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GforGoomba
- Rocky Wrench

- Posts: 628
- Joined: Sat May 05, 2018 11:08 am
- Flair: It... it worked...
Postby GforGoomba » Sun May 06, 2018 5:45 pm
Hoeloe wrote: ↑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.
So I looked up a heightmap and found this (Not the exact words) "A heightmap is a bitmap image used to register height". And I found a picture of a GTA V one

So what you are saying is that our heightmaps cannot have a solid white dot without gradient on the side?
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sun May 06, 2018 6:37 pm
The map interpolates between pixels. Each pixel represents one tile on the map, not one pixel. Considering SMBX tiles store no information about wall edges and such, having a sudden jump without interpolation would inevitably cause clipping.
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Teemster2
- Rocky Wrench

- Posts: 622
- Joined: Sat Jan 18, 2014 11:56 am
Postby Teemster2 » Mon May 07, 2018 1:53 am
I know this is a work in progress but after someone else pointed out the shadows in the 3d world map look off I also noticed that myself. Just thought I would let you know in case you did not already catch this. Nice to see a few more NPC's added and the option to include more BGO's. I still suggest the final version not be released until you cram as much content into this game as you can. Make it like solid gold so people just have that "wow i'm blown away" feeling because there is just so much content they get lost in it in a good way. This is looking to be really good when finished. I like Mario Maker but the lack of content and NPC's for MM is sad and SMBX is doing a much better job at this. Still waiting to see more base game NPC's or the completion of Phanto. I know we will get there eventually and I can't wait for more dev updates.
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Mon May 07, 2018 6:07 am
Teemster2 wrote: ↑Mon May 07, 2018 1:53 am
I like Mario Maker but the lack of content and NPC's for MM is sad and SMBX is doing a much better job at this.
I'm completely the other way around. I think the amount of content in Mario Maker is perfect. It encourages people to think outside the box and the amount of interactions is just insane.
Teemster2 wrote: ↑Mon May 07, 2018 1:53 am
I know this is a work in progress but after someone else pointed out the shadows in the 3d world map look off I also noticed that myself.
The shadows are not "off". They're demonstrating that a light source can be used to cast a shadow on the environment using map3d's heightmaps.
We have a todo list for release on the claims sheet. Once we got all of that solid, we'll release. We're not going to arbitrarily lengthen the release by finishing all the claimed NPCs.
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Hoeloe
- Phanto

- Posts: 1465
- Joined: Sat Oct 03, 2015 6:18 pm
- Flair: The Codehaus Girl
- Pronouns: she/her
Postby Hoeloe » Mon May 07, 2018 6:26 am
Enjl wrote: ↑Mon May 07, 2018 6:07 am
The shadows are not "off". They're demonstrating that a light source can be used to cast a shadow on the environment using map3d's heightmaps.
The light direction and ambient lighting are customisable, as is the shading style. This particular screenshot is using the cel shaded style, but it can use Lambert lighting, or no lighting. It's very easy to tweak the lighting however you like.
Also, technically there's no "shadow" casting, only direct illumination. Things are only in shadow if they're facing away from the light source, and it doesn't take into account occlusion of the light source by other objects. That is something I COULD implement, but would make things a lot more complex, take a lot of time, and will probably tank the performance.
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Ditchencat
- Purple Yoshi Egg

- Posts: 106
- Joined: Wed Dec 28, 2016 7:28 pm
Postby Ditchencat » Mon May 07, 2018 8:36 am
Enjl wrote: ↑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.
Ditchencat wrote: *sigh*
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Teemster2
- Rocky Wrench

