So, after some days, I tried to see if the package itself would not work for me, by pressing F5 (lua tester) in PGE on a random TI2 level and everything worked fine. The debug-menu popping up when pressing the ESC-key worked without problems and the game runs just fine. So, for some reason, the SMBX2exe does not start the launcher, no matter what.
I also scanned the .exe with an anti virus, just to see how it reacts and it does not react negative to the .exe, either.
Maybe anyone has any idea how I could fix the problem of the SMBX2exe not working?
This sounds a lot like the problem I had and still have had since the release. (I usually open SMBX via Moondust from my programs bar at the bottom of my screen, so I never really use the launcher to get to the editor.) Seems a bit weird; however I did get the launcher to come up three different times I believe.
I have a question about the Dummy Blocks, I want to use the Custom Dummy Blocks to make a Tileset, which is a pretty big one since
I'm trying to do a 3D Tileset. I wondered if there're any Size limitations for the Block, because I would like to make the Tileset easily usable,
without placing 50 diffrent Tiles for One Screen.
Hello, i have a new question for you. Is it normal that when i run in a direction, i can't jump while i keep the running's button pushed ? i dont know if u understand my question but i'm pretty sure i can't press 3 buttons at the same time when i try a level i'm editin.
The SMBX default key-binds are no good as you cannot hold left, run and jump at the same time. I suggest you rebind your keys such as WASD, running, jumping, spinning would be else where besides ASZX
I was looking into p-switch jumps.
There are some inconsistencies with how the new red, blue, green, yellow (npcs 451-454) switches work
While testing the old switches (dynamite plunger, p-switch, green p-switch), in order to do a switch jump, you have to press jump one frame after pressing the switch.
In the cases of the new switches (npcs 451-454), you have to press jump at the same frame as you press the switch (This point has a minor impact due to cognitive dissonance in times this becomes relevant in speedrunning/kaizo, since even a one frame difference can throw muscle memory off)
Also, peach regains her float after pressing any switches except in one case
For the old switches, you can p-switch jump and peach regains her floats in all cases
For the new switches, you cannot p-switch jump and peach will not regain her float if you land on (npcs 451-454) that are positioned on top of block-665s. (This point has a most major impact since p-switch jumps and floats combined with block switches could be setups prevalent in future (kaizo) levels, while for now, they're impossible)
Due to there being inconsistencies, do you think that these would be updated to be consistent or it would remain as is? Since I would like my guide for future versions to hold true and don't know if I can start it now or not.
I think this is an unintentional bug, if you throw a switch onto a gliding rail and it is not snapped to a grid square position wise while playing you fall through green and blue p-switches. However, the SMBX 2 switches don't exhibit this property
I think this is an unintentional bug, if you throw a switch onto a gliding rail and it is not snapped to a grid square position wise while playing you fall through green and blue p-switches. However, the SMBX 2 switches don't exhibit this property
If I understand the way SMBX is coded, I believe the first one is intentional and it is becuase the NPCs never touch the ground (Block-668 is not treated as solid by any means, it just stops "Y" speed and Velocity when anything collide with the top of it.)
If you select exit from the menu to close the game window while running the game from the editor, and then close the editor, the episode's GameData won't be deleted when you open it again. It doesn't have this issue if you force the game to close by closing the editor.