Share and discuss custom SMBX graphics.
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Alucard648
- Flurry

- Posts: 176
- Joined: Sun Aug 16, 2015 3:45 am
Postby Alucard648 » Sat Jun 26, 2021 2:29 pm
This topic needs to be pinned.
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PROX
- Van De Graf

- Posts: 1973
- Joined: Sun Jul 06, 2014 8:50 pm
Postby PROX » Sun Jul 04, 2021 2:01 pm
We getting support for world map tiles too?
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Sambo
- Snifit

- Posts: 211
- Joined: Fri Jan 24, 2014 6:43 pm
Postby Sambo » Mon Jul 05, 2021 6:25 pm
rixithechao wrote: โFri Jun 25, 2021 11:36 pm
So I just spent a couple hours trying to implement said workaround, and... it turns out it's not needed? At least for passthrough sizables. Just setting the following properties in the block-n.txt seems to work in in the latest release of SMBX2, no rendering issues or anything.
semisolid = false
passthrough = true
sizable = true
This was already discussed in the Codehaus server, but for the benefit of the people here, I guess I should clarify this. It turns out that no workaround is needed for passthrough sizables. However, if you attempt to create a solid sizable block, a workaround is needed. Thankfully, this workaround is pretty simple. All you need is this code in your luna.lua file (Replace <ID> with the ID of your block):
Code: Select all function onTick()
Block.config[<ID>].sizable = false
end
function onTickEnd()
Block.config[<ID>].sizable = true
end
PROX wrote:We getting support for world map tiles too?
I hadn't thought of that, but it does sound like a pretty good idea! I don't think that map tiles can be custom sizes or have custom animations, though, so it would have to be much more limited than it is for blocks and BGOs. (Please correct me if I'm mistaken about this.) I will plan on adding this in the next release.
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PROX
- Van De Graf

- Posts: 1973
- Joined: Sun Jul 06, 2014 8:50 pm
Postby PROX » Tue Jul 06, 2021 12:00 am
they definitely are more restricted, but it's still nice to have for people who want to make world map tiles or people who have already made them, but just want to recolor them. (like me lol). Plus if someone made a full worldmap set, it takes an ETERNITY to import everything lol.
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FutureNyanCat
- Eerie

- Posts: 766
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Contact:
Postby FutureNyanCat » Fri Aug 27, 2021 10:54 pm
Dude, your Tileset Importer is a lifesaver! I've been importing tons of MFGG tilesets into the upcoming V12.0 to my GFX pack because of it! It deserves a pin honestly.
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Julia Pseudo
- Luigi

- Posts: 5609
- Joined: Wed Jan 08, 2014 12:04 am
- Flair: gay gaymer girl
- Pronouns: She/her
Postby Julia Pseudo » Sat Aug 28, 2021 1:06 pm
Stickied. This seems really useful.
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Lava Shroom
- Koopa

- Posts: 16
- Joined: Sun Sep 26, 2021 12:24 pm
- Flair: aboba
- Pronouns: he/him
Postby Lava Shroom » Wed Oct 27, 2021 4:26 am
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Marioman2007
- 2025 Egg Hunter

- Posts: 537
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- Flair: Dr. Bones
- Pronouns: He/Him
Postby Marioman2007 » Wed Oct 27, 2021 6:08 am
Many people, including me, use this tool, so it is false.
It seems VirusTotal hates SMBX, last time it detected SMBX 2.0 as a virus for you...
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Lava Shroom
- Koopa

- Posts: 16
- Joined: Sun Sep 26, 2021 12:24 pm
- Flair: aboba
- Pronouns: he/him
Postby Lava Shroom » Wed Oct 27, 2021 12:07 pm
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Torterra18
- Bob-Omb

- Posts: 20
- Joined: Fri Feb 03, 2023 9:43 am
- Pronouns: he/him
Postby Torterra18 » Fri Feb 03, 2023 9:51 am
Hey, that seems like a very helpful tool!, but unfortunately, it seems that doesn't work on 32-bit systems, can you please make a version for this kind of OSes?
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Torterra18
- Bob-Omb

- Posts: 20
- Joined: Fri Feb 03, 2023 9:43 am
- Pronouns: he/him
Postby Torterra18 » Wed Feb 15, 2023 8:09 pm
Cool, but it seems that it doesn't work on my type of OS (32-bits), so, maybe, can you tell me how can I build my own version for my type of OS?, And what it is required to run it from source?
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Sambo
- Snifit

- Posts: 211
- Joined: Fri Jan 24, 2014 6:43 pm
Postby Sambo » Sat Jul 20, 2024 8:58 pm
Support for semisolid slopes has been added.
Note: Semisolid slopes require SMBX2 b5 or later to function ingame.
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SuperAlex
- 2025 Egg Hunter

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Contact:
Postby SuperAlex » Sat Jul 20, 2024 9:09 pm
Sambo wrote: โSat Jul 20, 2024 8:58 pm
What an update, but I could want the blocks and BGO's to accept numbers up to the amount that SMBX2 Beta 5 has set (BGO's 1 to 377 and Blocks 1 to 1393)
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Sambo
- Snifit

- Posts: 211
- Joined: Fri Jan 24, 2014 6:43 pm
Postby Sambo » Sat Jul 20, 2024 9:31 pm
Thanks for the suggestion. I've added that to the planned features list on the readme.
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Sambo
- Snifit

- Posts: 211
- Joined: Fri Jan 24, 2014 6:43 pm
Postby Sambo » Sun Aug 25, 2024 4:45 pm
Version 0.4 has been released.
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yoshibro75
- Cheep-Cheep

- Posts: 11
- Joined: Tue Jun 25, 2024 8:34 pm
- Pronouns: he/him
Postby yoshibro75 » Tue Dec 24, 2024 11:55 am
This is great!
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Ibaka
- Blooper

- Posts: 159
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Postby Ibaka » Fri Jan 17, 2025 11:37 am
holy shit if only i knew about this earlier
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yoshibro75
- Cheep-Cheep

- Posts: 11
- Joined: Tue Jun 25, 2024 8:34 pm
- Pronouns: he/him
Postby yoshibro75 » Sat Feb 01, 2025 12:14 pm
There's one problem with this: when I change the block ID range to something else (500-520), the assigned IDs stay the same after exporting. This doesn't work even if I assign each individual block an ID.
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KoragusuMaster
- Goomba

- Posts: 2
- Joined: Mon Mar 24, 2025 11:07 am
- Flair: An anthro and anime fan, ambitious indie developer
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Contact:
Postby KoragusuMaster » Mon Mar 24, 2025 1:48 pm
Does this will work with TheXTech or you'll make a compatible version?
It looks pretty useful, actually. Thanks so much! 
I'm new in this forum btw.
Added in 4 hours 20 minutes 10 seconds:
Re: SMBX2 Tileset Importer (Now Supports Windows 7)
Alucard648 wrote: โSat Jun 26, 2021 2:29 pm
This topic needs to be pinned.
Agreed. We'd need a tileset editor if someone gets stuck on making levels... This also could applies to TheXTech (and maybe) 38A. 
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