SMBX2 (2.0 Beta 3)

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Novarender
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Re: SMBX2 (2.0 Beta 3)

Postby Novarender » Sat Jan 06, 2018 3:23 pm

How do I run this? It's saying I can't run this because it is a .7z file and I don't have anything to run it with.

Taycamgame
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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Sat Jan 06, 2018 3:24 pm

So we may have to go back on older Beta 3 levels and edit them due to these inconsistencies?

Emral
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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Sat Jan 06, 2018 3:24 pm

Notxarb wrote:How do I run this? It's saying I can't run this because it is a .7z file and I don't have anything to run it with.
Download 7zip file manager:
http://www.7-zip.org/download.html

A 7z file is a compressed folder. You'll be able to extract the folder using this tool.
Taycamgame wrote:So we may have to go back on older Beta 3 levels and edit them due to these inconsistencies?
Unlikely. Maybe in like... one level where you heavily relied on the exact momentum and attraction radius of a maverick thwomp, or where you used a boo laser or diagonal podoboo in conjunction with slopes in a weird way. But no, not unless you specifically and carefully designed setups relying exactly on how the beta 3 npcs function.

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Re: SMBX2 (2.0 Beta 3)

Postby KBorg64 » Sat Jan 06, 2018 3:27 pm

Okay, thank you for the reply. May I ask why Juni is being removed? Is it because you guys feel she really isn't needed or is she just too buggy?

Emral
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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Sat Jan 06, 2018 3:35 pm

64searchman46 wrote:Okay, thank you for the reply. May I ask why Juni is being removed? Is it because you guys feel she really isn't needed or is she just too buggy?
Both, really. As well as some hassle with the former dev who wrote her code which I don't want to get into.

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Re: SMBX2 (2.0 Beta 3)

Postby PixelPest » Sat Jan 06, 2018 4:34 pm

64searchman46 wrote:Okay, thank you for the reply. May I ask why Juni is being removed? Is it because you guys feel she really isn't needed or is she just too buggy?
Also btw there is a whole Knytt editor for the game Juni came from so it doesn't even really make sense to include her when there's a much more reasonable alternative if you're into making levels with that character

Tiger Festival
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Re: SMBX2 (2.0 Beta 3)

Postby Tiger Festival » Sat Jan 06, 2018 11:27 pm

Will a different character replace Juni?

Emral
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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Sat Jan 06, 2018 11:35 pm

Tiger Festival wrote:Will a different character replace Juni?
We had some ideas, but for beta 4 there will be no replacement yet.

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Re: SMBX2 (2.0 Beta 3)

Postby Tiger Festival » Sat Jan 06, 2018 11:40 pm

Alright thanks for informing me.

Novarender
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Re: SMBX2 (2.0 Beta 3)

Postby Novarender » Mon Jan 08, 2018 8:27 pm

Enjl wrote:
Notxarb wrote:How do I run this? It's saying I can't run this because it is a .7z file and I don't have anything to run it with.
Download 7zip file manager:
http://www.7-zip.org/download.html

A 7z file is a compressed folder. You'll be able to extract the folder using this tool.
Thanks.

Is anyone else having a problem with their graphics? Sometimes (about 50% of the time) it ignores the white parts of my 'm' graphics (e.g. npc-192m), which I assume that the "m" stands for map. Why is it doing this to my graphics maps?
I'm doing the exact same thing I did in 1.3, but now it doesn't always work for some reason. Has it always done this?

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Re: SMBX2 (2.0 Beta 3)

Postby The0x539 » Mon Jan 08, 2018 8:48 pm

Notxarb wrote:
Enjl wrote:
Notxarb wrote:How do I run this? It's saying I can't run this because it is a .7z file and I don't have anything to run it with.
Download 7zip file manager:
http://www.7-zip.org/download.html

A 7z file is a compressed folder. You'll be able to extract the folder using this tool.
Thanks.

Is anyone else having a problem with their graphics? Sometimes (about 50% of the time) it ignores the white parts of my 'm' graphics (e.g. npc-192m), which I assume that the "m" stands for map. Why is it doing this to my graphics maps?
I'm doing the exact same thing I did in 1.3, but now it doesn't always work for some reason. Has it always done this?
It stands for "mask". Judging by your assessment of the issue, I'd guess you're saving as png and then expecting it to also use the mask. In SMBX2 you can just use a PNG with transparency instead of two GIFs.

Super Luigi Bros
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Re: SMBX2 (2.0 Beta 3)

Postby Super Luigi Bros » Mon Jan 08, 2018 9:19 pm

You can open .7z with any zip opener, like WinRAR or winzip.

Legend-tony980
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Re: SMBX2 (2.0 Beta 3)

Postby Legend-tony980 » Tue Jan 09, 2018 1:03 am

Oh wait, what am I doing? Oh yeah, currently, I'm working hard on sprites already. Toad was really complicated than Link at first, but with the help of custom sprites made by the users from Mario Fan Games Galaxy and Redigit's, it would make it easier. Oh, and I already have Cape Toad's flying sprites done. There's more underway, SO much more than just this:

Image

In this sprite sheet, Toad can grab objects on side and kick them. And he can do the Somersault move. In the next update, there will be Yoshi ride, swimming, sliding and more sprites. I've already got many sprites done and they will be released soon. After I've done enough for Toad, Princess Peach will be next.

