SMBX2 (2.0 Beta 3)

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ElectriKong
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Re: SMBX2 (2.0 Beta 3)

Postby ElectriKong » Wed May 16, 2018 12:18 pm

Westretroman wrote:
Wed May 16, 2018 9:16 am
Murphmario wrote:
Wed May 16, 2018 8:17 am
Electriking wrote:
Wed May 16, 2018 2:48 am

If you check the Mario Wiki there are no references at all to red (or any other variant) donut blocks in SMB3. The only variants referenced are the icy donut blocks from NSMB2 and larger donut blocks in YNI.

If SMB3 has red Donut blocks in the form they take take in SMBX, then screenshot a level that does have them (because I can't play SMB3 right now and there are no images containing such blocks on the internet).
They're in World 4 Fortress 2 and I think they're in Bowser's Castle as well.
Yep. Also the Wiki is not always reliable.
http://www.nesmaps.com/maps/SuperMarioB ... ress2.html
They don't behave like SMBX's red donut blocks though, they are just recolour's of the normal donut blocks. And even though the wiki may not always be reliable, you would at least think they would mention that other varieties exist (which in the case of SMB3, they don't).

Teemster2
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Re: SMBX2 (2.0 Beta 3)

Postby Teemster2 » Wed May 16, 2018 12:22 pm

1AmPlayer wrote:
Wed May 16, 2018 4:27 am
Amyrakunejo wrote:
Tue May 15, 2018 10:04 pm
Sumo Brothers appear in World 3 and more often in worlds past 4. They jump, and upon landing, shake the ground, stunning the player if they're touching the ground. I think some of us need some refreshers. Go play Mario 3. I likely will later.
That's not Sumo Bros. if it appears in SMB3. The one that shake the ground is Sledge Bros. in World 4, in world 3 they didn't even appear at all.

Also, Sumo Bros. in common makes sense, i guess, i mean, the only level i remember they appeared in is Funky, and it's the last level ever in SMW.
Actually they were in 2-3 levels. They were in one of the levels on the lower bridge just after you come out of the cave world.

IAmPlayer
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Re: SMBX2 (2.0 Beta 3)

Postby IAmPlayer » Thu May 17, 2018 1:00 pm

Teemster2 wrote:
Wed May 16, 2018 12:22 pm
1AmPlayer wrote:
Wed May 16, 2018 4:27 am
Amyrakunejo wrote:
Tue May 15, 2018 10:04 pm
Sumo Brothers appear in World 3 and more often in worlds past 4. They jump, and upon landing, shake the ground, stunning the player if they're touching the ground. I think some of us need some refreshers. Go play Mario 3. I likely will later.
That's not Sumo Bros. if it appears in SMB3. The one that shake the ground is Sledge Bros. in World 4, in world 3 they didn't even appear at all.

Also, Sumo Bros. in common makes sense, i guess, i mean, the only level i remember they appeared in is Funky, and it's the last level ever in SMW.
Actually they were in 2-3 levels. They were in one of the levels on the lower bridge just after you come out of the cave world.
Is it the Cheese Bridge or the Butter Bridge?

Taycamgame
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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Thu May 17, 2018 1:05 pm

Cheese bridge was the lower one, and there was only one level on the lower bridge. The upper bridge was Butter Bridge 1/2.

Goomba98
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Re: SMBX2 (2.0 Beta 3)

Postby Goomba98 » Thu May 17, 2018 5:46 pm

You're actually thinking of Cookie Mountain. You get there after Cheese Bridge and before the castle, and if I remember correctly that's the only world 4 level with the Sumo Bros.

Ljw1765
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Re: SMBX2 (2.0 Beta 3)

Postby Ljw1765 » Thu May 17, 2018 6:17 pm

This discussion is starting to make me hungry now.. The location names in SMW were interestingly tasty-sounding.

Also,
Hoeloe wrote:
Tue May 15, 2018 7:49 am
I'm 100% certain that screenshot is merely a mockup and was never actually a useable product. Nonetheless, I think Beta 4's collection of NPCs is shaping up nicely...
Looks great! You guys have really done some awesome work with SMBX. Thanks for all the time and effort you all devote to this. Looking forward to the next beta with excitement.

Taycamgame
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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Fri May 18, 2018 3:17 am

Also i just realised all the Chucks pretty much look the same... how would anyone be able to tell them apart?

