SMBX2 (2.0 Beta 3)

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TheTrueMarioMaster
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Re: SMBX2 (2.0 Beta 3)

Postby TheTrueMarioMaster » Fri May 04, 2018 2:15 am

Enjl wrote:
TheTrueMarioMaster wrote:
Electriking wrote: Reskin the SMW Lakitu. Done.
SMW Lakitu move differently then SMB Lakitu and I'm tired of this reskin old enemies to make them into "new" enemies mentality which was something you were forced to do in 1.3.0.1 but with 1.4.4 and 2.0 you can code new enemies from scratch. Speaking of which I wouldn't mind seeing more SMB3 koopalings behave like their counterparts and are not just a reskin of Larry and I remember a few levels make them legit so I know it's possible.
Are we forgetting that SMBX 1.3 has a built in feature where Lakitus placed at this y-coordinate will move more akin to the ones in older games?
Just npc:transform(newid) over the spiny eggs as they spawn to get them to fire a different NPC, really.
https://i.imgur.com/uZahKbJ.mp4
Must have missed that. Need to play more SMBX cause most of the time I encounter SMB3 Lakitu they always stay at the top of the screen moving in a non-linear motion. Guess it would be better to give SMB3 lakitu the ability to throw different npcs like the SMW lakitu does but with the green spiny egg enemies as the default rather then create a second SMB3 Lakitu enemy. Although as you mentioned I could probably code it in with SMBX 2.0 Beta 3 for the time being although since I keep hearing Beta 3 levels will be incompatible with Beta 4 I'm thinking of maybe just waiting for beta 4.

ElectriKong
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Re: SMBX2 (2.0 Beta 3)

Postby ElectriKong » Fri May 04, 2018 5:28 am

TheTrueMarioMaster wrote:I keep hearing Beta 3 levels will be incompatible with Beta 4 I'm thinking of maybe just waiting for beta 4.
What? Where have you heard this? Pretty sure that is not true.

Emral
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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Fri May 04, 2018 9:28 am

TheTrueMarioMaster wrote:
Enjl wrote:
TheTrueMarioMaster wrote: SMW Lakitu move differently then SMB Lakitu and I'm tired of this reskin old enemies to make them into "new" enemies mentality which was something you were forced to do in 1.3.0.1 but with 1.4.4 and 2.0 you can code new enemies from scratch. Speaking of which I wouldn't mind seeing more SMB3 koopalings behave like their counterparts and are not just a reskin of Larry and I remember a few levels make them legit so I know it's possible.
Are we forgetting that SMBX 1.3 has a built in feature where Lakitus placed at this y-coordinate will move more akin to the ones in older games?
Just npc:transform(newid) over the spiny eggs as they spawn to get them to fire a different NPC, really.
https://i.imgur.com/uZahKbJ.mp4
Must have missed that. Need to play more SMBX cause most of the time I encounter SMB3 Lakitu they always stay at the top of the screen moving in a non-linear motion. Guess it would be better to give SMB3 lakitu the ability to throw different npcs like the SMW lakitu does but with the green spiny egg enemies as the default rather then create a second SMB3 Lakitu enemy. Although as you mentioned I could probably code it in with SMBX 2.0 Beta 3 for the time being although since I keep hearing Beta 3 levels will be incompatible with Beta 4 I'm thinking of maybe just waiting for beta 4.
We can't edit 1.3 NPCs. Also I made a blog post about the version differences:
http://horikawaotane.com/smbx/blog/2018 ... r-updates/
tl;dr the differences don't matter to you

Yang
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Re: SMBX2 (2.0 Beta 3)

Postby Yang » Fri May 04, 2018 9:43 am

I wish 2.0 worked for me, but every time I try to test a level, it says, "Level was closed with error".

PixelPest
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Re: SMBX2 (2.0 Beta 3)

Postby PixelPest » Fri May 04, 2018 9:51 am

Yang wrote:I wish 2.0 worked for me, but every time I try to test a level, it says, "Level was closed with error".
Does it say what the error is?

Yang
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Re: SMBX2 (2.0 Beta 3)

Postby Yang » Fri May 04, 2018 9:59 am

Nope, just everything I stated in the quotation marks.

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Re: SMBX2 (2.0 Beta 3)

Postby Wohlstand » Fri May 04, 2018 11:12 am

Yang wrote:Nope, just everything I stated in the quotation marks.
At first, you must to update PGE toolchain as Beta3's is VERY buggy and VERY outdated: https://wohlsoft.ru/forum/viewtopic.php?f=11&t=1977

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Re: SMBX2 (2.0 Beta 3)

Postby Yang » Fri May 04, 2018 11:54 am

oh, i guess I should make sure I have everything next time.

Emral
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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Sun May 06, 2018 12:31 pm

http://horikawaotane.com/smbx/blog/2018 ... etics-2-0/
A quick look at the claims sheet or presence in codehaus on discord always always spoils the blog posts a few days in advance, but not everyone does this, so here's a recap of last week!