- Posts: 622
- Joined: Sat Jan 18, 2014 11:56 am
Postby Teemster2 » Tue May 08, 2018 1:10 pm
Enjl wrote: ↑Mon May 07, 2018 6:07 am
We have a todo list for release on the claims sheet. Once we got all of that solid, we'll release. We're not going to arbitrarily lengthen the release by finishing all the claimed NPCs.
I saw the new to do list and even saw Horikawa Otane was back on the project helping out. As for releasing the final beta before all claimed NPC's are completed well I understand that because some of the claimed NPC's may never actually be finished or completed in time but I was just pointing out that with the possibility to keep adding new content endlessly to the game means there does not need to be a final release but that's just my way of thinking.
I still think before final release a few more base game NPC's are needed but everything else is looking great. I would love to see a few more air enemies that hurt when you land on top of them. I think we only have 1 enemy that you can't land on without getting hurt. Some more Bro's and Urchin would be nice to but i'm sure i'm sounding like a broken record asking for these repeatedly. Just saying it would be nice to see a bit more variety and a few more base game enemies before release.
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Tue May 08, 2018 1:21 pm
Teemster2 wrote: ↑Tue May 08, 2018 1:10 pm
Enjl wrote: ↑Mon May 07, 2018 6:07 am
We have a todo list for release on the claims sheet. Once we got all of that solid, we'll release. We're not going to arbitrarily lengthen the release by finishing all the claimed NPCs.
I saw the new to do list and even saw Horikawa Otane was back on the project helping out. As for releasing the final beta before all claimed NPC's are completed well I understand that because some of the claimed NPC's may never actually be finished or completed in time but I was just pointing out that with the possibility to keep adding new content endlessly to the game means there does not need to be a final release but that's just my way of thinking.
I still think before final release a few more base game NPC's are needed but everything else is looking great. I would love to see a few more air enemies that hurt when you land on top of them. I think we only have 1 enemy that you can't land on without getting hurt. Some more Bro's and Urchin would be nice to but i'm sure i'm sounding like a broken record asking for these repeatedly. Just saying it would be nice to see a bit more variety and a few more base game enemies before release.
Nobody ever claimed there would be a "final release". There will be a "final beta" in the future though, which will happen before we can move over to proper version numbering. The difference will be that while there won't be guaranteed compatibility between betas, there will be guaranteed compatibility between full releases.
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Taycamgame
- Gold Yoshi Egg

- Posts: 1483
- Joined: Mon Jun 19, 2017 11:35 am
- Flair: Stargard
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Contact:
Postby Taycamgame » Tue May 08, 2018 1:29 pm
How would there be compatibility between full releases guaranteed, if this is not the case for betas? Like, what would be different?
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ElectriKong
- Bowser

- Posts: 4652
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Postby ElectriKong » Tue May 08, 2018 1:41 pm
Taycamgame wrote: ↑Tue May 08, 2018 1:29 pm
How would there be compatibility between full releases guaranteed, if this is not the case for betas? Like, what would be different?
By full release, they would probably have sorted out all the code that is relevant to compatibility between versions. Basically in a state where such code no longer will need to be changed.
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Tue May 08, 2018 4:25 pm
Electriking wrote: ↑Tue May 08, 2018 1:41 pm
Taycamgame wrote: ↑Tue May 08, 2018 1:29 pm
How would there be compatibility between full releases guaranteed, if this is not the case for betas? Like, what would be different?
By full release, they would probably have sorted out all the code that is relevant to compatibility between versions. Basically in a state where such code no longer will need to be changed.
Exactly. Throughout the betas, we are establishing the basic systems necessary to go forward. Those will not need to be changed in significant ways once their base is sane.
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Teemster2
- Rocky Wrench

- Posts: 622
- Joined: Sat Jan 18, 2014 11:56 am
Postby Teemster2 » Wed May 09, 2018 12:24 am
Enjl wrote: ↑Tue May 08, 2018 1:21 pm
Teemster2 wrote: ↑Tue May 08, 2018 1:10 pm
Enjl wrote: ↑Mon May 07, 2018 6:07 am
We have a todo list for release on the claims sheet. Once we got all of that solid, we'll release. We're not going to arbitrarily lengthen the release by finishing all the claimed NPCs.
I saw the new to do list and even saw Horikawa Otane was back on the project helping out. As for releasing the final beta before all claimed NPC's are completed well I understand that because some of the claimed NPC's may never actually be finished or completed in time but I was just pointing out that with the possibility to keep adding new content endlessly to the game means there does not need to be a final release but that's just my way of thinking.
I still think before final release a few more base game NPC's are needed but everything else is looking great. I would love to see a few more air enemies that hurt when you land on top of them. I think we only have 1 enemy that you can't land on without getting hurt. Some more Bro's and Urchin would be nice to but i'm sure i'm sounding like a broken record asking for these repeatedly. Just saying it would be nice to see a bit more variety and a few more base game enemies before release.
Nobody ever claimed there would be a "final release". There will be a "final beta" in the future though, which will happen before we can move over to proper version numbering. The difference will be that while there won't be guaranteed compatibility between betas, there will be guaranteed compatibility between full releases.
That I can understand. A Beta is more or less a test version so that makes sense that the Beta's will eventually end and then it will be full releases. Thanks for clarifying that.
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ZanMan6144
- Cheep-Cheep

