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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Fatoldsweaty » Sun Sep 07, 2014 11:10 pm

I still can't wait for this, but I am waiting of course and still I wish you luck.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby SMBXxer » Mon Sep 08, 2014 9:38 pm

Guys, let GhostHawk finish the SMBX-like copy before you suggest more stuff for him to add in to it.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Superiorstar » Mon Sep 08, 2014 9:59 pm

#Ghosthawk you should make it so people can put codes on every BGO.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Mon Sep 08, 2014 10:07 pm

Thank you everyone for leaving suggestions on how to make this game better. I just want to point out that I won't be able to reply to everyone and it's nothing personal, and I'm glad some of you are already acknowledging this even without me mentioning it. Basically as the project stands, it's going to be developed at varying speeds between slow and slower since right now I'm dealing with moving, parent's divorce, school starting, figuring out college/work plans next year, family drama, and figuring out how to make this all work together while being able to attend to this thread and the project. Figured I'd be honest so everyone knows what's going on.

I'd also like to note that you don't have to hold back with suggestions, if you've got a great idea write it here or on my forum and maybe save it to a text file if it's a really good one and you need to remind me. As for the current progress, I managed to get a basic HUD system working but I need to find the font SMBX uses because the SMB3 font I have looks ugly and doesn't have the same outline as SMBX's. Right now I've started the Test Settings form and coming up with basic (most likely to be revised/changed entirely) code for an engine.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby TangledLion » Mon Sep 08, 2014 10:14 pm

Would this help?

http://futurenyancat2002.prophpbb.com/topic8.html

I'm pretty sure the font is encoded as an image.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Julia Pseudo » Tue Sep 09, 2014 12:35 am

Some other relatively important features missing from SMBX I'd suggest are multiple midpoints in a level (<- this especially) as well as jump-through slopes.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Thundaga_T2 » Tue Sep 09, 2014 1:10 am

How about HUD settings like having SMB1, SMB3, and SMW styles (possibly more) as options? The reserve powerup system seems like that might make it a little tricky though.

Also this a gameplay feature but I kinda felt I'd ask anyway. Can you make it possible for npcs to burst out of the ground like the monty moles in SMW?

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Julia Pseudo » Tue Sep 09, 2014 2:48 am

^
HUD settings is an interesting idea. Perhaps the level designer could just implement them in the world file like other custom graphics instead of them being hardcoded? That'd mean that you could change the style to SMB3 or whatever, but of course you'd still have to have the inventory box.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Blck_Guy » Tue Sep 09, 2014 3:11 am

Pseudo-dino wrote:Some other relatively important features missing from SMBX I'd suggest are multiple midpoints in a level (<- this especially) as well as jump-through slopes.

I already asked this:



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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby TangledLion » Tue Sep 09, 2014 11:13 am

Dude, I think EVERYBODY wants multiple checkpoints, it's one of the most annoying things about SMBX I'm sure it will come up more than twice.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Thundaga_T2 » Tue Sep 09, 2014 1:53 pm

TangledLion wrote:Dude, I think EVERYBODY wants multiple checkpoints, it's one of the most annoying things about SMBX I'm sure it will come up more than twice.
Which is quite funny (to me) considering the actual Mario platformers did not have multiple checkpoints. Or was there?

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Axiom » Tue Sep 09, 2014 3:26 pm

GhostHawk wrote:I'd also like to note that you don't have to hold back with suggestions, if you've got a great idea write it here or on my forum and maybe save it to a text file if it's a really good one and you need to remind me. As for the current progress, I managed to get a basic HUD system working but I need to find the font SMBX uses because the SMB3 font I have looks ugly and doesn't have the same outline as SMBX's. Right now I've started the Test Settings form and coming up with basic (most likely to be revised/changed entirely) code for an engine.
The font is encoded as a framed image, if you want I could extract it for you or (BIG MAYBE HERE) try and arrange it as an actual font ttf.

