SMBX2 (2.0 Beta 3)

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Hoeloe
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Re: SMBX2 (2.0 Beta 3)

Postby Hoeloe » Wed Mar 07, 2018 4:46 am

There are a limited number of "slots" for everything in the game. For NPCs, we've managed to expand the number of available slots, but we cannot yet do that for powerups.

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Re: SMBX2 (2.0 Beta 3)

Postby Amyrakunejo » Wed Mar 07, 2018 6:40 pm

Hmmm...

Been a bit since I was last here.

So, from what I gathered in my catch up...

People are still asking the one question everyone is sick of answering...
No release date confirmed (but a confirmation on the hopeful period)
People still asking about Juni/controversy/blah-blee-blah...
Confusion about various things (not unexpected)
PGE Level Tester is still buggy and people still use it due to more confusion...lol
Sonic the Impossible is still impossible...
Power-ups, skreeeeee...
and a beer can hung off a dead tree...

One thing I hadn't seen was Megan being discussed, which is a good thing because that got annoying.

Unnn...that's about all. I still can't get 2.0 b3 to run, but I believe I know why. Once I get a graphics card installed, I should be all set.

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Re: SMBX2 (2.0 Beta 3)

Postby Artemis008 » Wed Mar 07, 2018 9:22 pm

So I know a Sonic playable would never work, but what about Kirby? We've got the shoe which could be used to imitate his flying ability and Yoshi's tongue could be worked into an imitation of his inhaling ability.

It might be stretching it to make him gain abilities from inhaling enemies, but it could be closer to his Dream Land move set if that's the case.

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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Wed Mar 07, 2018 9:26 pm

Kirby and Sonic are the duo of Most Difficult To Program Characters.
Sonic because he needs a complete rewrite of the smbx collision system for proper slope handling.
Kirby because of his vaccuum and the sheer amount of content involved with his programming.

Also, we can't like... grab code from vanilla stuff like the boot or yoshi. Not to mention the fact that these two work nothing like Kirby's abilities and would be ultra jank.

They're both possible, but don't count on them until after the full release when we have everything fundamental set up. And even then there's probably a higher chance that some non-dev makes one of them for an episode first, if at all.

Teemster2
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Re: SMBX2 (2.0 Beta 3)

Postby Teemster2 » Thu Mar 08, 2018 2:32 am

I think I already know the answer to my question but how hard would it be to just start over and create an even bigger and better game engine for 2.0 from scratch? Then you would not have any road blocks stopping you from doing whatever you wanted to. I'm sure that would be to hard, to time consuming and not a lot of people with the skills to do it but I was just wondering so I thought I would ask.

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Re: SMBX2 (2.0 Beta 3)

Postby Eri7 » Thu Mar 08, 2018 2:44 am

Teemster2 wrote:I think I already know the answer to my question but how hard would it be to just start over and create an even bigger and better game engine for 2.0 from scratch? Then you would not have any road blocks stopping you from doing whatever you wanted to. I'm sure that would be to hard, to time consuming and not a lot of people with the skills to do it but I was just wondering so I thought I would ask.
Then smbx3 will happened or at least that was the plan for smbx3?

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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Thu Mar 08, 2018 3:37 am

Of all the playable characters available in beta 3, which one was the hardest to program, and why?

Emral
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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Thu Mar 08, 2018 4:17 am

The PGE engine is in development and plans are to eventually switch over to it, although that process is a few years down the line. Making another new engine from scratch and getting up to speed would likely take years and be kind of a waste.

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Re: SMBX2 (2.0 Beta 3)

Postby IAmPlayer » Thu Mar 08, 2018 5:14 am

Huh. I think Megaman is a bit hard to code to keep the weapon ability when beating a level. Currently, if you win with a form as Megaman, you only bring that form, not the other weapon you have. Maybe, once full release of SMBX2 is out, we can finally enjoy Megaman using full weapons, eh?

I would definetely want Propeller Suit as a new power-up, because Super Acorn can be made to reskin the Raccoon Leaf.

On the topic of SMBX2 characters...
Enjl wrote:Kirby and Sonic are the duo of Most Difficult To Program Characters.
Sonic because he needs a complete rewrite of the smbx collision system for proper slope handling.
Kirby because of his vaccuum and the sheer amount of content involved with his programming.

