SMBX2 (2.0 Beta 3)

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The0x539
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Re: SMBX 2.0 Beta 3

Postby The0x539 » Wed Apr 19, 2017 4:07 pm

thederpyderphouse wrote:Oh yeah, and don't forget to add the other features from 38A to beta 4:
Feature you may have missed: show
Changing the explosion time and explosion range for the SMB2 Bomb
the bros being able to throw more than just hammers
Flagpole
Chain Chomp
Being able the customiz the Roto disc as well as changing the pattern
Changing the drop speed of a thwomp
Super Mario 63 Boo AI
cannonball
Flame Chomps with various attack modes
Frog Suit
F.L.U.D.D. with 3 different types
Customizing the pirahna plants
Fire Nipper Plants
Bubble, Balloon, and Glowing Baby Yoshi
SMM Springs as well as the option to make the elastic force stronger
Mini Mushroom
Propeller Mushroom
Penguin Suit
Coin Box
Cannon Box
Proppeller Box
Goomba Mask
Also, who is this "Megan" as in NPC 427?
A fair few of those are things we want to do, but I dont think we're necessarily going for total parity.

megan is megan

underFlo
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Re: SMBX 2.0 Beta 3

Postby underFlo » Wed Apr 19, 2017 7:04 pm

megan created 2.0

Dr Vivian
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Re: SMBX 2.0 Beta 3

Postby Dr Vivian » Thu Apr 20, 2017 2:47 am

Snessy the duck wrote:Actually, having the ability to trigger certain events when a level is completed would be a pretty neat concept, and it would allow you to make things like Toad Houses that dissapear after you complete them and Crumbling Castles. Also, things like moving enemies and hand traps on the world map would be nice too. Also, how about we try porting all the path tiles from SMW into SMBX? That would allow us to create much more advanced paths instead of simple square ones.

Those are all great ideas that I'd love to see, but...to expand on that, I was always sad not being able to redo Switch Palaces in Super Mario World. And I don't know how people here feel about Mushroom Kingdom Fusion but it felt weird being able to redo like a hundred levels but the minigame bonus levels, toadhouses, Hammer Bros. and variants, etc. never came back. Personally I'd like a way to bring those back.

I know P-Switch palaces were basically bonus rounds that gave you a ton of lives so redoing them would make it too easy to get extra lives, but then again you could easily farm 1-ups in Top Secret, so...? Maybe something like make a really hard level/boss that when completed restores all Toad Houses, Hammer Bros. etc.


Well, I think it wouldn't be too difficult to add the option to restore one-time levels if the functionality to add one-time levels in the first place is implemented.

Delta_Sigma_Ipsilon_
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Re: SMBX 2.0 Beta 3

Postby Delta_Sigma_Ipsilon_ » Thu Apr 20, 2017 3:51 am

the progress explodes since the team broke some limitation
now lets be waiting for beta4

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Re: SMBX 2.0 Beta 3

Postby Amyrakunejo » Thu Apr 20, 2017 4:21 pm

Dr Vivian wrote:
Snessy the duck wrote:Actually, having the ability to trigger certain events when a level is completed would be a pretty neat concept, and it would allow you to make things like Toad Houses that disappear after you complete them and Crumbling Castles. Also, things like moving enemies and hand traps on the world map would be nice too. Also, how about we try porting all the path tiles from SMW into SMBX? That would allow us to create much more advanced paths instead of simple square ones.

Those are all great ideas that I'd love to see, but...to expand on that, I was always sad not being able to redo Switch Palaces in Super Mario World. And I don't know how people here feel about Mushroom Kingdom Fusion but it felt weird being able to redo like a hundred levels but the minigame bonus levels, toadhouses, Hammer Bros. and variants, etc. never came back. Personally I'd like a way to bring those back.

I know P-Switch palaces were basically bonus rounds that gave you a ton of lives so redoing them would make it too easy to get extra lives, but then again you could easily farm 1-ups in Top Secret, so...? Maybe something like make a really hard level/boss that when completed restores all Toad Houses, Hammer Bros. etc.


Well, I think it wouldn't be too difficult to add the option to restore one-time levels if the functionality to add one-time levels in the first place is implemented.
In the Japanese version (or with Lunar Magic on any SMW ROM), one could redo Fortresses, Castles AND Switch Palaces...

The Top Secret Area was basically a recharge station. To S.Y.A. (Save Your Arse) if you were in trouble. I do believe that the original intention was to remove it, but decided against it and just made it hard for Joe Everybody and Mary Manyopolous to get to it.

