SMBX2 (2.0 Beta 3)

This is where we'll store the "best" topics that have ever existed on the forums, as well as community events that are no longer relevant. Read at your own risk.

Moderator: Userbase Moderators

Forum rules
Read at your own risk.
Amyrakunejo
Spike
Spike
Posts: 268
Joined: Thu Apr 06, 2017 10:23 am
Flair: Philosophical, Pagan, Anarchist Femme Fair Gamer
Pronouns: she/her, they/them

Re: SMBX2 (2.0 Beta 3)

Postby Amyrakunejo » Mon Apr 23, 2018 4:07 am

If there's ONE NPC from YI I'd like to see, it is Poochy, because one can ride on top of him, over any and all hazards.

Of course, there are the rotating lifts that are pretty awesome too.

Emral
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 9890
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Phoenix

Re: SMBX2 (2.0 Beta 3)

Postby Emral » Mon Apr 23, 2018 4:33 am

Amyrakunejo wrote:If there's ONE NPC from YI I'd like to see, it is Poochy, because one can ride on top of him, over any and all hazards.
Playerblocktop bully?

Snessy the duck
Mouser
Mouser
Posts: 2699
Joined: Sat Sep 20, 2014 6:04 am

Re: SMBX2 (2.0 Beta 3)

Postby Snessy the duck » Mon Apr 23, 2018 9:24 am

I'd personally love to see some more YI and SMA4 World-E assets in SMBX2, such as the !-Switches and Bumpty.

TheTrueMarioMaster
Snifit
Snifit
Posts: 200
Joined: Mon Mar 19, 2018 11:58 pm

Re: SMBX2 (2.0 Beta 3)

Postby TheTrueMarioMaster » Mon Apr 23, 2018 3:48 pm

Enjl wrote:
Amyrakunejo wrote:If there's ONE NPC from YI I'd like to see, it is Poochy, because one can ride on top of him, over any and all hazards.
Playerblocktop bully?
Lacks the jumping capability and doesn't follow the player like Poochy would but if you would like a knock off Poochy then sure. Need to reply to some other comments later.

Teemster2
Rocky Wrench
Rocky Wrench
Posts: 622
Joined: Sat Jan 18, 2014 11:56 am

Re: SMBX2 (2.0 Beta 3)

Postby Teemster2 » Tue Apr 24, 2018 12:35 am

If were talking about more ride able buddies than the spider from Donkey Kong Country 2 would be amazing to have. Plus he shoots webs that allows you to climb into the sky or kill stuff. So much stuff that we can add into SMBX2. Only time will tell on what we can add to the game.

Taycamgame
Gold Yoshi Egg
Gold Yoshi Egg
Posts: 1483
Joined: Mon Jun 19, 2017 11:35 am
Flair: Stargard
Contact:

Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Tue Apr 24, 2018 12:11 pm

Amyrakunejo wrote: Of course, there are the rotating lifts that are pretty awesome too.
You mean the coloured platforms that spin when you hit the corresponding switch block, and have spikes on one side? Those are a must have. I really hope they come as they could make for some really interesting setups. Plus i'd like to play around with them aswell.

Reign
Chain Chomp
Chain Chomp
Posts: 327
Joined: Tue Jan 21, 2014 4:22 am

Re: SMBX2 (2.0 Beta 3)

Postby Reign » Tue Apr 24, 2018 12:46 pm

Kind of a stupid question, but I noticed you can add over 21 sections to a level in SMBX 2.0. Is there a limit to those?

Emral
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 9890
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Phoenix

Re: SMBX2 (2.0 Beta 3)

Postby Emral » Tue Apr 24, 2018 1:07 pm

Reign wrote:Kind of a stupid question, but I noticed you can add over 21 sections to a level in SMBX 2.0. Is there a limit to those?
Yeah it's 21.
The additional sections are only for the PGE engine LVLX format.

Reign
Chain Chomp
Chain Chomp
Posts: 327
Joined: Tue Jan 21, 2014 4:22 am

Re: SMBX2 (2.0 Beta 3)

Postby Reign » Tue Apr 24, 2018 1:33 pm

Enjl wrote:
Reign wrote:Kind of a stupid question, but I noticed you can add over 21 sections to a level in SMBX 2.0. Is there a limit to those?
Yeah it's 21.
The additional sections are only for the PGE engine LVLX format.
All right, thanks. Is there a downside to using and saving levels in lvlx-format? I need about 50 sections per level (it's a Metroid-styled episode) and I really really don't want to start creating a hassle where I put multiple game areas into different points of a single SMBX section.