Also, we can't like... grab code from vanilla stuff like the boot or yoshi. Not to mention the fact that these two work nothing like Kirby's abilities and would be ultra jank.

They're both possible, but don't count on them until after the full release when we have everything fundamental set up. And even then there's probably a higher chance that some non-dev makes one of them for an episode first, if at all.
I wonder how hard it is for Megaman X to be made as playable character. First, i know you can make a costume for Megaman to solve that, but i want to talk as pure playables. The things from other playables that can be taken for now is :
  • X's Dash is a bit manual dash, so i think Run button works, and it does the same as Uncle Broadsword's charge attack dash, but you can move, like jump too, but the jump will go faster?
  • X can apply armors, which can be changed to power-ups, that's easy, i guess, unless you have to keep the weapons to return, that would be a complete different story.
    The only things possible are when using power-ups as Armors, maybe LUA can help to use a different X's graphic with that color?
  • X can wall-jump. I think "walljump.lua" could work.
That's all i can think of. Surely, MM characters are hard to codes. Especially, ZX ones.

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Re: SMBX2 (2.0 Beta 3)

Postby Amyrakunejo » Thu Mar 08, 2018 1:25 pm

Yeah. X and Zero would be difficult to put in, with the limits that are there as is.

I mean, you have two, three different iterations of Zero, and 8 different iterations of X (remember that Dashing was a powerup in the first iteration and NOT something X had natively).

X' many abilities, aside from the many different weapons he had available, not to mention the fact that he could also use Zero's abilities, would be like how Sonic would have to be programmed; the engine itself would likely require reprogramming for X, Zero, and others.

I'm surprised Samus works, to be honest (albeit not well).

Here's a small list of X' abilities that would need consideration. Mind you, I've NOT played all eight games (I've barely been able to get halfway through 4), so this is incomplete at best.

Dash (X1-standard in every game afterward)
Defense Armor (X1-Cuts damage taken by half)
X-Buster Upgrade (X1-Allows charging of ALL weapons)
Crusher Helm (X1-Akin to Big Mario's ability to break bricks with a jump)
Hadouken (X1-Allows X to perform Ryu and Ken's fireball attack which kills any given enemy in a single hit short of the final boss of the game)
Double Dash (X2-Longer Dashing Ability)
Defense Armor (X2-Same as previous but seems to last longer)
X-Buster Upgrade (X2-Increases the charge level to allow two consecutive charged attacks as well as charging ALL weapons)
Secret Finder (X2-the head upgrade allows one to find secret areas and such)
Syoryuken (X2-Allows X to perform Ryu and Ken's forward lunge-spinning uppercut-no in air control)
Air Dash (X3-Allows X to perform a boost in the air either horizontally or vertically-but only upward)
Double Air Dash (X3-Allows X to perform two consecutive Air Dash boosts-Super Chip Upgrade)
Defense Armor (X3-Halves Damage taken but also prevents damage afterwards for a short time)
Super Armor (X3-Halves Damage taken, prevents damage after being hit, and allows for a slow regen of health if X is NOT moving nor taking damage-Super Chip Upgrade)
X-Buster Upgrade (X3-Basically functions the same as in X2, the charged shots are easier to combine into one powerful shot)
X-Buster Hyper Charge (X3-Functions like an acquired weapon-X will consistently be at full charge and whenever X takes damage this meter fills up but does not work if X is at full health-Super Chip Upgrade)
Internal Map (X3-the head upgrade allows X to know where everything is on a map displayed after teleporting into an area, but it doesn't work in the Doppler stages)
---------- (X3-Super Chip Upgrade-I forget what the head upgrade does)
Golden Armor (X3-Found in the Doppler stages, this allows X to acquire all four Super Chip Upgrades simultaneously)
Zero Saber (X3-If Zero 'dies', X can use Zero's green saber to deal massive damage to any enemy-but it does more damage in Zero's possession)
Jet Boots (X4-This allows X to hover in the air briefly)

That's all I know. I didn't include the mech riders because that's a whole 'nother wheel of cheese altogether.

