SMBX2 (2.0 Beta 3)

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ElectriKong
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Re: SMBX2 (2.0 Beta 3)

Postby ElectriKong » Thu Apr 12, 2018 5:38 pm

Artemis009 wrote:Is the project more focused on quality of life things like easier events and a working 2 player mode right now, or is it more focused on expanding the tools available with new NPC's, power ups, and tiles?
Beta 4 will be mainly new NPCs. Other stuff will probably be after.

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Re: SMBX2 (2.0 Beta 3)

Postby Amyrakunejo » Thu Apr 12, 2018 7:23 pm

Teemster2 wrote:
Amyrakunejo wrote:I'm just glad this isn't a Unity project since Unity dropped DX9 support...

I think the Unity engine is great but not having integrated support makes it real tough to do much with, whether as a lead dev or tester or even an end user...
I'm glad that Enjl stepped up at a time when it seems like SMBX2 had no activity. Enjl has been making several blog posts and has been responding to a lot of posts here. Enjl is doing a great job of keeping this project alive.

I have no idea what a unity engine is but my understanding is that it would take to much time and work to create a much better SMBX engine which is why everyone still uses Redigits engine. I can't even create an NPC so I won't even try to guess how hard it is for the dev team to work with the engine and add new content.
Wait, you don't know about Unity?

This here should be useful in getting to know Unity.
(You've likely played several games made with the engine and just don't know/realize it.)

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Re: SMBX2 (2.0 Beta 3)

Postby ZanMan6144 » Sat Apr 14, 2018 1:28 pm

I have a bug. The semisolid platforms seem to be complete in the editor, but when you test the level, the graphics are just cut off. This happens when you use 1xX or Xx1 or 1x1

Emral
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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Sat Apr 14, 2018 2:25 pm

Sizeable graphics work starting at a size of 2x2. This has always been the case. The "bug" is that PGE displays them wrong.

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Re: SMBX2 (2.0 Beta 3)

Postby Amyrakunejo » Sat Apr 14, 2018 2:49 pm

Enjl wrote:Sizeable graphics work starting at a size of 2x2. This has always been the case. The "bug" is that PGE displays them wrong.
I've come across at times that it won't show correctly in PGE but will show as intended in game.

Of course, if I need a platform that is that narrow, I tend to use a standard block instead.

WildW
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Re: SMBX2 (2.0 Beta 3)

Postby WildW » Sat Apr 14, 2018 3:12 pm

Enjl wrote:Sizeable graphics work starting at a size of 2x2. This has always been the case. The "bug" is that PGE displays them wrong.
Well could you make SMBX2 display them like that too?

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Re: SMBX2 (2.0 Beta 3)

Postby Teemster2 » Sun Apr 15, 2018 1:40 am

I saw a program via you tube called "Blue Kuribo" which was a help program for creating new npc's in smbx. It pretty much took out all of the coding out and made it simple and easy to create new npc's. I downloaded it and while it seemed like it may have lacked stuff it still seemed like a pretty good idea. I don't know if the program itself is really any good but I was wondering why we can't have something similar included for Beta4 or 2.0? It would really cut down on the time it takes to create npc's and then almost anyone could use it including us coding dummies. A new help program created for creating stuff in 2.0 would be awesome. LunaLua is not easy to understand and the handful of people that do understand it probably get burnt out on it. The community could be more helpful if we could somehow overcome the coding part and get more people involved. Just an idea.

Emral
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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Sun Apr 15, 2018 7:35 am

Teemster2 wrote:I saw a program via you tube called "Blue Kuribo" which was a help program for creating new npc's in smbx. It pretty much took out all of the coding out and made it simple and easy to create new npc's. I downloaded it and while it seemed like it may have lacked stuff it still seemed like a pretty good idea. I don't know if the program itself is really any good but I was wondering why we can't have something similar included for Beta4 or 2.0? It would really cut down on the time it takes to create npc's and then almost anyone could use it including us coding dummies. A new help program created for creating stuff in 2.0 would be awesome. LunaLua is not easy to understand and the handful of people that do understand it probably get burnt out on it. The community could be more helpful if we could somehow overcome the coding part and get more people involved. Just an idea.
Kuribo Blue is just a NPC code editor. It's not good for creating "new npcs", it just lets you modify the fields you could modify since SMBX 1.3. You get basically the same program if you open a npc txt file in PGE (PGE has an integrated NPC code editor).
For programming things there is no way around learning programming, unless you want a REALLY bogged down version of everything which gives a very limited featureset of options (and even then you would still do visual programming so it's still not easier). It's impossible to create AI from scratch without telling the AI what it should be doing (that's kind of the entire creation process).

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Re: SMBX2 (2.0 Beta 3)

Postby TheTrueMarioMaster » Mon Apr 16, 2018 12:27 am

NPC creator/editor would be nice in a future update like how Zelda Classic has an enemy editor where you can change or create your own simple enemies.

