SMBX2 PAL Release - Feedback, Questions and Bugs here!

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Amyrakunejo
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Amyrakunejo » Wed Dec 25, 2019 8:45 pm

Happy Yule, one and all; may the winter be plentiful, but merciful...

Hoeloe
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Hoeloe » Wed Dec 25, 2019 8:51 pm

Murphmario wrote:
Wed Dec 25, 2019 7:38 pm
Quick question: will blocks get the ability to be edited with .TXT files like BGOs and NPCs in Beta 4, or is that going to be a Beta 5 thing?
That WILL be the case in Beta 4! There are some limits to it, but you will be able to use .txt files to edit blocks, and make your own new ones.

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Online Update?

Postby Chanceux2 » Wed Dec 25, 2019 10:15 pm

Online is a good feature! When will it update? Multiplayer Versus? These are idea for Online:

-Versus
-World maps
-Episodes

GOD_SAMA
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby GOD_SAMA » Wed Dec 25, 2019 10:48 pm

wait whats beta 4 and 5 got ? like possible upgrades etc
got me intrigued


oh and merry christmas to everybody
if youre not enjoying it dont worry we mostly me isnt either but meh still happy holidays



that said any thing planned like as a feature have mario wear a santa suit etc as a gimmick when the holidays roll around next time?
that seemed like an opportunity nintendo missed out on for mario maker 2 but thats why im asking

holiday theme costumes for each character that could take the place of power ups like santa clause suit could be the ice flower
an elf suit could be the tanooki suit that turns into a toy statue etc things like that

cato
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby cato » Thu Dec 26, 2019 12:40 am

Oh, I am excited.
Also, is it possible to make the credit scene more epic? Like colour-sparkles and Lunalua effect?
It kinda looks dull in the PAL version with just texts move up in a black/SMBX background.

Emral
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Emral » Thu Dec 26, 2019 2:35 am

cato wrote:
Thu Dec 26, 2019 12:40 am
Oh, I am excited.
Also, is it possible to make the credit scene more epic? Like colour-sparkles and Lunalua effect?
It kinda looks dull in the PAL version with just texts move up in a black/SMBX background.
There are plans to eventually make credits customizable on a per-episode basis.
GOD_SAMA wrote:
Wed Dec 25, 2019 10:48 pm
wait whats beta 4 and 5 got ? like possible upgrades etc
Every release will have a set of patch notes published on our website alongside it.
GOD_SAMA wrote:
Wed Dec 25, 2019 10:48 pm
that said any thing planned like as a feature have mario wear a santa suit etc as a gimmick when the holidays roll around next time?
I'd rather not forcefully impede on the artistic vision of other people during arbitrary dates relevant to some religions.
If you would like to give the player a special outfit, feel free to do so in your own levels or episodes.
Cedur wrote:
Wed Dec 25, 2019 10:51 am
Anyway. Under what circumstances does the score reset on the lunatester? Is there an individual score for every level?
Whenever lua crashes or the save-0.tmp file in the episode's folder is deleted (happens when lua crashes).

PdizzleParker
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby PdizzleParker » Thu Dec 26, 2019 4:57 am

Hoeloe wrote:
Wed Dec 25, 2019 7:12 am
Merry Christmas, y'all.

aw hell yeah

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Re: Online Update?

Postby ElectriKong » Thu Dec 26, 2019 5:04 am

Chanceux2 wrote:
Wed Dec 25, 2019 10:15 pm
Online is a good feature! When will it update? Multiplayer Versus? These are idea for Online:

-Versus
-World maps
-Episodes
Please post questions regarding the future of the game in this topic.

LGLMAKING
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby LGLMAKING » Thu Dec 26, 2019 5:44 am

I have a feature request: custom projectiles for all npc's using projectiles. Right now I'm thinking of:
Chucks,
Ludwig,
Fryguy,
And so on

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby FireyPaperMario » Thu Dec 26, 2019 5:58 am

Here's a few feature requests for the upcoming SMBX 2.0 Beta 4:
  • Power-ups from the "Real" sequel to SMB1, Super Mario Bros. Special
  • The ability to choose between the SMB1/SMB:LL/Japanese SMB3/SMW damage system or the modern damage system (SML2/modern Mario Bros. games) for Mario & Luigi

Cedur
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Cedur » Thu Dec 26, 2019 8:31 am

FPP, if you didn't notice, there won't be any more suggestions accepted for Beta 4 ("feature lock"). Save suggestions for later on. (besides, isn't there kinda something for the bottom part already?)

GOD_SAMA wrote:wait whats beta 4 and 5 got ? like possible upgrades etc
got me intrigued

haven't you looked into SMBX2PAL already?

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby ElectriKong » Thu Dec 26, 2019 8:38 am

FireyPaperMario wrote: Here's a few feature requests for the upcoming SMBX 2.0 Beta 4:
  • Power-ups from the "Real" sequel to SMB1, Super Mario Bros. Special
  • The ability to choose between the SMB1/SMB:LL/Japanese SMB3/SMW damage system or the modern damage system (SML2/modern Mario Bros. games) for Mario & Luigi
Don't expect anything not already implemented to be added to beta 4. We have definitely reached that point where all the devs are doing are bug fixes, polishing and optimisation. Any suggestions for new features will come in beta 5 at the earliest. Afaik, it is still currently impossible for the devs to add new power-ups anyway, and a different damage system can be implemented on a per level/episode basis using some Lua.

IAmPlayer
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby IAmPlayer » Thu Dec 26, 2019 8:48 am

FireyPaperMario wrote:
Thu Dec 26, 2019 5:58 am
  • Power-ups from the "Real" sequel to SMB1, Super Mario Bros. Special
I made this in June already, and it still works, so you can just use mine.

