Super Mario ReInvent

General discussion about Super Mario Bros. X.

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DisasterMaster
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Re: New Super Mario Bros. X

Postby DisasterMaster » Fri Jun 12, 2020 8:52 pm

So I wanted to try this version out because Clawgrip is one of my favorite bosses, but I can't get any controller to work. I tried my old Hyperkin Pixel Art controller which worked in 1.3 (up to the PAL version, although that's irrelevant due to the whole LUA vs C++ thing) to no avail. Then my new Logitech (that works in Beta 4) failed me, on both D-Input and X-Input. I tried putting them into the X360CE program which also didn't work.

Do you have any ideas why no controllers are working with NSMBX?

Edit:
I did use the AntiMicro program to map controller button inputs to keyboard inputs. So I did get to do some testing after all.

- Hitting an SMB3 Brick Block from underneath when an SMB3 Coin is above it will cause that coin to rise rapidly off the top of the screen. Only tested this in the Floating Brick Niche level of the Invasion 2. May happen with other coin/brick interactions.
- Dungeon 1 of the Invasion 2 is unbeatable. In the second section, where the red bricks fall from the ceiling and should land just above the lava, they actually land in the lava and burn up leaving no blocks to jump across the section.
- Vegetables spat out by Pink Yoshi bounce of off SMB3 Spinies, as tested in the Spiny Farm level of the Princess Cliché.

Teemster2
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Re: New Super Mario Bros. X

Postby Teemster2 » Sat Jun 13, 2020 12:02 am

Enjl wrote:
Fri Jun 12, 2020 9:06 am
Teemster2 wrote:
Fri Jun 12, 2020 9:04 am
You can take stuff from nsmbx and use it in 2.0 if I read right such as enemies. You just can't use 2.0 stuff for nsmbx. Correct me if I am wrong.
Nope, they're mutually incompatible. We can "take" content from NSMBX as much as NSMBX can take content from SMBX2 - by looking at the source code and rewriting the content in our respective programming language and backend, with the source code as reference.
Well I understand now. Thanks for that clarification. I honestly just wanted the new bosses from nsmbx that core made and thought I could just move them over. Guess I will have to wait for 2.0 to get more bosses as 2.0 at the moment has so much more to offer.

Cedur
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Re: New Super Mario Bros. X

Postby Cedur » Sat Jun 13, 2020 11:24 am

DisasterMaster wrote:

if you want to check out Clawgrip, what stops you from just playing with keyboard?

thanks for the other bug reports

DisasterMaster
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Re: New Super Mario Bros. X

Postby DisasterMaster » Sat Jun 13, 2020 12:28 pm

Cedur wrote:
Sat Jun 13, 2020 11:24 am
DisasterMaster wrote:

if you want to check out Clawgrip, what stops you from just playing with keyboard?

thanks for the other bug reports
Ok, so maybe I wanted to test out more than just Clawgrip. That's just the npc that got me most interested. I wanted to test the functionality of the Yellow Boot (always wanted to see a boot that is similar to SMM's stiletto) and Wendy, amongst other things.

Never liked playing with the keyboard. Definitely feels more clunky than a controller in your hand. Especially when facing some of your new bosses (it's difficult with a keyboard to land perfectly on Clawgrip's thrown rocks).

Although with Wendy, shouldn't she fire a ring when first on the screen and then one after each time she is hit for a total of 3 up at once when she is one hit away from defeat?

vitzie629
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Re: New Super Mario Bros. X

Postby vitzie629 » Sat Jun 13, 2020 6:29 pm

When will the next major release of New Super Mario Bros. X come out? Can you add Rosalina, Mega Man, Samus, Snake, Ninja Bomberman, and more playable characters from SMBX2 beta 4 in NSMBX?

Teemster2
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Re: New Super Mario Bros. X

Postby Teemster2 » Sat Jun 13, 2020 8:35 pm

vitzie629 wrote:
Sat Jun 13, 2020 6:29 pm
When will the next major release of New Super Mario Bros. X come out? Can you add Rosalina, Mega Man, Samus, Snake, Ninja Bomberman, and more playable characters from SMBX2 beta 4 in NSMBX?
Core already has a long list of stuff she plans to add. If you go to the Google spread sheet link on page 1 you will see what's planned.

It's best in my oppinion to let core work at her own pace and don't bug her. She can only do so much and the last thing she needs is people bugging her to do more.