Back on-topic concerning Beta 4's upcoming features, I don't know if Porcu-Puffers are already added, but can we also have Flutters, Bumpty, and a Big Boo boss from Super Mario World? It'll be awesome to have all of the npcs that appeared in Super Mario Advance 4's e-reader (although I do want more from Yoshi's Island as well but I guess it'll do). And wind! It'll be dope to have wind! :D

The0x539
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Re: SMBX2 (2.0 Beta 3)

Postby The0x539 » Tue Jan 09, 2018 1:07 am

wind is literally 3 very simple lines of code
add 2 to affect all players
subtract 2 if you already have an onTick function defined

Legend-tony980
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Re: SMBX2 (2.0 Beta 3)

Postby Legend-tony980 » Tue Jan 09, 2018 1:19 am

The0x539 wrote:wind is literally 3 very simple lines of code
add 2 to affect all players
subtract 2 if you already have an onTick function defined
Wind was already featured in there? I gotta try this already. I needed this for a very, very long time. (I've waited 8 and a half years for something like this... Wow, it makes it seem like time is really fast, it's scary.) If it's like the wind that comes out of the Warp Pipe in SMB3 or when the Ptooie blows on a spike to make it float, or like a Tweester, or if the wind can make you float in the air, I really gotta know how to do all of it! :D

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Re: SMBX2 (2.0 Beta 3)

Postby Quantumenace » Tue Jan 09, 2018 2:23 am

Currently the P-switch adds invisible blocks that are never removed and can eventually cause an overflow. Is that going to be fixed?

MECHDRAGON777
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Re: SMBX2 (2.0 Beta 3)

Postby MECHDRAGON777 » Tue Jan 09, 2018 3:21 am

Legend-tony980 wrote:Oh wait, what am I doing? Oh yeah, currently, I'm working hard on sprites already. Toad was really complicated than Link at first, but with the help of custom sprites made by the users from Mario Fan Games Galaxy and Redigit's, it would make it easier. Oh, and I already have Cape Toad's flying sprites done. There's more underway, SO much more than just this:

Image

In this sprite sheet, Toad can grab objects on side and kick them. And he can do the Somersault move. In the next update, there will be Yoshi ride, swimming, sliding and more sprites. I've already got many sprites done and they will be released soon. After I've done enough for Toad, Princess Peach will be next.

Back on-topic concerning Beta 4's upcoming features, I don't know if Porcu-Puffers are already added, but can we also have Flutters, Bumpty, and a Big Boo boss from Super Mario World? It'll be awesome to have all of the npcs that appeared in Super Mario Advance 4's e-reader (although I do want more from Yoshi's Island as well but I guess it'll do). And wind! It'll be dope to have wind! :D
The comment about Peach Sprites does make me a bit happy actually. As for wind, the way I did it made it hard to play the level in question. (Either slowing or speeding the player up if they moved.) I wonder if Peach over Mario would be interesting or not though.

Emral
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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Tue Jan 09, 2018 10:00 am

Legend-tony980 wrote:In this sprite sheet, Toad can grab objects on side and kick them. And he can do the Somersault move. In the next update, there will be Yoshi ride, swimming, sliding and more sprites. I've already got many sprites done and they will be released soon. After I've done enough for Toad, Princess Peach will be next.
Dunno why you're posting them here cause IIRC we said when you posted the link sheet that we won't change the default roster in order to maintain complete backwards compatibility.
As for "Beta 4's upcoming features":
https://docs.google.com/spreadsheets/d/ ... edit#gid=0
Most green things will make it in.

Novarender
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Re: SMBX2 (2.0 Beta 3)

Postby Novarender » Tue Jan 09, 2018 6:07 pm

The0x539 wrote:
Notxarb wrote:
Enjl wrote: Download 7zip file manager:
http://www.7-zip.org/download.html

A 7z file is a compressed folder. You'll be able to extract the folder using this tool.
Thanks.

Is anyone else having a problem with their graphics? Sometimes (about 50% of the time) it ignores the white parts of my 'm' graphics (e.g. npc-192m), which I assume that the "m" stands for map. Why is it doing this to my graphics maps?
I'm doing the exact same thing I did in 1.3, but now it doesn't always work for some reason. Has it always done this?
It stands for "mask". Judging by your assessment of the issue, I'd guess you're saving as png and then expecting it to also use the mask. In SMBX2 you can just use a PNG with transparency instead of two GIFs.
Thank you so much! I didn't even know SMBX2 supported PNGs, or that transparency would work...
But I also tried using two GIFs, and that still only works half the time or something.
Also, if I want to do semi-transparency, should I just draw it like that on the PNG?

WildW
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Re: SMBX2 (2.0 Beta 3)

Postby WildW » Tue Jan 09, 2018 6:21 pm

Is there going to be any plans for online mode to return or 3-4 player multiplayer


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