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Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Wed Jun 11, 2014 11:04 am
by Fuyu
SMBXxer wrote:But I wish it was.
Same here, since once this project's done I plan to move SMI to VSMBX, and I did not want to rebuild everything just for that. But it seems I'll have to eventually.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Wed Jun 11, 2014 11:18 am
by aero
Nope it's not going to be SMBX compatible, the saving and loading function is way too different than SMBX's.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Wed Jun 11, 2014 11:22 am
by zlaker
Will you able to make some blocks and tiles be foreground to some other blocks
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Wed Jun 11, 2014 11:25 am
by aero
Ice wrote:Will you able to make some blocks and tiles be foreground to some other blocks
I'm not sure, tiles are usually on the same layer with others it would seem kind of pointless.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Wed Jun 11, 2014 11:27 am
by FanofSMBX
If you checked the layers off, you could place two tiles in one spot. I think that's what he's referring to.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Wed Jun 11, 2014 11:30 am
by aero
FanofSMBX wrote:If you checked the layers off, you could place two tiles in one spot. I think that's what he's referring to.
Oh. In order to do that you need to complete the dance off feature, then that lets you switch layers like that.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Thu Jun 12, 2014 5:27 am
by Thundaga_T2
This sounds promising. I wish you the best of luck in finishing this thing. That being said, take your time with it as well, I'm sure we all would like it to be as polished as you can get it.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Fri Jun 13, 2014 1:42 pm
by aero
Added an online feature for future beta testing communication and to make levels together of course. Note that this is simply a chat right now. It uses port 8000 by default for server handling, and clients use port 8001 exclusively for game info and messaging. This would mean you have to port forward the 8000 - 8001 range in order to host. Online managment is harder than it looks so there's a few minor bugs right now such as the client window not updating with the current lists of users on the server.
Screenshots:
Client Window
Connection Window
Server Window
More is to come such as: the completion of the performance section of the server, commands,
possible IRC capabilities, and bug fixes obviously.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Fri Jun 13, 2014 9:51 pm
by Julia Pseudo
Nice! Finally we'll have complete SMBX online level editing. I commend you.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Sat Jun 14, 2014 3:06 am
by zlaker
So it's the online system is in earley development? Well it looks promising. It seems we'll have a complete online system.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Sat Jun 14, 2014 3:52 am
by Wohlstand
And... Do you know about delivered master server for made multilayer? And it must work on Linux, because Windows Server is too unstable for it (reboots on each updates and crashed because buggy) And you MUST write master-server software on C++, on Java, or on Haskell, for example. .NET platform useful only for desktop software and only for Windows system.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Sat Jun 14, 2014 2:49 pm
by aero
Wohlstand wrote:And... Do you know about delivered master server for made multilayer? And it must work on Linux, because Windows Server is too unstable for it (reboots on each updates and crashed because buggy) And you MUST write master-server software on C++, on Java, or on Haskell, for example. .NET platform useful only for desktop software and only for Windows system.
I'm not sure what you're talking about. The server and clients use the TCPListener class for incoming data, and then use the TCPClient class for outgoing data. This makes it kind of like a Peer-To-Server system since the clients only communicate with the server and the data sent to the server is fed back to all of the clients. As far as I've seen this is pretty efficient since data can be secured and filtered on the server before being sent, although yes it will be only compatible for Windows.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Sat Jun 14, 2014 2:59 pm
by Wohlstand
GhostHawk wrote:Wohlstand wrote:And... Do you know about delivered master server for made multilayer? And it must work on Linux, because Windows Server is too unstable for it (reboots on each updates and crashed because buggy) And you MUST write master-server software on C++, on Java, or on Haskell, for example. .NET platform useful only for desktop software and only for Windows system.