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Re: SMBX2 (2.0 Beta 3)

Postby ElectriKong » Mon Apr 16, 2018 2:44 am

TheTrueMarioMaster wrote:NPC creator/editor would be nice in a future update like how Zelda Classic has an enemy editor where you can change or create your own simple enemies.
So your suggesting something that already exists, because I don't think anything better can be added.

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Re: SMBX2 (2.0 Beta 3)

Postby TheTrueMarioMaster » Mon Apr 16, 2018 7:16 pm

Electriking wrote:
TheTrueMarioMaster wrote:NPC creator/editor would be nice in a future update like how Zelda Classic has an enemy editor where you can change or create your own simple enemies.
So your suggesting something that already exists, because I don't think anything better can be added.
I wouldn't really call writing a text file a proper enemy/npc editor and the enemy editor I'm familiar from certain other programs also allows you to create new enemies not just change properties of existing enemies.

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Re: SMBX2 (2.0 Beta 3)

Postby WildW » Mon Apr 16, 2018 7:34 pm

TheTrueMarioMaster wrote:
Electriking wrote:
TheTrueMarioMaster wrote:NPC creator/editor would be nice in a future update like how Zelda Classic has an enemy editor where you can change or create your own simple enemies.
So your suggesting something that already exists, because I don't think anything better can be added.
I wouldn't really call writing a text file a proper enemy/npc editor and the enemy editor I'm familiar from certain other programs also allows you to create new enemies not just change properties of existing enemies.
Stuff like that is hard to do and isn’t priority right now. SMBX2 is still beta and a tool to create new npcs isn’t likely to happen anytime soon.

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Re: SMBX2 (2.0 Beta 3)

Postby Amyrakunejo » Mon Apr 16, 2018 10:57 pm

I've kinda forgotten how to do something.

I have a container box with a door potion inside it. How do I set the warp entrance this way?


Edit: Nevermind. It doesn't work this way, though it should (or there should not be a way to put it in a block).

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Re: SMBX2 (2.0 Beta 3)

Postby IAmPlayer » Tue Apr 17, 2018 9:10 am

Well, you can create NPC with lua, but it's not as easy, i guess.

I kinda want a simplified NPC maker, without the need of lua, maybe used in Dummy NPC slots?

Emral
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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Tue Apr 17, 2018 10:24 am

Didn't I already answer all of this?
Enjl wrote:For programming things there is no way around learning programming, unless you want a REALLY bogged down version of everything which gives a very limited featureset of options (and even then you would still do visual programming so it's still not easier). It's impossible to create AI from scratch without telling the AI what it should be doing (that's kind of the entire creation process).
A "simplified NPC maker" would STILL be scripting. If you can wrap your mind around if-then processes with a drag and drop interface you can do the same with a text interface.

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Re: SMBX2 (2.0 Beta 3)

Postby Amyrakunejo » Tue Apr 17, 2018 1:16 pm

I've been wondering what the purpose of any of the dummy slots or extra slots were anyway.

See them in blocks, backgrounds, NPCs, World Maps in all categories short of Music...

Forgive my short-term memory issues if this has been explained already...

Emral
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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Tue Apr 17, 2018 1:37 pm

Amyrakunejo wrote:I've been wondering what the purpose of any of the dummy slots or extra slots were anyway.

See them in blocks, backgrounds, NPCs, World Maps in all categories short of Music...

Forgive my short-term memory issues if this has been explained already...
To Be Filled In The Future.
Except for NPC slots 751-1000.
Those are reserved for per-episode use.

WildW
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Re: SMBX2 (2.0 Beta 3)

Postby WildW » Tue Apr 17, 2018 5:59 pm

WildWEEGEE wrote:
Enjl wrote:Sizeable graphics work starting at a size of 2x2. This has always been the case. The "bug" is that PGE displays them wrong.
Well could you make SMBX2 display them like that too?
Can this be answered?

TheTrueMarioMaster
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Re: SMBX2 (2.0 Beta 3)

Postby TheTrueMarioMaster » Tue Apr 17, 2018 8:56 pm

WildWEEGEE wrote:
TheTrueMarioMaster wrote:
Electriking wrote: So your suggesting something that already exists, because I don't think anything better can be added.
I wouldn't really call writing a text file a proper enemy/npc editor and the enemy editor I'm familiar from certain other programs also allows you to create new enemies not just change properties of existing enemies.
Stuff like that is hard to do and isn’t priority right now. SMBX2 is still beta and a tool to create new npcs isn’t likely to happen anytime soon.
At least scripting is possible which one could say is more expansive than using an editor but is a lot harder to do and require knowledge of how to code.

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Re: SMBX2 (2.0 Beta 3)

Postby Artemis009 » Tue Apr 17, 2018 9:32 pm

I'm not sure if this is the right place to say this, but X2 is crashing my game. When I trigger an event, if I don't change it to at least 0.1 the game crashes, not that big of a deal, but mildly annoying. It also crashes when I exit full screen. Do you want me to send you the crash log or are these bugs already known?


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