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Re: SMBX2 (2.0 Beta 3)

Postby PixelPest » Fri May 18, 2018 7:29 am

Taycamgame wrote:
Fri May 18, 2018 3:17 am
Also i just realised all the Chucks pretty much look the same... how would anyone be able to tell them apart?
By their behaviour

Archived
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Re: SMBX2 (2.0 Beta 3)

Postby Archived » Fri May 18, 2018 9:28 am

PixelPest wrote:
Fri May 18, 2018 7:29 am
Taycamgame wrote:
Fri May 18, 2018 3:17 am
Also i just realised all the Chucks pretty much look the same... how would anyone be able to tell them apart?
By their behaviour
And to add on to that each of the chuck's has different animations before they act in the original SMW so I imagine they will follow that.

Taycamgame
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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Fri May 18, 2018 11:54 am

I also just thought of a pretty interesting gimmick idea with the new plants and redirectors:
The Plant Maze.
How it would work(ish): The player hits a ? block which makes a plant appear (probably the orange one), which they have to navigate through a maze of walls. If they are successful they can climb up to a new area, if not then they cannot get past. Now... one thing i do want to know, would it be possible for a challenge of this sort to be reset if the player fails it?

LP76
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Re: SMBX2 (2.0 Beta 3)

Postby LP76 » Fri May 18, 2018 12:48 pm

Perhaps you could retexture the SMB axe to be invisible to act as a trigger, and place it on the wrong path, so when the player goes the wrong way, he/she hits the axe and is teleported somewhere else.

Emral
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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Fri May 18, 2018 1:16 pm

LP76 wrote:
Fri May 18, 2018 12:48 pm
Perhaps you could retexture the SMB axe to be invisible to act as a trigger, and place it on the wrong path, so when the player goes the wrong way, he/she hits the axe and is teleported somewhere else.
In the most recent blog post I talk about a new NPC that was added which behaves like invisible axes but is invisible and has nogravity by default, but is visible in the editor. So if you want to use invisible axes once B4 is out, you'll have an easier time using that NPC.

TheTrueMarioMaster
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Re: SMBX2 (2.0 Beta 3)

Postby TheTrueMarioMaster » Fri May 18, 2018 2:30 pm

LP76 wrote:
Fri May 18, 2018 12:48 pm
Perhaps you could retexture the SMB axe to be invisible to act as a trigger, and place it on the wrong path, so when the player goes the wrong way, he/she hits the axe and is teleported somewhere else.
Except if it's a level that uses the SMB axe as well like in the official Super Mario Bros 4-4 and 7-4. You shouldn't always rely on retexturing as a shortcut cause it can limit your options.

ElectriKong
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Re: SMBX2 (2.0 Beta 3)

Postby ElectriKong » Fri May 18, 2018 6:09 pm

TheTrueMarioMaster wrote:
Fri May 18, 2018 2:30 pm
LP76 wrote:
Fri May 18, 2018 12:48 pm
Perhaps you could retexture the SMB axe to be invisible to act as a trigger, and place it on the wrong path, so when the player goes the wrong way, he/she hits the axe and is teleported somewhere else.
Except if it's a level that uses the SMB axe as well like in the official Super Mario Bros 4-4 and 7-4. You shouldn't always rely on retexturing as a shortcut cause it can limit your options.
Why did you list just 2 if the castle levels lol?
Also like how you claim you would limit your options doing this even though you literally lose just 1 possibility (which can be circumvented with layer and events and a BGO of an axe, BTW).

TheTrueMarioMaster
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Re: SMBX2 (2.0 Beta 3)

Postby TheTrueMarioMaster » Fri May 18, 2018 7:50 pm

Electriking wrote:
Fri May 18, 2018 6:09 pm
TheTrueMarioMaster wrote:
Fri May 18, 2018 2:30 pm
LP76 wrote:
Fri May 18, 2018 12:48 pm
Perhaps you could retexture the SMB axe to be invisible to act as a trigger, and place it on the wrong path, so when the player goes the wrong way, he/she hits the axe and is teleported somewhere else.
Except if it's a level that uses the SMB axe as well like in the official Super Mario Bros 4-4 and 7-4. You shouldn't always rely on retexturing as a shortcut cause it can limit your options.
Why did you list just 2 if the castle levels lol?
Also like how you claim you would limit your options doing this even though you literally lose just 1 possibility (which can be circumvented with layer and events and a BGO of an axe, BTW).
Those were the examples of level themes that could can use both an axe and an invisible trigger. Also I was referring to retexturing things in general which limit options for different reasons depending on what is retextured. Also with having two triggers instead of one simplifies things so there is no need for all that layering and event creation.

