SMBX2 PAL Release - Feedback, Questions and Bugs here!

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

Postby DrMekar » Wed Dec 11, 2019 6:52 pm

Wiimeiser wrote:
Wed Dec 11, 2019 5:29 pm
I figure the shop could be called via LunaLUA. Have an NPC that says a line and triggers an event when spoken to. Said event does nothing on its own, but triggers a LUA script that opens the shop. Yea or nay?
If I understood Enjl right, then the Shop is more aimed in a Worldmap Base.

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

Postby Emral » Thu Dec 12, 2019 12:30 am

DrMekar wrote:
Wed Dec 11, 2019 6:52 pm
Wiimeiser wrote:
Wed Dec 11, 2019 5:29 pm
I figure the shop could be called via LunaLUA. Have an NPC that says a line and triggers an event when spoken to. Said event does nothing on its own, but triggers a LUA script that opens the shop. Yea or nay?
If I understood Enjl right, then the Shop is more aimed in a Worldmap Base.
In the post where I mentioned the idea of it being available on the worldmap, I also mentioned it being available as an npc or similar system in the same implementation.

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

Postby Snow Pokey » Tue Dec 17, 2019 5:36 pm

How will the recent MM2 2.0 update additions be reflected in SMBX2? Are they pretty much guaranteed?

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

Postby Chanceux2 » Wed Dec 18, 2019 8:05 pm

Can someone help me with this: The game wouldn't load! and when it loads, It crashes!

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

Postby cato » Fri Dec 20, 2019 7:54 am

Is it possible for the next release be targetted at the quality of life changes/optimization? Like reducing lag, reducing loading time etc.

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

Postby Emral » Fri Dec 20, 2019 9:57 am

cato wrote:
Fri Dec 20, 2019 7:54 am
Is it possible for the next release be targetted at the quality of life changes/optimization? Like reducing lag, reducing loading time etc.
The framework isn't glaringly unoptimized. The preview builds already included massive improvements for load time and performance. There's gonna be more performance improvements here or there, but the most reliable way to get better performance out of the game is by running it on a PC of this decade.

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

Postby Amyrakunejo » Fri Dec 20, 2019 2:12 pm

Enjl wrote:
Fri Dec 20, 2019 9:57 am
The framework isn't glaringly unoptimized. The preview builds already included massive improvements for load time and performance. There's gonna be more performance improvements here or there, but the most reliable way to get better performance out of the game is by running it on hardware that's less than ten years old, if possible.
It's like a massive paper doll game, graphics drawn on top of graphics on top of graphics on top of A/B/C/X/Y/Z functions. Of course it's going to be a resource hog on older hardware; be even more so if it were Mode 7 and/or 3D.

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

Postby Emral » Fri Dec 20, 2019 3:00 pm

Amyrakunejo wrote:
Fri Dec 20, 2019 2:12 pm
Enjl wrote:
Fri Dec 20, 2019 9:57 am
The framework isn't glaringly unoptimized. The preview builds already included massive improvements for load time and performance. There's gonna be more performance improvements here or there, but the most reliable way to get better performance out of the game is by running it on hardware that's less than ten years old, if possible.
It's like a massive paper doll game, graphics drawn on top of graphics on top of graphics on top of A/B/C/X/Y/Z functions. Of course it's going to be a resource hog on older hardware; be even more so if it were Mode 7 and/or 3D.
Not quite.
The majority of time spent currently is on calls between C++ and Lua, and trying to get references to objects. The biggest performance boosts we're looking at in the future are when we have hooks into all the spawn/kill scenarios for objects. Once we have persistent references to all NPCs, for instance (even if the array gets reshuffled), we can change NPC.get-like calls to no longer request information from C++, handling all of that internally.

Rendering takes a backseat to even performing logic that needs to communicate across C++. If you have a level with mutant vines right now and there are 500 vine NPCs around, they significantly contribute to per-frame logic because they're offscreen and doing onscreen checks to C++ every frame. All 500 of them, sending requests to C++ individually. We're working on ways to combat this so that people who struggle (people who bought office laptops that were never designed for gaming) can play the game at a decent framerate.

Chanceux2
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SMBX2 full game?

Postby Chanceux2 » Mon Dec 23, 2019 11:20 am

Yeah I know they are working on smbx2 beta4. But when will smbx2 ever stop having betas? Its been so long and they still haven't made the full game! Is beta4 the last beta :?:

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

Postby Cedur » Mon Dec 23, 2019 2:06 pm

It is just the way it is. It's in fact good to not have any release date because "nothing gets finished in time". The game is already quite decent and Beta 4 will come out at some point, meaning that episodes with PAL content will also be playable then.

A programming process of this kind and scope naturally comes with a lot of bugs and other troubles.

From what I know, Beta 5 will rehaul the additional characters. Anything after that is uncertain.

also please pay attention to what the subforums are for, you originally posted this in the completely wrong place

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

Postby Emral » Mon Dec 23, 2019 2:49 pm

We are "making the full game" (aside from it being a game engine, not a game) every day. If you would like us to, we could stop with betas, which would do nothing for you other than you getting overall less versions to play around with. It's not gonna make development go faster.

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

Postby cato » Tue Dec 24, 2019 12:43 am

Is this beta the smoothest in gameplay?

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

Postby Wiimeiser » Tue Dec 24, 2019 5:26 am

Would reverse or NOT character filters (blocks that are solid to one specific character) be a possibility?

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

Postby Emral » Tue Dec 24, 2019 5:35 am

Perhaps eventually.

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

Postby Hoeloe » Wed Dec 25, 2019 7:12 am

Merry Christmas, y'all.


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

Postby FireyPaperMario » Wed Dec 25, 2019 9:47 am

Hoeloe wrote:
Wed Dec 25, 2019 7:12 am
Merry Christmas, y'all.

Best Christmas present to us from the 2.0 devs! Hope y'all fixed the controller/gamepad support in this update.

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

Postby Cedur » Wed Dec 25, 2019 10:51 am

FPP, I think we already kinda agreed on saying that it's more of an individual problem on your end. It's really starting to get annoying that you bring it up over and over.

Anyway. Under what circumstances does the score reset on the lunatester? Is there an individual score for every level?

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

Postby Reign » Wed Dec 25, 2019 4:01 pm

Hoeloe wrote:
Wed Dec 25, 2019 7:12 am
Merry Christmas, y'all.
Almost lost hope already. Fantastic news.

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

Postby ben » Wed Dec 25, 2019 5:39 pm

Hello and Merry Christmas everyone. :)

Thanks to Hoeloe for the official trailer for Beta 4. :)

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

Postby Murphmario » Wed Dec 25, 2019 7:38 pm

Quick question: will blocks get the ability to be edited with .TXT files like BGOs and NPCs in Beta 4, or is that going to be a Beta 5 thing?


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