Hong Lang wrote:Moving layers are not buggy, just difficult to work with. You have to be very precise on how much speed you give a moving layer and for how long. Try tweaking the values of how long your moving layers move in certain directions, keeping in mind negative values.
They were working fine until i copied the events and changed the direction of the new blocks. Doesn't matter though, I got a similar result to what i wanted by using a secret moving layer and hooking it up to a switch. (So you'd hit the switch and a block would move). Wish it was simpler though, like a block that is specifically a moving layer in itself.
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Taycamgame
- Gold Yoshi Egg

- Posts: 1483
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Postby Taycamgame » Tue Dec 05, 2017 2:09 pm
That is slightly confusing, but i will try to use it next time i need moving layers.
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ben
- Flurry

- Posts: 176
- Joined: Mon Dec 07, 2015 4:23 pm
Postby ben » Tue Dec 05, 2017 2:44 pm
ben wrote:I have just noticed that I can enlarge the window "Generator" under "NPC" and thus the font is getting readable. This size is also maintained when I open the window again.
It's the same with "Section Settings".
In the window "Program Settings" you can also change the size of the window, but this will not be saved.
The dialog for the query whether the changes should be saved, unfortunately, can not be magnified.
Thanks to everyone who wanted to help me.
If necessary, I ask again questions in this forum. 
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Taycamgame
- Gold Yoshi Egg

- Posts: 1483
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Postby Taycamgame » Tue Dec 05, 2017 4:31 pm

Any idea how to do these balancing platforms? What i want is, when the player stands on one side, that goes down, and the other side goes up. Based on the lifts from the NSMB games. How do i do that?
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