Topics about events/announcements that are no longer relevant.
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Mario_Increible
- Banned
- Posts: 18
- Joined: Tue Apr 02, 2019 11:24 am
- Flair: Super Mario
Postby Mario_Increible » Tue Apr 02, 2019 12:11 pm
Thanks.
One thing developers promise is high backwards compatibility in 1.3 things more than 38A offers, but to me is ironic.
I play 1.3 in 38A no problem. The graphics the Credits work.
On others hand, here i have issue, like shell sticking to blocks, Soft-lock when the Credits are needed to summon, And empty spaces in graphics being replace with black.
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ElectriKong
- Bowser

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Postby ElectriKong » Tue Apr 02, 2019 12:32 pm
Mario_Increible wrote: ↑Tue Apr 02, 2019 12:11 pm
Thanks.
One thing developers promise is high backwards compatibility in 1.3 things more than 38A offers, but to me is ironic.
I play 1.3 in 38A no problem. The graphics the Credits work.
On others hand, here i have issue, like shell sticking to blocks, Soft-lock when the Credits are needed to summon, And empty spaces in graphics being replace with black.
SMBX2 still will have better compatibilty with 1.3 than what 38A will ever have.
Incompatibility issues with this and 1.3/previous versions of SMBX2 result from bugs that hae yet to be fixed, a tradeoff when starting a contest before the version it relies one is released (in this case, MaGLX3 would rely on beta 4, but this preview was released so that it could be started sooner).
As for your graphical problems, that arises due to updating the graphics and them using PNG instead GIF, hence removing the masks hence causing the black spaces. This (and other forms of graphical updates) doesn't make anything incompatibe with SMBX2, it just changes things visually, be it for better or worse, and is really more the fault of graphic designers by failing to include masks, but of course such masks were in the default graphics and it is not like they could predict that SMBX2 would cause these minor issues, rather than the fault of the devs because they want to make long term improvements to the game.
More issues arising from attempting to use 1.3 levels in 38A over beta 4 (and any other non-preview version of SMBX2) is guaranteed.
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55jedat555
- Buster Beetle

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Postby 55jedat555 » Tue Apr 02, 2019 12:32 pm
Dolphins don't work properly when placed in an underwater section, they keep sinking forever.
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ElectriKong
- Bowser

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Postby ElectriKong » Tue Apr 02, 2019 12:34 pm
55jedat555 wrote: ↑Tue Apr 02, 2019 12:32 pm
Dolphins don't work properly when placed in an underwater section, they keep sinking forever.
Do you mean if you ticked 'underwater'?
I don't know how one could make them work properly when the entire section is water.
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Mario_Increible
- Banned
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- Flair: Super Mario
Postby Mario_Increible » Tue Apr 02, 2019 12:35 pm
Electriking wrote: ↑Tue Apr 02, 2019 12:32 pm
SMBX2 still will have better compatibilty with 1.3 than what 38A will ever have.
Incompatibility issues with this and 1.3/previous versions of SMBX2 result from bugs that hae yet to be fixed, a tradeoff when starting a contest before the version it relies one is released (in this case, MaGLX3 would rely on beta 4, but this preview was released so that it could be started sooner).
As for your graphical problems, that arises due to updating the graphics and them using PNG instead GIF, hence removing the masks hence causing the black spaces. This (and other forms of graphical updates) doesn't make anything incompatibe with SMBX2, it just changes things visually, be it for better or worse, and is really more the fault of graphic designers by failing to include masks, but of course such masks were in the default graphics and it is not like they could predict that SMBX2 would cause these minor issues, rather than the fault of the devs because they want to make long term improvements to the game.
More issues arising from attempting to use 1.3 levels in 38A over beta 4 (and any other non-preview version of SMBX2) is guaranteed.
This is modification of 1.3, why did they change the important codes? Attempt to improve the physics?
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ElectriKong
- Bowser

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Postby ElectriKong » Tue Apr 02, 2019 12:41 pm
Mario_Increible wrote: ↑Tue Apr 02, 2019 12:35 pm
Electriking wrote: ↑Tue Apr 02, 2019 12:32 pm
SMBX2 still will have better compatibilty with 1.3 than what 38A will ever have.
Incompatibility issues with this and 1.3/previous versions of SMBX2 result from bugs that hae yet to be fixed, a tradeoff when starting a contest before the version it relies one is released (in this case, MaGLX3 would rely on beta 4, but this preview was released so that it could be started sooner).
As for your graphical problems, that arises due to updating the graphics and them using PNG instead GIF, hence removing the masks hence causing the black spaces. This (and other forms of graphical updates) doesn't make anything incompatibe with SMBX2, it just changes things visually, be it for better or worse, and is really more the fault of graphic designers by failing to include masks, but of course such masks were in the default graphics and it is not like they could predict that SMBX2 would cause these minor issues, rather than the fault of the devs because they want to make long term improvements to the game.
More issues arising from attempting to use 1.3 levels in 38A over beta 4 (and any other non-preview version of SMBX2) is guaranteed.
This is modification of 1.3, why did they change the important codes? Attempt to improve the physics?
At what point did I say that the devs were changing important codes?
All they did was change some visuals. They are updating some libraries, which remove older versions of them, but the worst it will do is cause minor incompatibility issues between some versions of SMBX2 (but this won't extend as far as 1.3 itself) in a few rare cases.
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55jedat555
- Buster Beetle