ElectriKong
Bowser
Bowser
Posts: 4652
Joined: Mon Jun 06, 2016 4:32 pm
Pronouns: he/him
Contact:

Re: SMBX2 (2.0 Beta 3)

Postby ElectriKong » Tue Apr 24, 2018 1:39 pm

Reign wrote:
Enjl wrote:
Reign wrote:Kind of a stupid question, but I noticed you can add over 21 sections to a level in SMBX 2.0. Is there a limit to those?
Yeah it's 21.
The additional sections are only for the PGE engine LVLX format.
All right, thanks. Is there a downside to using and saving levels in lvlx-format?
They won't work

Reign
Chain Chomp
Chain Chomp
Posts: 327
Joined: Tue Jan 21, 2014 4:22 am

Re: SMBX2 (2.0 Beta 3)

Postby Reign » Tue Apr 24, 2018 2:10 pm

Well... that's quite a downside. Could I suggest an increase in the amount of sections for SMBX2.0 or possibly the support for lvlx-format?

Amyrakunejo
Spike
Spike
Posts: 268
Joined: Thu Apr 06, 2017 10:23 am
Flair: Philosophical, Pagan, Anarchist Femme Fair Gamer
Pronouns: she/her, they/them

Re: SMBX2 (2.0 Beta 3)

Postby Amyrakunejo » Tue Apr 24, 2018 2:26 pm

Taycamgame wrote:
Amyrakunejo wrote: Of course, there are the rotating lifts that are pretty awesome too.
You mean the coloured platforms that spin when you hit the corresponding switch block, and have spikes on one side? Those are a must have. I really hope they come as they could make for some really interesting setups. Plus i'd like to play around with them aswell.
Not that one.

The one that rotates clockwise when not being ridden, the arrow on it pointing in the direction it will travel once you're riding it.

The0x539
Eerie
Eerie
Posts: 751
Joined: Fri Jan 22, 2016 8:02 pm

Re: SMBX2 (2.0 Beta 3)

Postby The0x539 » Tue Apr 24, 2018 2:32 pm

Reign wrote:Well... that's quite a downside. Could I suggest an increase in the amount of sections for SMBX2 or possibly the support for lvlx-format?
lvlx support doesn't need to be suggested; it exists for the very purpose of being eventually supported

PixelPest
Link
Link
Posts: 7111
Joined: Sun Jul 12, 2015 5:38 pm
Flair: Tamer of Boom Booms
Contact:

Re: SMBX2 (2.0 Beta 3)

Postby PixelPest » Tue Apr 24, 2018 3:33 pm

Reign wrote:
Enjl wrote:
Reign wrote:Kind of a stupid question, but I noticed you can add over 21 sections to a level in SMBX 2.0. Is there a limit to those?
Yeah it's 21.
The additional sections are only for the PGE engine LVLX format.
All right, thanks. Is there a downside to using and saving levels in lvlx-format? I need about 50 sections per level (it's a Metroid-styled episode) and I really really don't want to start creating a hassle where I put multiple game areas into different points of a single SMBX section.
There's multiple ways to simulate more sections, such as warping to another level or doing some camera shenanigans in LunaLua

Amyrakunejo
Spike
Spike
Posts: 268
Joined: Thu Apr 06, 2017 10:23 am
Flair: Philosophical, Pagan, Anarchist Femme Fair Gamer
Pronouns: she/her, they/them

Re: SMBX2 (2.0 Beta 3)

Postby Amyrakunejo » Tue Apr 24, 2018 6:43 pm

Wait. Can we not have more than 21 sections?

I know there's the Add Section command (not used it mainly because the need isn't there).

PixelPest
Link
Link
Posts: 7111
Joined: Sun Jul 12, 2015 5:38 pm
Flair: Tamer of Boom Booms
Contact:

Re: SMBX2 (2.0 Beta 3)

Postby PixelPest » Tue Apr 24, 2018 7:11 pm

Amyrakunejo wrote:Wait. Can we not have more than 21 sections?

I know there's the Add Section command (not used it mainly because the need isn't there).
As stated before, that function is only for .lvlx files, which are not yet supported though are a WIP file format for the future, so no

TheTrueMarioMaster
Snifit
Snifit
Posts: 200
Joined: Mon Mar 19, 2018 11:58 pm

Re: SMBX2 (2.0 Beta 3)

Postby TheTrueMarioMaster » Tue Apr 24, 2018 8:30 pm

Artemis009 wrote:
TheTrueMarioMaster wrote:
Hoeloe wrote:
What you're talking about is more usually referred to as "machine learning", and isn't usually what people mean when they say "AI" in the context of games. Very few games use actual learning algorithms to control non-player characters. The vast majority, even those with enemies that appear intelligent, use basic techniques like search algorithms and simple behaviour trees.