I imagine it wouldn't be difficult to split the font into a Bitmap array or List<Bitmap> and then call it index based like that, you know

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Tue Sep 09, 2014 9:57 pm

Luigifan2010 wrote:
GhostHawk wrote:I'd also like to note that you don't have to hold back with suggestions, if you've got a great idea write it here or on my forum and maybe save it to a text file if it's a really good one and you need to remind me. As for the current progress, I managed to get a basic HUD system working but I need to find the font SMBX uses because the SMB3 font I have looks ugly and doesn't have the same outline as SMBX's. Right now I've started the Test Settings form and coming up with basic (most likely to be revised/changed entirely) code for an engine.
The font is encoded as a framed image, if you want I could extract it for you or (BIG MAYBE HERE) try and arrange it as an actual font ttf.

I imagine it wouldn't be difficult to split the font into a Bitmap array or List<Bitmap> and then call it index based like that, you know
I'd rather stick fonts, and you don't need to extract anything I'll figure something out.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Julia Pseudo » Wed Sep 10, 2014 2:16 am

By the way, if layers and events are indeed implemented on the overworld, for global events, that could make world maps a lot more dynamic, I guess, as well, since you could probably have hills rise up when you beat a level or whatever like in SMW. That would be very exciting.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Thu Sep 11, 2014 8:37 pm

Mini-update:

I created a map of how level testing will run, and implemented basic code for drawing Mario, moving Mario, and Mario's player state (Small Mario, Super Mario, etc.) while animating when he is moving.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Lunar Chris » Thu Sep 11, 2014 10:54 pm

GhostHawk wrote:Mini-update:

I created a map of how level testing will run, and implemented basic code for drawing Mario, moving Mario, and Mario's player state (Small Mario, Super Mario, etc.) while animating when he is moving.
have you added new power ups such as the bee mushroom, the thunder flower or anything Mario/Zelda related?

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Thu Sep 11, 2014 11:19 pm

PikaChris wrote:
GhostHawk wrote:Mini-update:

I created a map of how level testing will run, and implemented basic code for drawing Mario, moving Mario, and Mario's player state (Small Mario, Super Mario, etc.) while animating when he is moving.
have you added new power ups such as the bee mushroom, the thunder flower or anything Mario/Zelda related?
New things will be added when I've finish adding everything that's in SMBX, an no I'm not even close to that. I'll keep this thread up to date with what's been added with update posts.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Julia Pseudo » Fri Sep 12, 2014 12:13 am

GhostHawk wrote:Mini-update:

I created a map of how level testing will run, and implemented basic code for drawing Mario, moving Mario, and Mario's player state (Small Mario, Super Mario, etc.) while animating when he is moving.
Niiiiiiiice, this is very exciting. VSMBX is looking awesome as usual!

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Blck_Guy » Fri Sep 12, 2014 7:32 am

SnifitGuy wrote:
Thundaga_T2 wrote:
TangledLion wrote:Dude, I think EVERYBODY wants multiple checkpoints, it's one of the most annoying things about SMBX I'm sure it will come up more than twice.
Which is quite funny (to me) considering the actual Mario platformers did not have multiple checkpoints. Or was there?
There were multiple checkpoints in NSMBU, I think.

No, there wasn't. - Except for at Bowser's Castle, and also in New Super Mario Bros. Wii Bowser's Castle. - That's the only two games I've played of Mario with double checkpoints. IDK of any others.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Thundaga_T2 » Fri Sep 12, 2014 3:58 pm

Blck_Guy wrote:No, there wasn't. - Except for at Bowser's Castle, and also in New Super Mario Bros. Wii Bowser's Castle. - That's the only two games I've played of Mario with double checkpoints. IDK of any others.
I don't think the Wii Bowser Castle had more than 1, it was at the end right before Bowser. I remember because if you die at any point before it, you have to replay the entire level. Its not that long anyway so multiple checkpoints isn't needed there


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