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Re: SMBX2 (2.0 Beta 3)

Postby Rixitic » Thu Mar 08, 2018 2:41 pm

We should probably update the FAQ on the blog with stuff about these specific characters and features that keep getting requested...

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Re: SMBX2 (2.0 Beta 3)

Postby Amyrakunejo » Fri Mar 09, 2018 1:21 am

I should of mentioned (somewhere) that none of that long list of abilities, nor related characters, were requests.
Seems, I have a hard time making that clear...

Teemster2
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Re: SMBX2 (2.0 Beta 3)

Postby Teemster2 » Fri Mar 09, 2018 1:50 am

Amyrakunejo wrote:I should of mentioned (somewhere) that none of that long list of abilities, nor related characters, were requests.
Seems, I have a hard time making that clear...
I did not see any requests. Maybe he was referring to the people wanting Sonic or Megaman. I find it funny how people want more main characters when we have enough of them at the moment. The devs have a hard enough time getting a few new NPC's out every month and people think Sonic and Megaman who would be so much more difficult to make will actually happen any time soon. I would not expect them at all for 2018. Just my opinion though.

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Re: SMBX2 (2.0 Beta 3)

Postby IAmPlayer » Fri Mar 09, 2018 1:57 am

Amyrakunejo wrote:Yeah. X and Zero would be difficult to put in, with the limits that are there as is.

I mean, you have two, three different iterations of Zero, and 8 different iterations of X (remember that Dashing was a powerup in the first iteration and NOT something X had natively).

X' many abilities, aside from the many different weapons he had available, not to mention the fact that he could also use Zero's abilities, would be like how Sonic would have to be programmed; the engine itself would likely require reprogramming for X, Zero, and others.

I'm surprised Samus works, to be honest (albeit not well).

Here's a small list of X' abilities that would need consideration. Mind you, I've NOT played all eight games (I've barely been able to get halfway through 4), so this is incomplete at best.

Dash (X1-standard in every game afterward)
Defense Armor (X1-Cuts damage taken by half)
X-Buster Upgrade (X1-Allows charging of ALL weapons)
Crusher Helm (X1-Akin to Big Mario's ability to break bricks with a jump)
Hadouken (X1-Allows X to perform Ryu and Ken's fireball attack which kills any given enemy in a single hit short of the final boss of the game)
Double Dash (X2-Longer Dashing Ability)
Defense Armor (X2-Same as previous but seems to last longer)
X-Buster Upgrade (X2-Increases the charge level to allow two consecutive charged attacks as well as charging ALL weapons)
Secret Finder (X2-the head upgrade allows one to find secret areas and such)
Syoryuken (X2-Allows X to perform Ryu and Ken's forward lunge-spinning uppercut-no in air control)
Air Dash (X3-Allows X to perform a boost in the air either horizontally or vertically-but only upward)
Double Air Dash (X3-Allows X to perform two consecutive Air Dash boosts-Super Chip Upgrade)
Defense Armor (X3-Halves Damage taken but also prevents damage afterwards for a short time)
Super Armor (X3-Halves Damage taken, prevents damage after being hit, and allows for a slow regen of health if X is NOT moving nor taking damage-Super Chip Upgrade)
X-Buster Upgrade (X3-Basically functions the same as in X2, the charged shots are easier to combine into one powerful shot)
X-Buster Hyper Charge (X3-Functions like an acquired weapon-X will consistently be at full charge and whenever X takes damage this meter fills up but does not work if X is at full health-Super Chip Upgrade)
Internal Map (X3-the head upgrade allows X to know where everything is on a map displayed after teleporting into an area, but it doesn't work in the Doppler stages)
---------- (X3-Super Chip Upgrade-I forget what the head upgrade does)
Golden Armor (X3-Found in the Doppler stages, this allows X to acquire all four Super Chip Upgrades simultaneously)
Zero Saber (X3-If Zero 'dies', X can use Zero's green saber to deal massive damage to any enemy-but it does more damage in Zero's possession)
Jet Boots (X4-This allows X to hover in the air briefly)

That's all I know. I didn't include the mech riders because that's a whole 'nother wheel of cheese altogether.
Moar wheel of cheese, let's do this.

X has also X5 and X6 armor, which is the best armors i ever experienced when using them.