In a gaming context, "AI" usually just refers to any algorithm controlling a character other than the player, regardless of what that algorithm actually is.
I see, in that case the complexity of the AI involves what the enemy is capable of like how a Chargin' Chuck AI would be more complex compared to that of a koopa troopa. Thinking about it out of all the classic Mario Platformers I would say Yoshi's Island enemies tend to be the most complex in behaviour, even some of the more simple ones like shy guys and goombas in that game. Speaking of which are any Yoshi's Island enemies going to be added in the future or is the main focus just the first three Super Mario Bros plus Super Mario World. Though to be honest I do expect to see a lot of Super Mario World stuff in this project.
Mario World 2's tile sets are extremely expansive and hard to use properly in the wrong engine. Source, I attempted to use YI2 tiles in Mario World. There are just so many variations and a lot of them have to be used in conjunction with other specific tiles, otherwise they don't look right.
Sorry for taking so long to reply to this but yes pretty much all of Yoshi's Island things are a lot more expansive than previous main titles (although I am not sure if Yoshi's Island counts as a main title since it kind of became it's own spinoff series) although out of all features to be added to SMBX I would assume adding in new tiles would be the easiest. At least much easier than in SMW hacking and I believe some of the people working on SMBX 2.0 have done some romhacking or are familiar with it so that is why I predict seeing a lot of SMW npc, blocks, and tiles in the future.
Westretroman wrote:
Artemis009 wrote:
TheTrueMarioMaster wrote: I see, in that case the complexity of the AI involves what the enemy is capable of like how a Chargin' Chuck AI would be more complex compared to that of a koopa troopa. Thinking about it out of all the classic Mario Platformers I would say Yoshi's Island enemies tend to be the most complex in behaviour, even some of the more simple ones like shy guys and goombas in that game. Speaking of which are any Yoshi's Island enemies going to be added in the future or is the main focus just the first three Super Mario Bros plus Super Mario World. Though to be honest I do expect to see a lot of Super Mario World stuff in this project.
Mario World 2's tile sets are extremely expansive and hard to use properly in the wrong engine. Source, I attempted to use YI2 tiles in Mario World. There are just so many variations and a lot of them have to be used in conjunction with other specific tiles, otherwise they don't look right.
But he is mainly, mentioning the enemies from YI, some which appeared in Super Mario Advance 4's World-E. It would be nice to have something like a Bumpty, like 1.4 has.
I wouldn't mind seeing Bumpty too along with other 1.4 features but with more accurate physics to the Mario games. Although the thing with Bumpty is that it's not just solid but also bumps the player away when the player runs into it so that new property would have to be added and it would be great if that property could be put on other enemies too.

MrVaderSpino
Swooper
Swooper
Posts: 66
Joined: Tue Apr 24, 2018 9:09 am

Re: SMBX2 (2.0 Beta 3)

Postby MrVaderSpino » Tue Apr 24, 2018 10:48 pm

There Are Total By 500 NPCs Including By The King Bill or etc. Many Changes or Bug Fixes and Improvements About The Next Beta Release. 8-) :D

MrVaderSpino
Swooper
Swooper
Posts: 66
Joined: Tue Apr 24, 2018 9:09 am

Re: SMBX2 (2.0 Beta 3)

Postby MrVaderSpino » Tue Apr 24, 2018 11:04 pm

Reign wrote:
Enjl wrote:
Reign wrote:Kind of a stupid question, but I noticed you can add over 21 sections to a level in SMBX 2.0. Is there a limit to those?
Yeah it's 21.
The additional sections are only for the PGE engine LVLX format.
Only .lvlx Format That's Additional of More Sections in PGE Editor.

Amyrakunejo
Spike
Spike
Posts: 268
Joined: Thu Apr 06, 2017 10:23 am
Flair: Philosophical, Pagan, Anarchist Femme Fair Gamer
Pronouns: she/her, they/them

Re: SMBX2 (2.0 Beta 3)

Postby Amyrakunejo » Wed Apr 25, 2018 2:01 am

PixelPest wrote:As stated before, that function is only for .lvlx files, which are not yet supported though are a WIP file format for the future, so no.
I missed that somewhere, likely during a catchup where I don't read every single sentence.


Return to “Archives”

Who is online

Users browsing this forum: No registered users and 1 guest

SMWCentralTalkhausMario Fan Games GalaxyKafukaMarioWikiSMBXEquipoEstelari