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Legend-tony980
- Monty Mole

- Posts: 106
- Joined: Fri Feb 21, 2014 7:47 pm
Postby Legend-tony980 » Fri Sep 05, 2014 2:50 am
Wassup now?
Ahem. So we can suggest now, huh? So can we have a more successful translucent graphics? By the way, can we have more water background objects? And can we add custom world graphics? 
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aero
- Palom

- Posts: 4787
- Joined: Fri Mar 28, 2014 2:51 pm
Postby aero » Fri Sep 05, 2014 3:15 am
Blck_Guy wrote:Here's a beta idea:
Even though for me it's fun to create a txt and type NPC codes in there,
Instead of that, can it just be tick boxes to make it super easier?
I already plan on making a 'Custom' section for NPCs which is similar to what you said.
Blck_Guy wrote:More other ideas:
Same above but for BGO and Blocks?
For blocks there will also be a custom section but it may take awhile to implement customization with layers/events. BGOs will also have a custom section.
Blck_Guy wrote:Blocks: (I can things other ideas for now): Options to make it jump-up-through and fall-through? *Full-through as-in, you will be able to full-through the block, but not able to jump back up.
There's not going to be unlimited possibilities because different block settings require different physics, so I'm not sure if I myself will add this but if different programming groups crop up to make their own versions, when the source code is released, of VSMBX for the purpose of designing physics like this then they should be able to help.
Blck_Guy wrote:BGO's: have an option to be Forwards or Backwards. Like the quicksand in SMBX:
Forward: Mario will walk behind the BGO.
Backwards: Mario will walk in-front of the BGO.
^^ This would be good for pillars in castles etc!
This is already implemented: http://www.smbxgame.com/forums/v ... =80#p32995
Blck_Guy wrote:NPC:
Generator: Extend the time more than 1 minute.
Easier way to change the time.
If you choose the projectile, be able to choose how fast it will project out of the pipe. (etc).
This should be simple enough to implement.
Blck_Guy wrote:Warps:
Extendable Warps: Where warp number 1 (whatever number) will cover a longer area than instead using a lot of warps.
This has been an idea I've kept in mind when I saw how people were trying to make looping levels in SMBX, as in, when you jump in a pit you fall back down from the sky by using instant warps. I'm definitely going to try and work this in.
Blck_Guy wrote:Events:
Auto-scroll: Able to have more than one section to be auto-scrollable
This should be able to work anyways since sections are going to be independent from one another as opposed to a giant set like in SMBX where they have the chance to intersect and cause problems.
Blck_Guy wrote:Misc: (Other things or things that can work with, Blocks, BGO's, and NPC's):
Built-in colour GFX changer: Instead of the "have to" adding extra GFX's just for different colour of GFX.
You can click on the GFX you want, and click on a button that will bring up a colour pattern, (or the default windows one), and you can change the colour by that. Then click OK or Apply to change the colour of the GFX you are about to add to your level. - This will not change the GFX itself, just the same one you are about to add to your level. Then once you are done adding the new colour of that GFX, it will reset back to the default colour!
Again, I don't see myself doing this but different people could work together on their own version of VSMBX to support this. I don't really see a point in adding any advanced graphic settings to the editor. My main focuses right now are functionality, and performance.
Blck_Guy wrote:Wall climbing/jumping: IDK how you will do this, but where you can basicly/somehow wall climb of walls.
Self-pick wall climbing/jumping walls: Where you can pick which blocks you can wall climb/jump off, by ticking one of those tick boxes, which will enable/disable.
I'm wanting to keep VSMBX SMB3-centric as SMBX was. But again, this isn't stopping anyone else from implementing this in the future.
Blck_Guy wrote:Click Box to add CGFX's: Do you know how SMBX have NPC, Blocks, and BGO's, small black boxes to click on to add it to your level/world map?
There could be one with a plus sign in it, to add a CGFX. Then when you add it to the NPC/Blocks/BGO window, it will ask you how you want to treat the GFX. Then after that, it will add the CGFX, then there will be another plus sign next to the newly added CGFX.
^^ The CGFX's will still have to be in the level folder or Episode folder to work when sharing to other people. If in the Episode folder, it doesn't need to be in a sub-folder for the level that uses it.
I guess this is technically do-able but I honestly don't want to bother with manipulating the editor like that. I think the Custom sections will be enough.
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Thundaga_T2
- Ripper II

