SMBX 2.0 Open Beta

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Yoshi021
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Re: SMBX 2.0 Open Beta

Postby Yoshi021 » Sun Jun 26, 2016 2:44 pm

You can do that in PGE.

andreepika11233
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Re: SMBX 2.0 Open Beta

Postby andreepika11233 » Sun Jun 26, 2016 3:36 pm

Yoshi021 wrote:You can do that in PGE.
You mean the wip engine itself or smbx 2.0?

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Re: SMBX 2.0 Open Beta

Postby Murphmario » Sun Jun 26, 2016 3:49 pm

The only issue I have with PGE really is the "item properties" window, but that's just something small.

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Re: SMBX 2.0 Open Beta

Postby Emral » Sun Jun 26, 2016 3:51 pm

andreepika11233 wrote:
Yoshi021 wrote:You can do that in PGE.
You mean the wip engine itself or smbx 2.0?
Enjl wrote: In PGE 0.3.1.10 you can use the SMBXInt config pack. http://wohlsoft.ru/config_packs/
It lets you configure your SMBX EXE file and will allow you to play levels using that EXE by hitting F5 in PGE or pressing the test button.

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Re: SMBX 2.0 Open Beta

Postby The Thwomp King » Sun Jun 26, 2016 3:56 pm

Horikawa Otane wrote:
In general, I'm discouraging people from developing new characters for inclusion in 2.0. Some people have come to me with really neat, fully working characters (like Hoeloe's Klonoa) and I've accepted them because it basically cost me no work to do so, but currently no one on the team is working on new characters.

I am planning to do Sonic someday for like 2.1. But that's a way's off. The focus will shift after the next beta release to working on NPCs. Hopefully getting 2.0 to potentially even surpass 1.4.x's NPC count.
That's perfectly understandable. If you guys will be working on new NPCs soon, would I be able to request additional NPCs from DKC. Some enemies could be a great addition to SMBX for how unique and different they are as compared to normal Mario enemies.
Last edited by The Thwomp King on Sun Jun 26, 2016 5:31 pm, edited 1 time in total.

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Re: SMBX 2.0 Open Beta

Postby Yoshi021 » Sun Jun 26, 2016 4:23 pm

andreepika11233 wrote:
Yoshi021 wrote:You can do that in PGE.
You mean the wip engine itself or smbx 2.0?
Try downloading the latest version of PGE. Whenever you test a level another window will appear with the test engine. Go back to the editor and select an item. Drag it to the test window and you can drop it. This works with the 1.3 configuration pack.

loop
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Re: SMBX 2.0 Open Beta

Postby loop » Sun Jun 26, 2016 5:56 pm

Murphmario wrote:The only issue I have with PGE really is the "item properties" window, but that's just something small.
You know you can change the settings to where it doesn't pop up as soon as you select an item, right?

FanofSMBX
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Re: SMBX 2.0 Open Beta

Postby FanofSMBX » Sun Jun 26, 2016 7:37 pm

Horikawa Otane wrote:
The Thwomp King wrote:
Horikawa Otane wrote:
In general, I'm discouraging people from developing new characters for inclusion in 2.0. Some people have come to me with really neat, fully working characters (like Hoeloe's Klonoa) and I've accepted them because it basically cost me no work to do so, but currently no one on the team is working on new characters.

I am planning to do Sonic someday for like 2.1. But that's a way's off. The focus will shift after the next beta release to working on NPCs. Hopefully getting 2.0 to potentially even surpass 1.4.x's NPC count.
That's perfectly understandable. If you guys will be working on new NPCs soon, would I be able to request additional NPCs from DKC. Some enemies could be a great addition to SMBX for how unique and different they are as compared to normal Mario enemies.
Very possible. With the new cast, I know we're planning on doing some Megaman enemies like Mettools and stuff.

I'll consider DKC enemies - would you mind suggesting some in particular? And providing a video reference of their mechanics?