- Posts: 10
- Joined: Mon Mar 19, 2018 11:21 am
Postby ZanMan6144 » Wed May 09, 2018 1:57 pm
Wohlstand wrote: ↑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?
It's okay, I found out I had "world freedom" checked in the level test settings.
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
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Postby Wohlstand » Wed May 09, 2018 6:12 pm
ZanMan6144 wrote: ↑Wed May 09, 2018 1:57 pm It's okay, I found out I had "world freedom" checked in the level test settings.
Ow, Yeah! It's the cheat settings made for debug purpose. So, now you know what it is and for what it is made 
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MrVaderSpino
- Swooper

- Posts: 66
- Joined: Tue Apr 24, 2018 9:09 am
Postby MrVaderSpino » Thu May 10, 2018 4:32 am
Thats mean i currently walk to 750 Npcs including the King Bill And Expanded SMB3 Npcs then Posible Release...
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SMBX8TerrariaFan
- Koopa

- Posts: 17
- Joined: Wed Feb 21, 2018 7:53 am
Postby SMBX8TerrariaFan » Fri May 11, 2018 2:22 am
I apologize if this is redundant but why is it that some antivirus programs think that:
-SMBX2 exe is malware or infected(in the case of Avast)
-The pge_editor is considered as malware(in the case of Bitdefender)
I'm curious because when I updated PGE inside SMBX2 Beta 3(manually) Bitdefender started deleting the pge_editor.exe specifically and repeatedly.
Later on, when I checked Bitdefender, the antivirus considered that the pge_editor of SMBX Beta 3 is malware.
I'm asking why because I know that SMBX 2 Beta 3(or any other version for that matter) is not a virus
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IAmPlayer
- Volcano Lotus

- Posts: 560
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- Flair: I'm a hellspawn.
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Contact:
Postby IAmPlayer » Fri May 11, 2018 4:42 am
SMBX8TerrariaFan wrote:
I apologize if this is redundant but why is it that some antivirus programs think that:
-SMBX2 exe is malware or infected(in the case of Avast)
-The pge_editor is considered as malware(in the case of Bitdefender)
I'm curious because when I updated PGE inside SMBX2 Beta 3(manually) Bitdefender started deleting the pge_editor.exe specifically and repeatedly.
Later on, when I checked Bitdefender, the antivirus considered that the pge_editor of SMBX Beta 3 is malware.
I'm asking why because I know that SMBX 2 Beta 3(or any other version for that matter) is not a virus
Maybe you should've just deactivate antivirus when you're trying to install SMBX.
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Reign
- Chain Chomp

- Posts: 327
- Joined: Tue Jan 21, 2014 4:22 am
Postby Reign » Fri May 11, 2018 4:52 am
1AmPlayer wrote: ↑Fri May 11, 2018 4:42 am
Maybe you should've just deactivate antivirus when you're trying to install SMBX.
This is not a good solution.
I know for a fact that there are people who just gave up on SMBX 2.0 because Norton considered it malware and deleted the exe file. There are many people can't be bothered making exceptions in the firewall settings or turning it off temporarily. This is actually a big issue if we want to make SMBX 2.0 as popular as 1.3.
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Westretroman
- Eerie

- Posts: 704
- Joined: Tue Mar 29, 2016 6:50 pm
Postby Westretroman » Fri May 11, 2018 4:56 am
Reign wrote: ↑Fri May 11, 2018 4:52 am
1AmPlayer wrote: ↑Fri May 11, 2018 4:42 am
Maybe you should've just deactivate antivirus when you're trying to install SMBX.
This is not a good solution.
I know for a fact that there are people who just gave up on SMBX 2.0 because Norton considered it malware and deleted the exe file. There are many people can't be bothered making exceptions in the firewall settings or turning it off temporarily. This is actually a big issue if we want to make SMBX 2.0 as popular as 1.3.
Indeed it is, but I also had another issue with a similar fangame, Mariovania, just had to add it to my exceptions list before, so really, this is not a big issue, because it depends on what antivirus you are using (I use McAfee and never get this.) and what the file in question is and where it originates. I'd say this is a bit of a annoying issue.
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SMBX8TerrariaFan
- Koopa

- Posts: 17
- Joined: Wed Feb 21, 2018 7:53 am
Postby SMBX8TerrariaFan » Fri May 11, 2018 6:15 am
Um.. Just to clarify, I'm not talking about troubles in installing SMBX2 Beta 3(I'm waiting for Beta 4 anyways)
I'm only asking if anyone has a clue or an explanation as to why some antiviruses see SMBX2 Beta 3 or PGE editor exes as malware
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