- Posts: 352
- Joined: Wed Jun 11, 2014 6:31 am
Postby Thundaga_T2 » Fri Sep 05, 2014 4:45 am
How about screen scrolling warps ala Super Mario Bros 3?
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Blck_Guy
- Guest
Postby Blck_Guy » Fri Sep 05, 2014 7:17 am
GhostHawk wrote:Blck_Guy wrote:Here's a beta idea:
Even though for me it's fun to create a txt and type NPC codes in there,
Instead of that, can it just be tick boxes to make it super easier?
I already plan on making a 'Custom' section for NPCs which is similar to what you said.
Blck_Guy wrote:More other ideas:
Same above but for BGO and Blocks?
For blocks there will also be a custom section but it may take awhile to implement customization with layers/events. BGOs will also have a custom section.
Blck_Guy wrote:Blocks: (I can things other ideas for now): Options to make it jump-up-through and fall-through? *Full-through as-in, you will be able to full-through the block, but not able to jump back up.
There's not going to be unlimited possibilities because different block settings require different physics, so I'm not sure if I myself will add this but if different programming groups crop up to make their own versions, when the source code is released, of VSMBX for the purpose of designing physics like this then they should be able to help.
Blck_Guy wrote:BGO's: have an option to be Forwards or Backwards. Like the quicksand in SMBX:
Forward: Mario will walk behind the BGO.
Backwards: Mario will walk in-front of the BGO.
^^ This would be good for pillars in castles etc!
This is already implemented: http://www.smbxgame.com/forums/v ... =80#p32995
Blck_Guy wrote:NPC:
Generator: Extend the time more than 1 minute.
Easier way to change the time.
If you choose the projectile, be able to choose how fast it will project out of the pipe. (etc).
This should be simple enough to implement.
Blck_Guy wrote:Warps:
Extendable Warps: Where warp number 1 (whatever number) will cover a longer area than instead using a lot of warps.
This has been an idea I've kept in mind when I saw how people were trying to make looping levels in SMBX, as in, when you jump in a pit you fall back down from the sky by using instant warps. I'm definitely going to try and work this in.
Blck_Guy wrote:Events:
Auto-scroll: Able to have more than one section to be auto-scrollable
This should be able to work anyways since sections are going to be independent from one another as opposed to a giant set like in SMBX where they have the chance to intersect and cause problems.
Blck_Guy wrote:Misc: (Other things or things that can work with, Blocks, BGO's, and NPC's):
Built-in colour GFX changer: Instead of the "have to" adding extra GFX's just for different colour of GFX.
You can click on the GFX you want, and click on a button that will bring up a colour pattern, (or the default windows one), and you can change the colour by that. Then click OK or Apply to change the colour of the GFX you are about to add to your level. - This will not change the GFX itself, just the same one you are about to add to your level. Then once you are done adding the new colour of that GFX, it will reset back to the default colour!
Again, I don't see myself doing this but different people could work together on their own version of VSMBX to support this. I don't really see a point in adding any advanced graphic settings to the editor. My main focuses right now are functionality, and performance.
Blck_Guy wrote:Wall climbing/jumping: IDK how you will do this, but where you can basicly/somehow wall climb of walls.
Self-pick wall climbing/jumping walls: Where you can pick which blocks you can wall climb/jump off, by ticking one of those tick boxes, which will enable/disable.
I'm wanting to keep VSMBX SMB3-centric as SMBX was. But again, this isn't stopping anyone else from implementing this in the future.
Blck_Guy wrote:Click Box to add CGFX's: Do you know how SMBX have NPC, Blocks, and BGO's, small black boxes to click on to add it to your level/world map?
There could be one with a plus sign in it, to add a CGFX. Then when you add it to the NPC/Blocks/BGO window, it will ask you how you want to treat the GFX. Then after that, it will add the CGFX, then there will be another plus sign next to the newly added CGFX.
^^ The CGFX's will still have to be in the level folder or Episode folder to work when sharing to other people. If in the Episode folder, it doesn't need to be in a sub-folder for the level that uses it.
I guess this is technically do-able but I honestly don't want to bother with manipulating the editor like that. I think the Custom sections will be enough.
Thanks, for considering and answering to my ideas!
superhammerbros100 wrote:Blck_Guy wrote:
Forward: Mario will walk behind the BGO.
Backwards: Mario will walk in-front of the BGO.
This already was implemented. did you read the comments? (I think i read something about that.)
I'm not the only one that doesn't read before posting...:
Legend-tony980 wrote:Wassup now?
Ahem. So we can suggest now, huh? So can we have a more successful translucent graphics? By the way, can we have more water background objects? And can we add custom world graphics? 
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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 » Fri Sep 05, 2014 12:28 pm
Ooh, those answers are very exciting, GhostHawk, especially the "custom" section in the editor. Will you be able to customize NPCs on a per-NPC basis or will it be per-level like in SMBX? Either way this is looking awesome as usual.
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aero
- Palom