I would need that since I don't really know DKC. All my experience from that series is Let's Playing a DKC knockoff and playing the second one for like an hour. So I have no idea which enemies are 'iconic' or mechanically interesting or whatever.
Will it have the Spine (gray hubcap) from Heavy and Metal?

loop
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Re: SMBX 2.0 Open Beta

Postby loop » Mon Jun 27, 2016 1:08 am

I am hyped for this update. Great work.

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Re: SMBX 2.0 Open Beta

Postby andreepika11233 » Mon Jun 27, 2016 8:22 am

FanofSMBX wrote:
Horikawa Otane wrote:
The Thwomp King wrote: That's perfectly understandable. If you guys will be working on new NPCs soon, would I be able to request additional NPCs from DKC. Some enemies could be a great addition to SMBX for how unique and different they are as compared to normal Mario enemies.
Very possible. With the new cast, I know we're planning on doing some Megaman enemies like Mettools and stuff.

I'll consider DKC enemies - would you mind suggesting some in particular? And providing a video reference of their mechanics?

I would need that since I don't really know DKC. All my experience from that series is Let's Playing a DKC knockoff and playing the second one for like an hour. So I have no idea which enemies are 'iconic' or mechanically interesting or whatever.
Will it have the Spine (gray hubcap) from Heavy and Metal?
I don't see a game with Heavy and Metal as it's title when I google "heavy and metal video game", and so what is Heavy and Metal?

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Re: SMBX 2.0 Open Beta

Postby Hoeloe » Mon Jun 27, 2016 8:56 am

andreepika11233 wrote: I don't see a game with Heavy and Metal as it's title when I google "heavy and metal video game", and so what is Heavy and Metal?

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Re: SMBX 2.0 Open Beta

Postby andreepika11233 » Mon Jun 27, 2016 9:04 am

Hoeloe wrote:
andreepika11233 wrote: I don't see a game with Heavy and Metal as it's title when I google "heavy and metal video game", and so what is Heavy and Metal?
Ok, its a smbx 2.0 megaman level then.

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Re: SMBX 2.0 Open Beta

Postby h2643 » Mon Jun 27, 2016 9:20 am

andreepika11233 wrote:Ok, its a smbx 2.0 megaman level then.
There's also a Game Boy emulator in the last part of raocow's MaGLX2 playthrough.

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Re: SMBX 2.0 Open Beta

Postby Angelus » Mon Jun 27, 2016 9:48 pm

I'm sorry for bringing this question here, but I've been trying to understand a thing: which version of SMBX should I use? 1.3 or this one (2.0)? If so, 1.3 is no longer used by the community, or...?

andreepika11233
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Re: SMBX 2.0 Open Beta

Postby andreepika11233 » Mon Jun 27, 2016 9:55 pm

Angelus wrote:I'm sorry for bringing this question here, but I've been trying to understand a thing: which version of SMBX should I use? 1.3 or this one (2.0)? If so, 1.3 is no longer used by the community, or...?
Its still used, but once smbx 2.0 reaches to its final stages, it will be no longer be used anymore.

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Re: SMBX 2.0 Open Beta

Postby PixelPest » Mon Jun 27, 2016 10:00 pm

Angelus wrote:I'm sorry for bringing this question here, but I've been trying to understand a thing: which version of SMBX should I use? 1.3 or this one (2.0)? If so, 1.3 is no longer used by the community, or...?
I think the big thing now is SMBX 1.3.0.1 + LunaLua now. Since a lot of people have issues installing it though, you can just install this and not use the new features (characters and Starman) since they're a little glitchy, since it comes with LunaLua built in. After the next update comes, PGE and SMBX 2.0 will be the thing. Horikawa has stated that SMBX 1.3.0.1 (the Legacy Editor) isn't active by default since PGE will have its engine working, so it's probably best to download 2.0 Beta so you can get used to PGE