DisasterMaster
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Re: New Super Mario Bros. X

Postby DisasterMaster » Sat Jun 13, 2020 10:06 pm

I created a sort of "hotfix" for the first dungeon of the Invasion 2, for those that want to play through it while it's being fixed.
The edited level is here.
Put the PNG file here in the dungeon 1 folder.

I also found a strange occurrence in both NSMBX and 2.0 involving both types of Bloopers. I created a level in which the Bloopers were attached to a small box of water that was only the size of their hitbox and they could be stomped on (think Lost Levels); when jumped on, their death animation was that of a squished Rex. This is likely due to the fact that they were never meant to be killed this way. I don't know if there is a fix to this, but it is very strange looking.

The SMB2 Shell also doesn't have the same functionality it had in the original game (or it's remaster).
- It doesn't disappear in a puff of smoke when it hits a wall.
- It cannot be initially stood on (can be configured to allow this); when allowed, cannot be initially picked back up unless also configured to.
- Harms the player (cannot be configured to even when "Don't Hurt Player" is selected); only not harmful when "Grab Sides" is set and the player is holding the run/grab button.

Cedur
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Re: New Super Mario Bros. X

Postby Cedur » Sun Jun 14, 2020 9:30 am

New characters should not be focused on anyway. The amount of 14 characters in X2 is already abundant, given by the fact that they're barely used by anyone.

DisasterMaster
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Re: New Super Mario Bros. X

Postby DisasterMaster » Sun Jun 14, 2020 12:41 pm

Cedur wrote:
Sun Jun 14, 2020 9:30 am
New characters should not be focused on anyway. The amount of 14 characters in X2 is already abundant, given by the fact that they're barely used by anyone.
I like that X2 gives you a good amount of choice in how you want to play, so I don't fault them for having a large roster. That being said, I do agree that many of the characters are very niche and are often outperformed by others. Unless levels/episodes are built around a specific character's gimmick, you might find yourself reverting to the originals or Zelda for her teleport powers. Putting in so much upfront time for gimmick abilities takes away from building the roster of blocks, npcs, and settings that would be more beneficial for creating levels. Once you have a large pool of those, then the focus can shift to additional player characters and their balancing.

Speaking of npcs, the SMW/SMM Muncher doesn't have the correct functionality. NSMBX ones are killed by shells, blue blocks, vegetables, fireballs, hammers, tail swipes...well, pretty much any damaging attack. In SMM, they acted as solid blocks that could only be killed by POWs (including the POW effect created by collecting a Moon), Stilleto stomps, being hit from underneath with a Spiny Shellmet, or being collected as a coin while turned into one with a P-Switch.
Now a few of those options don't exist, so they should only be killed with the following:
- POWs (and collecting a Moon when that is added)
- Ground pounds from Purple Yoshis
- Turned into coins by a P-Switch and collected
- Yellow Boot (if you wanted it to have the Stilleto's functionality)
Also an interesting bug with the Munchers. If you do a running tail swipe against two Munchers side by side, it will kill the first one and make the other invisible. The invisible one will still damage you.

Enjl made a pretty good example version here, although those don't act like solid blocks for objects like shells.

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Re: New Super Mario Bros. X

Postby Cedur » Sun Jun 14, 2020 3:02 pm

I hope the new X2 characters become more popular once we have detailed documentation for them.

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Re: New Super Mario Bros. X

Postby KateBulka » Sun Jun 14, 2020 4:10 pm

DisasterMaster wrote:
Tue Jun 09, 2020 10:08 pm
Wohlstand wrote:
Mon Apr 27, 2020 9:27 am
- X2 the same as for 38A. Lua will not work. But even lua support will be added soon, scripts will be incompatible.
So the entire LunaLua category in this forum will essentially be incompatible with this new version? Is obsoleting about 4 years worth of Scripts and NPC Packs worth adding in a Frog Suit?

Unless you plan to add baseline everything that all those users contributed or find a way to make them compatible, I see that as a huge step backwards in content.
We aim for using another scripting language. Possibly python. While lua (specifically lunalua's old build) integration may be possible (due to Wohlstand's plans) (it doesn't means full integration though!), our main scripting language will be different.

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Re: New Super Mario Bros. X

Postby Amyrakunejo » Mon Jun 15, 2020 2:32 am

My coding expertise lies mainly in Ruby/RGSS...