Legend-tony980
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Re: SMBX2 (2.0 Beta 3)

Postby Legend-tony980 » Thu Apr 20, 2017 10:19 pm

I gotta ask. Is there a way to edit background objects (size, frames, foreground, climbable, etc.) or add a custom graphic one of our own? Is it also/only feasible with LunaLua?

I want to add the translucent water tiles from World 3 of Super Mario Bros. 3.

loop
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Re: SMBX2 (2.0 Beta 3)

Postby loop » Thu Apr 20, 2017 10:20 pm

Legend-tony980 wrote:I gotta ask. Is there a way to edit background objects (size, foreground, climbable) or add a custom graphic one of our own? Is it also/only feasible with LunaLua?
For the bgos, check Sambo's bgofix.lua.

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Re: SMBX2 (2.0 Beta 3)

Postby The0x539 » Thu Apr 20, 2017 10:53 pm

Climbable thingies are NPCs, everything else is very easy to do with bgofix and will probably be streamlined even more sometime in the future.

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Re: SMBX2 (2.0 Beta 3)

Postby Legend-tony980 » Fri Apr 21, 2017 12:35 am

Jayce 777 wrote:
Legend-tony980 wrote:I gotta ask. Is there a way to edit background objects (size, foreground, climbable) or add a custom graphic one of our own? Is it also/only feasible with LunaLua?
For the bgos, check Sambo's bgofix.lua.
Okay. So, I checked the Sambo's code and I'm having a really hard time resizing bgo (I can't resize a background object!), how to make them foreground (seriously, how?). But making a translucent background should be a piece of cake. It's actually my first time using LunaLua, after a long time. :?
The0x539 wrote:Climbable thingies are NPCs, everything else is very easy to do with bgofix and will probably be streamlined even more sometime in the future.
Easy? If only... Well, I know how to edit the framespeed or the number of frames, 'cause that's what this was about though. But the rest are not that easy. It is way harder than I thought! :shock:

Can someone show me an example of how you do it and/or give me hints? :oops:

The0x539
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Re: SMBX2 (2.0 Beta 3)

Postby The0x539 » Fri Apr 21, 2017 8:01 am

BGOs automatically resize on their own if you load bgofix, no work required, just use a differently sized image. Priority is set using

Code: Select all

bgofix.setPriority(27,-20)
This sets BGO 27 to have a priority of -20, which is the default for foreground BGOs. Different values can be found at http://wohlsoft.ru/pgewiki/LunaLua_Render_Priority

Referenced from
http://wohlsoft.ru/pgewiki/Bgofix.lua

Amyrakunejo
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Re: SMBX2 (2.0 Beta 3)

Postby Amyrakunejo » Fri Apr 21, 2017 3:42 pm

The0x539 wrote:Climbable thingies are NPCs, everything else is very easy to do with bgofix and will probably be streamlined even more sometime in the future.
The fence from SMW is actually a Background Object (BGO).

That reminds me of something. I've found that if a layer with that particular background is hidden, it is still climbable. This kinda ruined a platforming challenge a bit when I made a testing ground level in SMBX 1.4.

thederpyderphouse
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Re: SMBX2 (2.0 Beta 3)

Postby thederpyderphouse » Fri Apr 21, 2017 4:38 pm

One more question,
so beta 4 will be released when everything becomes labled as pipeline?

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Re: SMBX2 (2.0 Beta 3)

Postby glitch4 » Fri Apr 21, 2017 5:21 pm

thederpyderphouse wrote:One more question,
so beta 4 will be released when everything becomes labled as pipeline?
Yes.

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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Fri Apr 21, 2017 5:22 pm

Not necessarily.

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Re: SMBX2 (2.0 Beta 3)

Postby PixelPest » Fri Apr 21, 2017 5:33 pm

glitch4 wrote:
thederpyderphouse wrote:One more question,
so beta 4 will be released when everything becomes labled as pipeline?
Yes.
As you can see, some marked as waiting are in need of certain tech that may not be ready soon

Legend-tony980
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Re: SMBX2 (2.0 Beta 3)

Postby Legend-tony980 » Fri Apr 21, 2017 5:55 pm

The0x539 wrote:BGOs automatically resize on their own if you load bgofix, no work required, just use a differently sized image. Priority is set using

Code: Select all

bgofix.setPriority(27,-20)
This sets BGO 27 to have a priority of -20, which is the default for foreground BGOs. Different values can be found at http://wohlsoft.ru/pgewiki/LunaLua_Render_Priority

Referenced from
http://wohlsoft.ru/pgewiki/Bgofix.lua
I finally managed to resize the background objects. Thanks! Although, it does not work on the SMBX 2.0.0 Beta engine when I tested it. But it does work on the PGE Engine (the PGE Engine test is unusually fast!). Hmm. I hope it will work on both engines.