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Re: SMBX 2.0 Open Beta

Postby The Thwomp King » Mon Jun 27, 2016 10:03 pm

PixelPest wrote:
Angelus wrote:I'm sorry for bringing this question here, but I've been trying to understand a thing: which version of SMBX should I use? 1.3 or this one (2.0)? If so, 1.3 is no longer used by the community, or...?
I think the big thing now is SMBX 1.3.0.1 + LunaLua now. Since a lot of people have issues installing it though, you can just install this and not use the new features (characters and Starman) since they're a little glitchy, since it comes with LunaLua built in. After the next update comes, PGE and SMBX 2.0 will be the thing. Horikawa has stated that SMBX 1.3.0.1 (the Legacy Editor) isn't active by default since PGE will have its engine working, so it's probably best to download 2.0 Beta so you can get used to PGE
This might've been answered already too, but how much will be lost when we all switch over to 2.0? Like will all the graphics be usable still as well as all levels?

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Re: SMBX 2.0 Open Beta

Postby PixelPest » Mon Jun 27, 2016 10:11 pm

The Thwomp King wrote:
PixelPest wrote:
Angelus wrote:I'm sorry for bringing this question here, but I've been trying to understand a thing: which version of SMBX should I use? 1.3 or this one (2.0)? If so, 1.3 is no longer used by the community, or...?
I think the big thing now is SMBX 1.3.0.1 + LunaLua now. Since a lot of people have issues installing it though, you can just install this and not use the new features (characters and Starman) since they're a little glitchy, since it comes with LunaLua built in. After the next update comes, PGE and SMBX 2.0 will be the thing. Horikawa has stated that SMBX 1.3.0.1 (the Legacy Editor) isn't active by default since PGE will have its engine working, so it's probably best to download 2.0 Beta so you can get used to PGE
This might've been answered already too, but how much will be lost when we all switch over to 2.0? Like will all the graphics be usable still as well as all levels?
From what I've seen I'm pretty sure everything is compatible (levels, physics, Lua, etc.) in 2.0 and the PGE engine, in addition to new blocks, NPCs, and characters that are actually built in

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Re: SMBX 2.0 Open Beta

Postby lotus006 » Tue Jun 28, 2016 12:28 am

PixelPest wrote:
The Thwomp King wrote:
PixelPest wrote: I think the big thing now is SMBX 1.3.0.1 + LunaLua now. Since a lot of people have issues installing it though, you can just install this and not use the new features (characters and Starman) since they're a little glitchy, since it comes with LunaLua built in. After the next update comes, PGE and SMBX 2.0 will be the thing. Horikawa has stated that SMBX 1.3.0.1 (the Legacy Editor) isn't active by default since PGE will have its engine working, so it's probably best to download 2.0 Beta so you can get used to PGE
This might've been answered already too, but how much will be lost when we all switch over to 2.0? Like will all the graphics be usable still as well as all levels?
From what I've seen I'm pretty sure everything is compatible (levels, physics, Lua, etc.) in 2.0 and the PGE engine, in addition to new blocks, NPCs, and characters that are actually built in
One thing I'm scared about lost Legacy editor after the new update, if we lost the legacy editor we will not can anymore play live in the editor when modify level seamless than PGE built in editor ? we will need to launch the normal engine each time ? that will be a shame :(

I know PGE start to approach the same quality of playability in testing level but there is a percentage of almost the same as the legacy ?

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Re: SMBX 2.0 Open Beta

Postby Lyrin » Tue Jun 28, 2016 1:51 am

lotus006 wrote:One thing I'm scared about lost Legacy editor after the new update, if we lost the legacy editor we will not can anymore play live in the editor when modify level seamless than PGE built in editor ? we will need to launch the normal engine each time ? that will be a shame :(

I know PGE start to approach the same quality of playability in testing level but there is a percentage of almost the same as the legacy ?
PixelPest wrote:After the next update comes, PGE and SMBX 2.0 will be the thing. Horikawa has stated that SMBX 1.3.0.1 (the Legacy Editor) isn't active by default since PGE will have its engine working, so it's probably best to download 2.0 Beta so you can get used to PGE
this literally means PGE will have the SMBX level editor testing engine


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