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ZanMan6144
- Cheep-Cheep

- Posts: 10
- Joined: Mon Mar 19, 2018 11:21 am
Postby ZanMan6144 » Sat Apr 28, 2018 11:11 am
Enjl wrote:For the full release of 2.0 we plan to have a lot of the 1.4-exclusive features included in 2.0.
Great! I was really darn missing those flagpoles. 
EDIT: Also, how do I get the coordinates of a block?
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
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Postby PixelPest » Sat Apr 28, 2018 11:59 am
ZanMan6144 wrote:Enjl wrote:For the full release of 2.0 we plan to have a lot of the 1.4-exclusive features included in 2.0.
Great! I was really darn missing those flagpoles. 
EDIT: Also, how do I get the coordinates of a block?
Right click and go into "Properties"
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Taycamgame
- Gold Yoshi Egg

- Posts: 1483
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- Flair: Stargard
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Postby Taycamgame » Sat Apr 28, 2018 12:10 pm
btw the flagpoles in 38a only activate if you touch the flag at the top. In 2.0 will they activate no matter where you touch them?
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Snessy the duck
- Mouser

- Posts: 2699
- Joined: Sat Sep 20, 2014 6:04 am
Postby Snessy the duck » Sat Apr 28, 2018 12:13 pm
Could we maybe also get flagpoles that don't end the level when you touch them, like the ones from SMA4
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WildW
- Rocky Wrench

- Posts: 676
- Joined: Thu Dec 14, 2017 2:21 pm
- Flair: C# more like Db
- Pronouns: he/him
Postby WildW » Sun Apr 29, 2018 10:27 pm
Snessy the duck wrote:Could we maybe also get flagpoles that don't end the level when you touch them, like the ones from SMA4
What would we need these for?
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ElectriKong
- Bowser

- Posts: 4652
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Postby ElectriKong » Mon Apr 30, 2018 2:09 am
WildWEEGEE wrote:Snessy the duck wrote:Could we maybe also get flagpoles that don't end the level when you touch them, like the ones from SMA4
What would we need these for?
Fake flag poles?
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Mon Apr 30, 2018 5:46 am
Electriking wrote:
Fake flag poles?
Friendly flag = fake anything.
I looked up a video of the SMA4 ones and the person playing stood in place after grabbing it because they didn't realise it didnt end the level. I checked out another video and the same thing happened. Sounds like a bad idea to include.
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Teemster2
- Rocky Wrench

- Posts: 622
- Joined: Sat Jan 18, 2014 11:56 am
Postby Teemster2 » Mon Apr 30, 2018 12:03 pm
Seems like everyone else besides Rednexala and you are distracted with other stuff so how is progress going on SMBX2? What are the things being worked on the most right now? It's obviously not NPC's as the resource page has had little change for several weeks so that is why I am asking. I know PixelPest and others are busy with a contest but that should be over soon so maybe progress will start to pick up again?
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ZanMan6144
- Cheep-Cheep

- Posts: 10
- Joined: Mon Mar 19, 2018 11:21 am
Postby ZanMan6144 » Mon Apr 30, 2018 5:09 pm
PixelPest wrote:ZanMan6144 wrote:Enjl wrote:For the full release of 2.0 we plan to have a lot of the 1.4-exclusive features included in 2.0.
Great! I was really darn missing those flagpoles. 
EDIT: Also, how do I get the coordinates of a block?
Right click and go into "Properties"
Great, now I know! 
EDIT: I know the PGE Engine is in alpha, but why can you move off the map's pathways? Is this a testing feature?
Last edited by ZanMan6144 on Tue May 01, 2018 8:41 am, edited 1 time in total.
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
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Postby Wohlstand » Mon Apr 30, 2018 5:16 pm
ZanMan6144 wrote:EDIT: I know the PGE Editor is in alpha, but why can you move off the map's pathways?
I'll fix you: PGE Editor (current version 0.3.1.14 on moment when I wrote this post) is long time a RELEASE and it is widely used for level and episode creation for Vanilla SMBX, LunaLua-SMBX and partial support for SMBX-38A. PGE Engine is alpha, it's WIP drop-in replacement of clunky SMBX Engine which is still in works.
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ZanMan6144
- Cheep-Cheep

- Posts: 10
- Joined: Mon Mar 19, 2018 11:21 am
Postby ZanMan6144 » Tue May 01, 2018 8:41 am
Thanks, I fixed my post.
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ZanMan6144
- Cheep-Cheep

- Posts: 10
- Joined: Mon Mar 19, 2018 11:21 am
Postby ZanMan6144 » Tue May 01, 2018 8:46 am
Enjl wrote: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.
I'm really happy I'm a computer & programming geek.
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Teemster2
- Rocky Wrench

- Posts: 622
- Joined: Sat Jan 18, 2014 11:56 am
Postby Teemster2 » Tue May 01, 2018 1:52 pm
ZanMan6144 wrote:Enjl wrote: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.
I'm really happy I'm a computer & programming geek.
Great feel free to check out the resource claims sheet and start adding some new NPC's to the game if your interested if your not already doing so.
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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Postby Wohlstand » Tue May 01, 2018 1:53 pm
ZanMan6144 wrote:Thanks, I fixed my post.
Anyway, I wasn't understood your ```but why can you move off the map's pathways?``` question, can you explain it more detailed?
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ElectriKong
- Bowser

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Postby ElectriKong » Tue May 01, 2018 2:42 pm
Teemster2 wrote:ZanMan6144 wrote:Enjl wrote:Didn't I already answer all of this?
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.
I'm really happy I'm a computer & programming geek.
Great feel free to check out the resource claims sheet and start adding some new NPC's to the game if your interested if your not already doing so.
You can't just join the SMBX2 Dev team like that.
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PixelPest
- Link

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Postby PixelPest » Tue May 01, 2018 2:49 pm
Teemster2 wrote:ZanMan6144 wrote:Enjl wrote:Didn't I already answer all of this?
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.
I'm really happy I'm a computer & programming geek.
Great feel free to check out the resource claims sheet and start adding some new NPC's to the game if your interested if your not already doing so.
Only devs have access to the repo and editing permissions for the claims sheet. People who are interested though and can show some programming proficiency in LunaLua should join the codehaus Discord server though
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Tue May 01, 2018 4:46 pm
There might be a big blog post coming this weekend... stay tuned!
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Rixitic
- Spike

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- Joined: Sat Dec 12, 2015 1:00 am
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Postby Rixitic » Tue May 01, 2018 9:39 pm
Technically everyone should be able to access the claims sheet, it's just that only the devs can edit it.
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PixelPest
- Link

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Postby PixelPest » Tue May 01, 2018 10:08 pm
not rockythechao wrote:Technically everyone should be able to access the claims sheet, it's just that only the devs can edit it.
Yeah true. Was thinking that while writing my post but...it didn't come out
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JuanNoob
- Goomba

- Posts: 1
- Joined: Tue May 01, 2018 10:00 pm
Postby JuanNoob » Tue May 01, 2018 10:12 pm
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