I'm not sure what you're talking about. The server and clients use the TCPListener class for incoming data, and then use the TCPClient class for outgoing data. This makes it kind of like a Peer-To-Server system since the clients only communicate with the server and the data sent to the server is fed back to all of the clients. As far as I've seen this is pretty efficient since data can be secured and filtered on the server before being sent, although yes it will be only compatible for Windows.
I mean the central server, what will be work round the clock, and what will be available from any world point. I.e. any can connect to them.
TPC/IP Stack supports by any OS: freeBSD, Linux, Windows, MacOS, Android, iOS, etc... In Linux same TCP client/server releasing via POSIX Sockets. On Windows same TCP client/server releasing via WinSocks. TCPListener/TCPClient is a framework for same WinSocks. Qt allow to use the cross-platform calls to same TPC/IP functions for each OS via qsockets lib.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Sat Jun 14, 2014 4:13 pm
by Shadow Yoshi
Not sure if this is what Wohlstand is trying to say, but having a central server software (much like TerrariaServer.exe) would be cool. That way, someone (me!) can run a dedicated server.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Sat Jun 14, 2014 5:29 pm
by aero
Joey wrote:Not sure if this is what Wohlstand is trying to say, but having a central server software (much like TerrariaServer.exe) would be cool. That way, someone (me!) can run a dedicated server.
I don't see why that wouldn't be possible. I'm not sure why you'd need to dedicate a server, but yeah I could work on something like that.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Mon Jun 16, 2014 2:39 pm
by aero
Just finished an IRC client with basic functions for the online modes of VSMBX. To reduce spam, and potential abuse I only plan on allowing certain commands (/nick, /msg channel, and /topic) and only allowing clients to join channels that start with the prefix ####. Also, you can only join one network (KottNet for now) with the client.
For now VSMBX channels have to be manually set to +ps, but I'll see if it's possible to make a bot or something that can automatically set each channel with the #### prefix to those modes. But as of now, that's just an idea.
Screenshot:
The client is pretty much done for now, just have to make some kind of text processing system to make incoming server messages look pretty and maybe change the order of usernames in the listbox to OPs first. Other than that, the PING PONG system is functioning to prevent time outs, Messages can be sent and read, and all of the restrictions above are in place.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Mon Jun 16, 2014 4:57 pm
by Julia Pseudo
I think it's really great that you're working so much on the online function. That's something we all would've liked to have had in SMBX, of course. Keep up the good work!
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Fri Jun 20, 2014 10:40 am
by Legend-tony980
How come you guys never told me there was a new successor? For years, I've been waiting for you, for a long time. Someone so amazing as you GhostHawk. Since I've lost everything and made a promise to myself that wouldn't give up on my projects, I was waiting for something that could help me...
This. I should say GhostHawk, I'm really proud of you. I really am. Well, we all are. Seems to me the online will finally work, because SMBX's online mode don't work. Keep up the great work man!
By the way, I want to give you my full support for VSMBX's development. You can ask me for anything too. I'm not good at coding, but I'm getting better at sprites and graphics. But, one question... Will Mario, Luigi, Toad, Princess Peach and Link get a few... updates? I mean, will Toad, Peach and Link slide, climb, ride Yoshi, swim like Mario and Luigi? Well, I'm pretty sure it will happen, considering the game will be more flexible and there will be new features in it. But if Link can swim, he might have the same moves to the Frog Suit. Sorry, I just pictured it just now.
I really need the Starman, the Cape Feather and more... I can't wait for to try this.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Fri Jun 20, 2014 11:31 am
by Legend-tony980
Knux wrote:Legend-tony980 wrote:How come you guys never told me there was a new successor?
There are actually two in the works, the other by Wohlstand.
Oh silly me. Gosh, I should have noticed that. Sorry Wohlstand. Wait, is it two different "SMBXes" or they are developing the game together? If they are working together, it's great. It'll make things faster. It's good to know.

Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Fri Jun 20, 2014 11:36 am
by Shadow Yoshi
Wohlstand is supposedly only doing an editor last time I checked.