Teemster2
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Re: New Super Mario Bros. X

Postby Teemster2 » Tue Jun 16, 2020 2:12 pm

Why have 2 different languages when everyone is already learning LunaLua? Is Lua hard to work with or is there better languages to use? I'm just wondering.

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Re: New Super Mario Bros. X

Postby Lusho » Tue Jun 16, 2020 2:25 pm

To reduce confusion, think about it
Since both are lua, this causes some people to think that NSMBX's lua and LunaLua are the same thing
And so, we get people asking why MDAs NPC pack isn't working in NSMBX

Wohlstand
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Re: New Super Mario Bros. X

Postby Wohlstand » Tue Jun 16, 2020 3:28 pm

CJ_RLushi wrote:
Tue Jun 16, 2020 2:25 pm
To reduce confusion, think about it
Since both are lua, this causes some people to think that NSMBX's lua and LunaLua are the same thing
And so, we get people asking why MDAs NPC pack isn't working in NSMBX
At the same time, current PGE Engine also has working own lua scripting system with customizing NPC-AI scripts. It's different. So, to reduce the confusion, it's need to mark EVERY scripts pack for which engine (or config pack) it's targetted. At least, PGE-FL's config pack ID should already solve the problem: every game that uses PGE-FL should handle config pack ID and notify player about attempts to play alien levels on incompatible engine.

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Re: New Super Mario Bros. X

Postby KateBulka » Tue Jun 16, 2020 7:07 pm

CJ_RLushi wrote:
Tue Jun 16, 2020 2:25 pm
To reduce confusion, think about it
Since both are lua, this causes some people to think that NSMBX's lua and LunaLua are the same thing
And so, we get people asking why MDAs NPC pack isn't working in NSMBX
Perhaps you may want to check out my previous post. Our main focused scripting language won't be an Lua.

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Re: New Super Mario Bros. X

Postby Lusho » Tue Jun 16, 2020 8:35 pm

Yeah I also saw that, I actually saw the discussion in the discord, it's just that I was trying to prove the point of lua being troublesome and confusing

Teemster2
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Re: New Super Mario Bros. X

Postby Teemster2 » Wed Jun 17, 2020 3:36 am

CJ_RLushi wrote:
Tue Jun 16, 2020 8:35 pm
Yeah I also saw that, I actually saw the discussion in the discord, it's just that I was trying to prove the point of lua being troublesome and confusing
Thanks for clarifying that. I did not know Luna Lua was difficult to use. I'm not a programmer.

Emral
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Re: New Super Mario Bros. X

Postby Emral » Wed Jun 17, 2020 4:21 am

Teemster2 wrote:
Wed Jun 17, 2020 3:36 am
CJ_RLushi wrote:
Tue Jun 16, 2020 8:35 pm
Yeah I also saw that, I actually saw the discussion in the discord, it's just that I was trying to prove the point of lua being troublesome and confusing
Thanks for clarifying that. I did not know Luna Lua was difficult to use. I'm not a programmer.
Lunalua isn't difficult to use, you seem to have misread the statement. It reiterated on the point that using lua as the scripting language here would be troublesome and confusing for people trying to keep up with multiple different scripting environments that rely on the same language. See CJ's example from the previous post, illustrating that someone unfamiliar with either system might try to use a lunalua script in NSMBX, or vice versa. Programmers would have the least difficulty, but they're also the minority in the communities. Hence: Not using lua here to avoid that confusion.

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Re: New Super Mario Bros. X

Postby Teemster2 » Wed Jun 17, 2020 11:10 am

Enjl wrote:
Wed Jun 17, 2020 4:21 am
Teemster2 wrote:
Wed Jun 17, 2020 3:36 am
CJ_RLushi wrote:
Tue Jun 16, 2020 8:35 pm
Yeah I also saw that, I actually saw the discussion in the discord, it's just that I was trying to prove the point of lua being troublesome and confusing
Thanks for clarifying that. I did not know Luna Lua was difficult to use. I'm not a programmer.
Lunalua isn't difficult to use, you seem to have misread the statement. It reiterated on the point that using lua as the scripting language here would be troublesome and confusing for people trying to keep up with multiple different scripting environments that rely on the same language. See CJ's example from the previous post, illustrating that someone unfamiliar with either system might try to use a lunalua script in NSMBX, or vice versa. Programmers would have the least difficulty, but they're also the minority in the communities. Hence: Not using lua here to avoid that confusion.
I apologize for that. Thanks Enjl.


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