- Posts: 4787
- Joined: Fri Mar 28, 2014 2:51 pm
Postby aero » Fri Sep 05, 2014 12:41 pm
Pseudo-dino wrote:Ooh, those answers are very exciting, GhostHawk, especially the "custom" section in the editor. Will you be able to customize NPCs on a per-NPC basis or will it be per-level like in SMBX? Either way this is looking awesome as usual.
The way I have NPCs set up at the moment could allow customization per-NPC rather than per-Level.
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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 » Fri Sep 05, 2014 1:38 pm
That's fantastic to hear! It'll be really useful for having, like, a specific Goomba turn around at an edge or similar.
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xxxzzz1
- Bob-Omb

- Posts: 23
- Joined: Sat Mar 01, 2014 5:04 pm
Postby xxxzzz1 » Fri Sep 05, 2014 4:49 pm
Global events would be handy, if I may suggest.
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Fri Sep 05, 2014 6:44 pm
Legend-tony980 wrote:Ahem. So we can suggest now, huh? So can we have a more successful translucent graphics?
dont worry, .net has native translucency support and using masks won't be screwed like in SMBX.
btw ghost, have you gotten mask code working yet? if need be I could probably work out a library that'll help you out there but it'll be in c#
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aero
- Palom

- Posts: 4787
- Joined: Fri Mar 28, 2014 2:51 pm
Postby aero » Fri Sep 05, 2014 6:53 pm
Luigifan2010 wrote:Legend-tony980 wrote:Ahem. So we can suggest now, huh? So can we have a more successful translucent graphics?
dont worry, .net has native translucency support and using masks won't be screwed like in SMBX.
btw ghost, have you gotten mask code working yet? if need be I could probably work out a library that'll help you out there but it'll be in c#
Yeah masks work just fine.
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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 » Fri Sep 05, 2014 11:45 pm
xxxzzz1 wrote:Global events would be handy, if I may suggest.
This would by far be the most important "new feature" to implement. Perhaps it could be done by creating events in the world file that would show/hide layers with specific names that were common throughout all levels in the episode?
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Sat Sep 06, 2014 10:56 am
SnifitGuy wrote:Pseudo-dino wrote:xxxzzz1 wrote:Global events would be handy, if I may suggest.
This would by far be the most important "new feature" to implement. Perhaps it could be done by creating events in the world file that would show/hide layers with specific names that were common throughout all levels in the episode?
Or it would hide/show actual things on the world map with that name. Or maybe, they could be very similar with level layers and events, with moving and such.
didn't you just say you were out
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Fuyu
- Fry Guy