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Postby 55jedat555 » Tue Apr 02, 2019 12:46 pm
Electriking wrote: ↑Tue Apr 02, 2019 12:34 pm
Do you mean if you ticked 'underwater'?
I don't know how one could make them work properly when the entire section is water.
In original SMW, Dolphins continuously spring upwards when fully submerged. In SMBX2 this works properly with a large body of water, but not an actual underwater section.
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ElectriKong
- Bowser

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Postby ElectriKong » Tue Apr 02, 2019 12:51 pm
It isn't necessary, because 1.3 levels work fine in SMBX2 (possibly barring this version if it still contains bugs that cause issues beyond visual ones).
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Mario_Increible
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Postby Mario_Increible » Tue Apr 02, 2019 12:58 pm
I was ask, why did they change code 1.3, so they did not? Why are there extras bugs in 1.3 thing?
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ElectriKong
- Bowser

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Postby ElectriKong » Tue Apr 02, 2019 1:06 pm
Mario_Increible wrote: ↑Tue Apr 02, 2019 12:58 pm
I was ask, why did they change code 1.3, so they did not? Why are there extras bugs in 1.3 thing?
They did not change the code of of 1.3 (It is actually impossible to do so since the source has most likely been lost by now), they just added code to the game. It is this code that still contains bugs.
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Mario_Increible
- Banned
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- Flair: Super Mario
Postby Mario_Increible » Tue Apr 02, 2019 1:11 pm
Thanks. Does INI file paralx support animated GIF pictures?
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timocomsmbx2345
- Foo

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Postby timocomsmbx2345 » Tue Apr 02, 2019 1:37 pm
So are luascripts made during the beta 3 era compatible with this build?
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Hoeloe
- Phanto

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Postby Hoeloe » Tue Apr 02, 2019 2:03 pm
Mario_Increible wrote: ↑Tue Apr 02, 2019 1:11 pm
Thanks. Does INI file paralx support animated GIF pictures?
No, it uses the same structure as existing files - animation frames one after the other in sequence.
timocomsmbx2345 wrote: ↑Tue Apr 02, 2019 1:37 pm
So are luascripts made during the beta 3 era compatible with this build?
Mostly, yes. There are one or two things (such as encrypt.dll) which are no longer supported, but most scripts will work.
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Reign
- Chain Chomp

- Posts: 327
- Joined: Tue Jan 21, 2014 4:22 am
Postby Reign » Tue Apr 02, 2019 2:13 pm
Did not download yet, but wanted to say thanks for releasing. At least it's possible to work on new projects now while waiting for the full beta.
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Mario_Increible
- Banned
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- Flair: Super Mario
Postby Mario_Increible » Tue Apr 02, 2019 2:23 pm
Anyone can link a showcase of the 3d elements on youtube? I would like seeing them work.
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SAStar777
- Nipper

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Postby SAStar777 » Tue Apr 02, 2019 2:38 pm
I tried to beat an episode with this build, but the credits wouldn't roll. Looking at the level in the editor revealed that the endgame was indeed set up properly, but...no fanfare, no loss of character control...nothing.
Now, that episode was the only one I tried to trigger the endgame with (so far), but when I brought it up in a Discord server with some SMBX relation, someone else mentioned that they've heard that the legacy game end trigger seems to be broken in this build somehow.
Not sure if anyone else experienced this, but if anyone else has, this ought to be looked into. If it seems to only be a problem for me, some steps to fix this would be great. (The endgame was supposed to be triggered by a talk event if it matters.)
On a side note, where's the quick reply box?
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PROX
- Van De Graf

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Postby PROX » Tue Apr 02, 2019 4:22 pm
The podoboos are very janky. For some reason, no matter what I do, the height of the podoboos don't increase. No matter which number I put it at, it stays at the same height.
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ElectriKong
- Bowser

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Postby ElectriKong » Tue Apr 02, 2019 4:29 pm
PROX wrote: ↑Tue Apr 02, 2019 4:22 pm
The podoboos are very janky. For some reason, no matter what I do, the height of the podoboos don't increase. No matter which number I put it at, it stays at the same height.
The height the podoboo jumps at is how high you place it above the lava. Unless fixed height is used.
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Quantumenace
- Chain Chomp

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Postby Quantumenace » Tue Apr 02, 2019 4:34 pm
Some SPC music files have popping that wasn't there before. I'm using Hot-Head Bop from Donkey Kong country 2, the SPC from Zophar's Domain (original music files).
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