SMBX2 PAL Release - Feedback, Questions and Bugs here!

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electricpretzel0
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby electricpretzel0 » Wed Nov 20, 2019 7:32 pm

In SMBX 1.4.4 38A, there is a feature similar to what you described. An npc can multiple sets of sprites. When placing one in your level, you can select which set of sprites you want that particular instance of the npc to use. This makes it great if you have multiple npcs that you supposed to talk to and they all need unique character sprites.
This could also be done for blocks giving users the option of having spritesheets where a block can represents N variations of that same block with exactly the same properties. For instance, the 3x3 set of SMW grass tiles could be entirely represented as one block with 9 unique sprites because all 9 sprites are intended to behave the same way: a block that you can collide with on all four sides.
Currently this feature is not supported in SMBX2, but it's gained my interest to make it a feature. I'll be trying to embed this as an option in the GUI if the back end comes to fruition.

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

Postby Emral » Thu Nov 21, 2019 12:10 am

Wiimeiser wrote:
Wed Nov 20, 2019 6:09 pm
Actually, that's an interesting question. Could we have just a custom "NPC" NPC that can change its graphic based on extra settings?
You can make 251 of those using the custom range by redrawing the sprite with Graphics.drawImageToSceneWP and using the extra settings variable in place of the layername in my previous post.
electricpretzel0 wrote:
Wed Nov 20, 2019 7:32 pm
I'll be trying to embed this as an option in the GUI if the back end comes to fruition.
Probably not happening for a long time since there are many more important things we need from the backend. The tileset itembox and custom range completely satisfy the needs covered by this 38A feature.

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

Postby Sux » Fri Nov 22, 2019 8:20 pm

I just downloaded and installed. And there are several errors.
When I try to open the launcher:
Spoiler: show
Image
When I start to play the game:
Image
When I try to test some level on editor:
Image
All this happens until the program finally crash
Spoiler: show
Image
I installed and uninstalled several times, and tried different versions (SMBX MaGLx3 and SMBX PAL), but both have the same errors.

Troopa Koopa321
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Troopa Koopa321 » Sat Nov 23, 2019 3:59 am

Bluecat5995 wrote:
Thu Oct 24, 2019 10:07 pm
Instead of the Super Mario Allstars textures, music, characters for Super Mario Bros. 1, 2, and 3 can you change it or make new ones to the NES originals please?
HELL no. Use custom graphics dingus :x

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

Postby ElectriKong » Sat Nov 23, 2019 12:38 pm

Troopa Koopa321 wrote:
Sat Nov 23, 2019 3:59 am
HELL no. Use custom graphics dingus :x
Please don't make posts like this.

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

Postby Archived » Sat Nov 23, 2019 9:38 pm

Bug: There are no error messages that were generated from this bug

There is a really weird bug with 2 way warps on the PAL version.
I played a level that I downloaded and 2 way warps did not work.
I made a minor change to a level by placing a block and after saving the 2 way warp started working.

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

Postby PdizzleParker » Mon Nov 25, 2019 2:53 pm

So I tried putting in a custom intro level, but all that shows up in-game is an empty level with all the characters constantly falling and dying. Is there a way to fix this? It shows up perfectly fine in the editor.

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

Postby Wiimeiser » Mon Nov 25, 2019 11:05 pm

Did you put a start position in?

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

Postby Emral » Tue Nov 26, 2019 12:11 am

SMBX2 doesn't use the intro level so this is off topic.
The characters spawn up to 10 blocks to the left of the screen and there must be proper ground to support them.

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

Postby Wiimeiser » Wed Nov 27, 2019 1:27 am

Keys behave strangely with NPC Pass through blocks. They collide with it like a solid block, lose collision at rest, and when they lose collision they lose collision with everything and never get it back.

Also, they can only be grabbed while moving if the player is airborne and the key only collides with their front hitbox. I think.

Also, which characters, if any, are being deprecated in future? I heard Ninja Bomberman was...

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

Postby Emral » Wed Nov 27, 2019 3:54 pm

All thrown npcs behave like that with those blocks. The blocks need better hooks, essentially.

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

Postby Amyrakunejo » Sun Dec 01, 2019 12:53 am

I remember one time I picked up some block and then set it on top of a Nitro crate, and then (somehow) grabbed the crate but the block remained in the air, and when I tried to grab the block... BOOM! lolz (collision errors!)

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

Postby DiamondDude » Tue Dec 03, 2019 2:52 pm

Did they fix the bug where the coin shop when playing as Wario was unable to show up on most levels?

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

Postby Hoeloe » Tue Dec 03, 2019 3:30 pm

There is no Wario shop. Wario is one of the first characters to be reworked, and the shop was removed.

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

Postby DiamondDude » Tue Dec 03, 2019 3:33 pm

Why? And will wario get the shop back, or at least something similar to it?

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

Postby Emral » Tue Dec 03, 2019 4:25 pm

DiamondDude wrote:
Tue Dec 03, 2019 3:33 pm
Why? And will wario get the shop back, or at least something similar to it?
If at all, the shop will return as an npc and world map level tile, to be used by all characters.

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

Postby Hoeloe » Tue Dec 03, 2019 5:58 pm

DiamondDude wrote:
Tue Dec 03, 2019 3:33 pm
Why?
Because it was awkward to use, broke most levels, and wasn't fun.

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

Postby Wiimeiser » Tue Dec 03, 2019 6:05 pm

Implementing the shop might require adding a second currency or changing the way coins work, though. For a second currency, would Rupees work?

Also, which other characters are being reworked? I heard Ninja Bomberman was getting replaced.

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

Postby DrMekar » Tue Dec 03, 2019 7:29 pm

Wiimeiser wrote:
Tue Dec 03, 2019 6:05 pm
Implementing the shop might require adding a second currency or changing the way coins work, though. For a second currency, would Rupees work?

Also, which other characters are being reworked? I heard Ninja Bomberman was getting replaced.
It's easier to say who's not getting reworked, which would be, aside from the Legacy Crew, Klonoa and Uncle Broadsworth

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

Postby Emral » Tue Dec 03, 2019 11:22 pm

Wiimeiser wrote:
Tue Dec 03, 2019 6:05 pm
Implementing the shop might require adding a second currency or changing the way coins work, though. For a second currency, would Rupees work?

Also, which other characters are being reworked? I heard Ninja Bomberman was getting replaced.
Making all (or a select set od ids of) coins count up infinitely is one line of code with this library. It's not difficult to add such a setting to episode config in the future.
viewtopic.php?f=101&p=360274#p360274


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