SMBX2 PAL Release - Feedback, Questions and Bugs here!

Topics about events/announcements that are no longer relevant.

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Emral
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Emral » Wed Jun 26, 2019 4:32 pm

Every interpretation of the name is canon, including the idea of taking it as an abbreviation for "Portable Antisocial Lobsters".

crazybenjamin
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby crazybenjamin » Wed Jun 26, 2019 6:37 pm

Perhaps it's called SMBX PAL because it's friendly.

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby MisterZygarde64 » Wed Jun 26, 2019 8:38 pm

So I keep getting this debug screen whenever I press ESC or die when in Test mode. Any way to fix this?
Image

Amyrakunejo
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Amyrakunejo » Thu Jun 27, 2019 6:21 pm

Enjl wrote:
Wed Jun 26, 2019 4:32 pm
"Portable Antisocial Lobsters"
lolz

So, we finally have that PITA Phanto from Doki Doki Panic. lol
What about the player characters? I mean, sure, one could just make them costumes since Peach is just a re-skinned Lina...and so on...

Leo538
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Leo538 » Sun Jun 30, 2019 7:43 am

Will be new items in the next version like the frog item and the propeller mushroom?

TDK
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby TDK » Sun Jun 30, 2019 3:07 pm

Glad to see another update, if only I was still interested in SMBX.

GOD_SAMA
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby GOD_SAMA » Sun Jun 30, 2019 3:52 pm

Leo538 wrote:
Sun Jun 30, 2019 7:43 am
Will be new items in the next version like the frog item and the propeller mushroom?
and the boomerang suit dont forget about the boomerang suit

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Squishy Rex » Mon Jul 01, 2019 4:18 am

Found a small bug with the Skewers, not sure if this has been mentioned before or not. Placing a sizable behind a vertical Skewer (ceiling version only) causes it to impact 1 block from its starting point no matter its length settings. Take the sizable away and the Skewer behaves as it should.
Spoiler: show
Image

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby DrMekar » Tue Jul 02, 2019 2:40 pm

Image

Entcountered this the first time after using Fry Guy with Other Bosses and If Layers Empty Event Option. It still appears after I
removed Fry Guy and reloaded the level every time I die or try to open the pause menu.

Edit: It's permant now. In every level and even after closing the SMBX and PGE Editor
Edit 2: It was caused by the Monty Moles, not Fry Guy. Removing them fixed it.

Wiimeiser
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Wiimeiser » Wed Jul 03, 2019 4:44 am

Squishy Rex wrote:
Mon Jul 01, 2019 4:18 am
Found a small bug with the Skewers, not sure if this has been mentioned before or not. Placing a sizable behind a vertical Skewer (ceiling version only) causes it to impact 1 block from its starting point no matter its length settings. Take the sizable away and the Skewer behaves as it should.
Spoiler: show
Image
Seems like it's coded to stop at the first block it touches. Would require revamping the skewer code to somehow ignore sizables. May require a whitelist for all I know, but it might not be required...

Xboy1
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My Suggestions for Future Versions

Postby Xboy1 » Thu Jul 04, 2019 6:38 am

Here are My Suggestions

-New story mode
-Re-add Mini Mushroom
-Premade tutorials once you open editor

If you have some suggestions of your own, you can share them in the replies.

ChromaNyan
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby ChromaNyan » Thu Jul 04, 2019 11:44 am

As I started making a level, I discovered that tossed galoombas can kill thwomps (i dont think that was intentional)
Image

Emral
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Re: My Suggestions for Future Versions

Postby Emral » Thu Jul 04, 2019 1:07 pm

Xboy1 wrote:
Thu Jul 04, 2019 6:38 am
Here are My Suggestions

-New story mode
-Re-add Mini Mushroom
-Premade tutorials once you open editor

If you have some suggestions of your own, you can share them in the replies.
We never had mini mushroom.

litchh
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby litchh » Thu Jul 04, 2019 1:35 pm

NyanMC wrote:
Thu Jul 04, 2019 11:44 am
As I started making a level, I discovered that tossed galoombas can kill thwomps (i dont think that was intentional)
That was from SMBX 1.3 (at least)

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Cedur » Thu Jul 04, 2019 2:42 pm

Xboy1 wrote:New story mode

elaborate please.

Wiimeiser
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Wiimeiser » Fri Jul 05, 2019 2:00 am

Cedur wrote:
Thu Jul 04, 2019 2:42 pm
Xboy1 wrote:New story mode

elaborate please.
I think he means a built-in episode like Invasion 2.

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Cedur » Fri Jul 05, 2019 2:27 am

Wiimeiser wrote:I think he means a built-in episode like Invasion 2.

if so then check out that TI2 is still a default episode, albeit the only one as of now. (I hope we will have more for Beta4)

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby cato » Fri Jul 05, 2019 3:01 am

NyanMC wrote:
Thu Jul 04, 2019 11:44 am
As I started making a level, I discovered that tossed galoombas can kill thwomps (i dont think that was intentional)
Image
Everything you throw in SMBX is a counted as a projectile which can either kill/hurt an enemy.

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Mushroom King » Fri Jul 05, 2019 6:38 am

By default thwomps are upside down in the editor.
Also are you planing to update the "maverick" thwomp to look like the one in SMM2?

Emral
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Emral » Sat Jul 06, 2019 10:15 am

Mushroom King wrote:
Fri Jul 05, 2019 6:38 am
By default thwomps are upside down in the editor.
Also are you planing to update the "maverick" thwomp to look like the one in SMM2?
1. All enemies default to looking "left" at the moment. This is subject to change.
2. No, those suck cause you can't tell where they'll go until you get close.


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