GforGoomba
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Re: SMBX2 (2.0 Beta 3)

Postby GforGoomba » Sun May 06, 2018 12:37 pm

Enjl wrote:
Sun May 06, 2018 12:31 pm
http://horikawaotane.com/smbx/blog/2018 ... etics-2-0/
A quick look at the claims sheet or presence in codehaus on discord always always spoils the blog posts a few days in advance, but not everyone does this, so here's a recap of last week!
Maps will be 3D? :thinking:

Westretroman
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Re: SMBX2 (2.0 Beta 3)

Postby Westretroman » Sun May 06, 2018 12:40 pm

GforGoomba wrote:
Sun May 06, 2018 12:37 pm
Enjl wrote:
Sun May 06, 2018 12:31 pm
http://horikawaotane.com/smbx/blog/2018 ... etics-2-0/
A quick look at the claims sheet or presence in codehaus on discord always always spoils the blog posts a few days in advance, but not everyone does this, so here's a recap of last week!
Maps will be 3D? :thinking:
No, there will be a option to make it 3D.
The real question: Will there be lost levels' red springboards.
Last edited by Westretroman on Sun May 06, 2018 12:48 pm, edited 1 time in total.

GforGoomba
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Re: SMBX2 (2.0 Beta 3)

Postby GforGoomba » Sun May 06, 2018 12:43 pm

Westretroman wrote:
Sun May 06, 2018 12:40 pm
GforGoomba wrote:
Sun May 06, 2018 12:37 pm
Enjl wrote:
Sun May 06, 2018 12:31 pm
http://horikawaotane.com/smbx/blog/2018 ... etics-2-0/
A quick look at the claims sheet or presence in codehaus on discord always always spoils the blog posts a few days in advance, but not everyone does this, so here's a recap of last week!
Maps will be 3D? :thinking:
No, there will be a option to make it 3D.
Sounds awesome! Can levels be 3D also?

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Re: SMBX2 (2.0 Beta 3)

Postby PixelPest » Sun May 06, 2018 12:56 pm

GforGoomba wrote:
Sun May 06, 2018 12:43 pm
Westretroman wrote:
Sun May 06, 2018 12:40 pm
GforGoomba wrote:
Sun May 06, 2018 12:37 pm


Maps will be 3D? :thinking:
No, there will be a option to make it 3D.
Sounds awesome! Can levels be 3D also?
Not using the same tech really since this is only really meant for drawing 2D SMB3 overworlds in 3D, which are a bird's eye view

Taycamgame
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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Sun May 06, 2018 1:06 pm

Wait, so it doesn't work for SMW maps? I wonder what it would look like if one was to attempt to use a smw map for this...

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Re: SMBX2 (2.0 Beta 3)

Postby Hoeloe » Sun May 06, 2018 1:10 pm

It'll "work" for anything, but there's no real way to make SMW world map tiles look correct, since they rely on a very specific camera angle.

MrVaderSpino
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Re: SMBX2 (2.0 Beta 3)

Postby MrVaderSpino » Sun May 06, 2018 1:11 pm

Red Springboard and Monty Mole has now added.. Nice :o

GforGoomba
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Re: SMBX2 (2.0 Beta 3)

Postby GforGoomba » Sun May 06, 2018 1:30 pm

Hoeloe wrote:
Sun May 06, 2018 1:10 pm
It'll "work" for anything, but there's no real way to make SMW world map tiles look correct, since they rely on a very specific camera angle.
There might be a way, don't know if it'll work. Use custom graphics for the sides of a hill, like this Pokeball templateImage
and make the sides go straight upward. The finished product willlook like this.
Image
Except the button will be on top

Westretroman
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Re: SMBX2 (2.0 Beta 3)

Postby Westretroman » Sun May 06, 2018 2:22 pm

GforGoomba wrote:
Sun May 06, 2018 1:30 pm
Hoeloe wrote:
Sun May 06, 2018 1:10 pm
It'll "work" for anything, but there's no real way to make SMW world map tiles look correct, since they rely on a very specific camera angle.
There might be a way, don't know if it'll work. Use custom graphics for the sides of a hill, like this Pokeball templateImage
and make the sides go straight upward. The finished product willlook like this.
Image
Except the button will be on top
That'd look janky though.

GDKeptr
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Re: SMBX2 (2.0 Beta 3)

Postby GDKeptr » Sun May 06, 2018 2:45 pm

I really like those new NPCs that are coming to Beta 4, can't wait for it to come out!

Hoeloe
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Re: SMBX2 (2.0 Beta 3)

Postby Hoeloe » Sun May 06, 2018 4:44 pm

Currently the 3D map only supports a heightmap, so you can't have sudden changes in height, only changes over one tile width.


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