Falcon Armor (X can fly in the air temporarily when you Dash in the air)
Gaea Armor (X can break certain V blocks and walk on spikes, jump to spikes safely)
Blade Armor (X can dash in multiple directions)
Shadow Armor (X can walk on spikes, jump to spikes safely, mainly uses saber, and goes to the ceiling)

Zero, has bunch of stuff too.

Black Zero (X4 - X8, doubles his attack and defense)
MMZ Zero (Z1 - Z4, different version of Zero)
Z Knuckles (Z4, Can be used to obtain enemy's weapon)
Cyber Elves (Z1 - Z4, Mainly used to help Zero, and there's plenty of them)
Z Buster (Z1 - Z4, Zero's main buster)
Z Saber (X4 - Z4, Zero's green saber)
Triple Rod (Z1, a short ranged weapon that can be extended up to two times)
Shield Boomerang (Z1 - Z3, acts like a shield, and a boomerang when fully charged)
Sigma Blade (X8, Acts like Z Saber, but has bigger range)
B Fan, T Knuckle, D Glaive and more (X8, as sub Weapons)
Rekkouha, Tenshuoha and more (X series, as Giga attacks for Zero)

Also...
Teemster2 wrote:I did not see any requests. Maybe he was referring to the people wanting Sonic or Megaman. I find it funny how people want more main characters when we have enough of them at the moment. The devs have a hard enough time getting a few new NPC's out every month and people think Sonic and Megaman who would be so much more difficult to make will actually happen any time soon. I would not expect them at all for 2018. Just my opinion though.
Maybe because, i dunno, it just, feels different to have Sonic and Megaman to play a Mario level. Maybe that's why. Playing as Kirby in a non-Kirby game, could change the whole experience. But, i agree, devs have a hard time doing it. It's not easy. They aren't tools, they have life too.

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Re: SMBX2 (2.0 Beta 3)

Postby PixelPest » Fri Mar 09, 2018 7:19 am

Teemster2 wrote:
Amyrakunejo wrote:I should of mentioned (somewhere) that none of that long list of abilities, nor related characters, were requests.
Seems, I have a hard time making that clear...
I did not see any requests. Maybe he was referring to the people wanting Sonic or Megaman. I find it funny how people want more main characters when we have enough of them at the moment. The devs have a hard enough time getting a few new NPC's out every month and people think Sonic and Megaman who would be so much more difficult to make will actually happen any time soon. I would not expect them at all for 2018. Just my opinion though.
Fyi the fact that there are almost 150 new NPCs finished atm suggests that "the devs have a hard enough time getting a few new NPCs out every month" is utterly false, as I think I've mentioned before. Megaman is already a new character and will likely have a rewrite or maybe some modifications for Beta5, but Sonic definitely isn't coming any time soon

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Re: SMBX2 (2.0 Beta 3)

Postby Hoeloe » Fri Mar 09, 2018 10:27 am

PixelPest wrote:Sonic definitely isn't coming any time soon
Just to clarify on this. There are about 3 or 4 people on the development team who are actually capable of making a Sonic playable. None of whom has both the willingness and the time to do so at the moment.

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Re: SMBX2 (2.0 Beta 3)

Postby Rixitic » Fri Mar 09, 2018 11:56 am

Teemster2 wrote:The devs have a hard enough time getting a few new NPC's out every month
Hey.

Teemster.

Buddy.

We've been over this already.

If you're gonna ignore all that stuff and keep throwing shade at us in this thread then we'd greatly appreciate it if you could just keep your opinions to yourself. That "so much trouble with just a few measly NPCs" nonsense isn't constructive in the slightest and your insistent repetition of it says a lot more about you than it does about us.

Thanks.

Emral
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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Fri Mar 09, 2018 1:00 pm


Taycamgame
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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Fri Mar 09, 2018 1:16 pm

Glad to see a new blog post! The hype continues!
Only a few months now guys.

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Re: SMBX2 (2.0 Beta 3)

Postby 8lue Storm » Fri Mar 09, 2018 1:22 pm

Taycamgame wrote:Glad to see a new blog post! The hype continues!
Only a few months now guys.
MONTHS?!
Joining the hype train, CHOO CHOO


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