MrVaderSpino
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Re: SMBX2 (2.0 Beta 3)

Postby MrVaderSpino » Fri May 18, 2018 10:23 pm

Any Suggestions about adding features in Mario Maker?
Next Added is Lava Babbles Can Be Configured to 360 degrees
Sledge Bros. The Ability is Ground Pound To Create A Short Time To Earthquakes Then Congfiguring The Any Throwing Weapons for Example Bowser's FireBall Can Be Thrown
SMB3 Hammer Can Thrown By SMB3 Hammer Bros And Sledge Bros.
Boomerang Bros. That Weapons Uses the Boomerang.
SMB3 Hammer Bros. That Primary Weapon Is Hammer.
Can Be Configured Same Way as Sledge Bros And Fire Bros.
Ice Bros. Throwning the Ice Balls. Can Be Configured Same Again as Fire Bros.
Diagonal Bullet Bill in SMW
Missile Bill or Missile Bullet Blaster
Rocket Engine Can Be Configured To Measuring The 360 Degrees and Number Of Pixels Can Ranged That Hurt the Player
Box of Rocket Engine This is a Generator of Rocket Engine Can Be Measured to 360 degrees

IAmPlayer
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Re: SMBX2 (2.0 Beta 3)

Postby IAmPlayer » Fri May 18, 2018 11:19 pm

MrVaderSpino wrote:
Fri May 18, 2018 10:23 pm
Any Suggestions about adding features in Mario Maker?
Next Added is Lava Babbles Can Be Configured to 360 degrees
Sledge Bros. The Ability is Ground Pound To Create A Short Time To Earthquakes Then Congfiguring The Any Throwing Weapons for Example Bowser's FireBall Can Be Thrown
SMB3 Hammer Can Thrown By SMB3 Hammer Bros And Sledge Bros.
Boomerang Bros. That Weapons Uses the Boomerang.
SMB3 Hammer Bros. That Primary Weapon Is Hammer.
Can Be Configured Same Way as Sledge Bros And Fire Bros.
Ice Bros. Throwning the Ice Balls. Can Be Configured Same Again as Fire Bros.
Diagonal Bullet Bill in SMW
Missile Bill or Missile Bullet Blaster
Rocket Engine Can Be Configured To Measuring The 360 Degrees and Number Of Pixels Can Ranged That Hurt the Player
Box of Rocket Engine This is a Generator of Rocket Engine Can Be Measured to 360 degrees
Lava Bubble cannot be configured to 360 degrees at all in SMM.

If Sledge Bros, Fire Bros and Ice Bros can be configured the same way, wouldn't all those be unnecessary? If that's the case, then just use Hammer Bros, and the projectile can be thrown by that same NPC, it's basically another SMW Lakitu. Also, does SMB3 Hammer Bros necessary? We already have SMB1 version, and both acted the same.

Rocket Engine doesn't work at 360 degrees, it works at 90 degrees.

GforGoomba
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Re: SMBX2 (2.0 Beta 3)

Postby GforGoomba » Fri May 18, 2018 11:41 pm

I think there should be an option on what a Hammer Bro is throwing and another secret menu.

Archived
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Re: SMBX2 (2.0 Beta 3)

Postby Archived » Fri May 18, 2018 11:57 pm

GforGoomba wrote:
Fri May 18, 2018 11:41 pm
I think there should be an option on what a Hammer Bro is throwing and another secret menu.
I second this opinion since it would be convenient

Teemster2
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Re: SMBX2 (2.0 Beta 3)

Postby Teemster2 » Fri May 18, 2018 11:58 pm

Goomba98 wrote:
Thu May 17, 2018 5:46 pm
You're actually thinking of Cookie Mountain. You get there after Cheese Bridge and before the castle, and if I remember correctly that's the only world 4 level with the Sumo Bros.
Yes that is correct. Thanks for pointing that out. I forgot the level name.


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