- Posts: 3137
- Joined: Sat Dec 21, 2013 2:40 pm
- Pronouns: He/Him
Postby Fuyu » Sat Sep 06, 2014 12:09 pm
I've got a suggestion, what about non-free level transition? Like on SMW, instead of freely moving through the paths between levels, one you press an arrow key it follows the path until it arrives to the next level location.
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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 Sep 06, 2014 1:10 pm
^
This should be an option in the world editor, not required, but I agree it'd be kind of nice.
Also yeah what SnifitGuy said about adding "layers" to world maps, that'd also be extremely useful.
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BMatSantos
- Guest
Postby BMatSantos » Sat Sep 06, 2014 2:17 pm
Still talking about world maps, what about map boundaries and various map sections, just like in the level editor, instead of putting separated paths so far away from each other and having to place a lot of tiles only to avoid cutoffs.
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aero
- Palom

- Posts: 4787
- Joined: Fri Mar 28, 2014 2:51 pm
Postby aero » Sat Sep 06, 2014 2:28 pm
The world map should have events however I need to have gameplay before I can worry about that stuff right now.
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aero
- Palom

- Posts: 4787
- Joined: Fri Mar 28, 2014 2:51 pm
Postby aero » Sat Sep 06, 2014 5:29 pm
Update
*I added a list of the current Alpha and Beta testers. More people will be asked (maybe 2 or 3?) as the month goes on. Check the first post to see.
*I finished clearing out all noticeable bugs, and now my primary goals are still with performance and now setting up the editor to be more dynamic and ready for gameplay.
*Save files have been re-mapped.
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Blck_Guy
- Guest
Postby Blck_Guy » Sun Sep 07, 2014 4:48 am
Here's a few more ideas:
1.) Level Editor: Is there going to be an optional timer? - If so:
1a.) In the Events, could there be a way to reward a player with extra time? E.g: Player beats boss, minigame, etc, and instead (or both) of getting an item or a life, you could, give xyz amount of time for a reward. (You did say you want a SMB3 aspect, so time limit was in it!!)
1b.) NPC Time adder/decreaser: Time stopwatch or a clock, that will add/decrease you time limit, you would only need one clock to already in the level editor. - They can just add there own colour to the level editor.
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Blck_Guy
- Guest
Postby Blck_Guy » Sun Sep 07, 2014 8:56 pm
SnifitGuy wrote:Blck_Guy wrote:Here's a few more ideas:
1.) Level Editor: Is there going to be an optional timer? - If so:
1a.) In the Events, could there be a way to reward a player with extra time? E.g: Player beats boss, minigame, etc, and instead (or both) of getting an item or a life, you could, give xyz amount of time for a reward. (You did say you want a SMB3 aspect, so time limit was in it!!)
1b.) NPC Time adder/decreaser: Time stopwatch or a clock, that will add/decrease you time limit, you would only need one clock to already in the level editor. - They can just add there own colour to the level editor.
I think we should let him finish the default settings and release the new editor ASAP instead of him adding new level setting features every minute.
Um...
GhostHawk wrote:EDIT: Suggestions now openly welcome in this thread and on the VSMBX forums.
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TangledLion
- Spike

- Posts: 267
- Joined: Sun Jul 06, 2014 9:57 pm
Postby TangledLion » Sun Sep 07, 2014 9:47 pm
Blck_Guy wrote:SnifitGuy wrote:Blck_Guy wrote:Here's a few more ideas:
1.) Level Editor: Is there going to be an optional timer? - If so:
1a.) In the Events, could there be a way to reward a player with extra time? E.g: Player beats boss, minigame, etc, and instead (or both) of getting an item or a life, you could, give xyz amount of time for a reward. (You did say you want a SMB3 aspect, so time limit was in it!!)
1b.) NPC Time adder/decreaser: Time stopwatch or a clock, that will add/decrease you time limit, you would only need one clock to already in the level editor. - They can just add there own colour to the level editor.
I think we should let him finish the default settings and release the new editor ASAP instead of him adding new level setting features every minute.
Um...
GhostHawk wrote:EDIT: Suggestions now openly welcome in this thread and on the VSMBX forums.
Yeah, but we don't want to overwhelm GhostHawk, he IS doing this just for chopstics.
And don't you think the rest of us have more ideas? Of course we do! I for one have at lest ten more, But I'm holding back till he finishes basic gameplay at least.
(Sry if this seemed like I was angry posting this but I'm simply trying to convey my points in a concise manner)
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