Wiimeiser
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Wiimeiser » Thu Dec 26, 2019 9:58 pm

The trailer looks good, and Beta 4 is looking great! Are we set for an early 2020 release? Although I already have Beep Blocks... Who knows how they'll conflict...
LGLMAKING wrote:
Thu Dec 26, 2019 5:44 am
I have a feature request: custom projectiles for all npc's using projectiles. Right now I'm thinking of:
Chucks,
Ludwig,
Fryguy,
And so on
Should be editable by changing some value in the NPC's lua or txt file or something. For custom NPCs, you can edit the NPC's lua file on a per-level basis (for example, you can make the Red Elite Koopa throw Hammers and the Yellow Elite Koopa throw Bombs in one level, and have them throw Footballs and Bumpties respectively in another. I've made a miniboss where a Yellow Elite Koopa throws Exploding Crates.)
cato wrote: Oh, I am excited.
Also, is it possible to make the credit scene more epic? Like colour-sparkles and Lunalua effect?
It kinda looks dull in the PAL version with just texts move up in a black/SMBX background.
Last I heard about endings and credits was that the Game End trigger feature was broken...

Added in 4 hours 12 minutes 36 seconds:
To whoever was previously wondering about entering sublevels crashing the game, it turns out lvlx files are completely incompatible with cross-level warps (At least in the intermediate versions), the game will just crash with the following:
== Crash Summary ==
LunaLua Version: LUNALUA 70d92f34
Exception Code: 0xc000008f (VB Error)
VB6 Error Code: 52

== Stack Trace ==
0: 660CE246 (MSVBVM60): rtcDoEvents
1: 660D548C (MSVBVM60): rtcDir
2: 00B20EB5 (smbx): loadNPCConfigurations
3: c:\github_new\lunalua\lunadll\filemanager\loadfile_level.cpp (95): LunaLua_loadLevelFile
4: c:\github_new\lunalua\lunadll\filemanager\smbxfilemanager.cpp (103): SMBXLevelFileBase::ReadFile
5: c:\github_new\lunalua\lunadll\misc\runtimehookcomponents\runtimehookhooks.cpp (1321): runtimeHookLoadLevel
6: 008C14E5 (smbx): Sub_Main
7: 6600A048 (MSVBVM60): EbLoadRunTime
8: 66007B3E (MSVBVM60): BASIC_CLASS_QueryInterface
9: 66003981 (MSVBVM60): ThunRTMain
10: 660036FA (MSVBVM60): ThunRTMain
11: 66003600 (MSVBVM60): ThunRTMain
12: 0040BDE2 (smbx): start
13: 76F7662D (ntdll): RtlGetAppContainerNamedObjectPath
14: 76F765FD (ntdll): RtlGetAppContainerNamedObjectPath
The "VB6 Error Code: 52" indicates the file path is invalid, meaning at least to me that lvlx is not a valid VB6 format. Don't know what I could be doing wrong...

EDIT:
52 A duplicate name exists on the network.
Source
Not sure how it's being duplicated. Could the two scripts be paging the files in two different formats?
EDIT2:
52 Bad file name or number
Source
So definitely filename related.

Also I'm pretty sure it did work in Beta 3...

ElectriKong
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby ElectriKong » Fri Dec 27, 2019 4:38 am

Wiimeiser wrote:
Fri Dec 27, 2019 2:10 am
The trailer looks good, and Beta 4 is looking great! Are we set for an early 2020 release?
Go to 1:07 in the trailer.

Amyrakunejo
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Amyrakunejo » Fri Dec 27, 2019 6:58 pm

"January 2020"

Sweet. All that dev work has paid off. Looks like we're both set to release demos of our projects in the nearer future.

Teemster2
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Teemster2 » Fri Dec 27, 2019 7:02 pm

Amyrakunejo wrote:
Fri Dec 27, 2019 6:58 pm
"January 2020"

Sweet. All that dev work has paid off. Looks like we're both set to release demos of our projects in the nearer future.
The development team has come along ways. We just had phanto added in the pal release and everything is looking amazing.

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Reign » Sat Dec 28, 2019 5:39 am

I think one of the most important things now is to market Beta 4 properly. "Beta" sounds like something unfinished to the public, but if you can create episodes and levels with it without having to worry if they'll get broken later on, I think it should get a more attractive label. This is a big opportunity to get more people into SMBX, since the content itself looks amazing.

Teemster2
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Teemster2 » Sat Dec 28, 2019 6:49 pm

Reign wrote:
Sat Dec 28, 2019 5:39 am
I think one of the most important things now is to market Beta 4 properly. "Beta" sounds like something unfinished to the public, but if you can create episodes and levels with it without having to worry if they'll get broken later on, I think it should get a more attractive label. This is a big opportunity to get more people into SMBX, since the content itself looks amazing.
Can we market it without offending Nintendo?

ElectriKong
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby ElectriKong » Sat Dec 28, 2019 8:04 pm

Teemster2 wrote:
Sat Dec 28, 2019 6:49 pm
Reign wrote:
Sat Dec 28, 2019 5:39 am
I think one of the most important things now is to market Beta 4 properly. "Beta" sounds like something unfinished to the public, but if you can create episodes and levels with it without having to worry if they'll get broken later on, I think it should get a more attractive label. This is a big opportunity to get more people into SMBX, since the content itself looks amazing.
Can we market it without offending Nintendo?
Pretty sure Reign means that beta 4 should be titled in such a way that it does not turn off people by being a beta (which looks to be achieved by naming it β4 instead)


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