As for the foreground, I'm still stuck on that one. The Water bgos still don't appear in front of everything. It's still behind as always. I even set the sorting priority to 20 in the PGE Engine (I set it to 20 everytime I restart PGE, annoyingly) and -20 the LunaLua file in my level folder.

Most likely I've done it wrong. Here how the code in my LunaLua file looks like:
Spoiler: show

Code: Select all

--------------------------------------------------
-- Level code
-- Created 23:12 2017-4-20
--------------------------------------------------

-- Run code on level start
function onStart()
    --Your code here
local bgofix = API.load ("bgofix");

bgofix.setPriority(65,-20)
bgofix.setAnimation(65,4,5)

bgofix.setPriority(165,-20)
bgofix.setAnimation(165,1,1)

end

-- Run code every frame (~1/65 second)
-- (code will be executed before game logic will be processed)
function onTick()
    --Your code here
local bgofix = API.load ("bgofix");

end

-- Run code when internal event of the SMBX Engine has been triggered
-- eventName - name of triggered event
function onEvent(eventName)
    --Your code here
end

And making the water translucent would be tricky as well... Oh yeah. Translucency option for graphics, especially for background objects (From 0 to 255 like in Paint.NET) in the Level Editor would be really helpful if I'd make a level like this. :idea:

Image

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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Fri Apr 21, 2017 6:01 pm

Don't load the api every frame. Just load it outside of functions and define your bgos outside functions too.
Also make sure lunadll.lua is in the level's custom assets folder.

The0x539
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Re: SMBX2 (2.0 Beta 3)

Postby The0x539 » Fri Apr 21, 2017 6:08 pm

You should be able to just use a semitransparent png BGO, no?

Legend-tony980
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Re: SMBX2 (2.0 Beta 3)

Postby Legend-tony980 » Fri Apr 21, 2017 6:44 pm

Enjl wrote:Don't load the api every frame. Just load it outside of functions and define your bgos outside functions too.
Also make sure lunadll.lua is in the level's custom assets folder.
The LunaLua code is in the level folder.

I tried it a different way to make it foreground and... still don't work. When you say load it and define outside of functions, do you meant something like this?
Spoiler: show

Code: Select all


local bgofix = API.load ("bgofix");

bgofix.setPriority(65,-20)
bgofix.setAnimation(65,4,5)

bgofix.setPriority(165,-20)
bgofix.setAnimation(165,1,1)

--------------------------------------------------
-- Level code
-- Created 23:12 2017-4-20
--------------------------------------------------

-- Run code on level start
function onStart()
    --Your code here

end

-- Run code every frame (~1/65 second)
-- (code will be executed before game logic will be processed)
function onTick()
    --Your code here

end

-- Run code when internal event of the SMBX Engine has been triggered
-- eventName - name of triggered event
function onEvent(eventName)
    --Your code here
end

like this:
Spoiler: show

Code: Select all

--------------------------------------------------
-- Level code
-- Created 23:12 2017-4-20
--------------------------------------------------

local bgofix = API.load ("bgofix");

bgofix.setPriority(65,-20)
bgofix.setAnimation(65,4,5)

bgofix.setPriority(165,-20)
bgofix.setAnimation(165,1,1)

-- Run code on level start
function onStart()
    --Your code here

end

-- Run code every frame (~1/65 second)
-- (code will be executed before game logic will be processed)
function onTick()
    --Your code here

end

-- Run code when internal event of the SMBX Engine has been triggered
-- eventName - name of triggered event
function onEvent(eventName)
    --Your code here
end

or like this?

Spoiler: show

Code: Select all

--------------------------------------------------
-- Level code
-- Created 23:12 2017-4-20
--------------------------------------------------

-- Run code on level start
function onStart()
    --Your code here

end

-- Run code every frame (~1/65 second)
-- (code will be executed before game logic will be processed)
function onTick()
    --Your code here

end

-- Run code when internal event of the SMBX Engine has been triggered
-- eventName - name of triggered event
function onEvent(eventName)
    --Your code here
end


local bgofix = API.load ("bgofix");

bgofix.setPriority(65,-20)
bgofix.setAnimation(65,4,5)

bgofix.setPriority(165,-20)
bgofix.setAnimation(165,1,1)

Or how would you do it if you make a level like the one I'm trying?
Spoiler: show
Image
The0x539 wrote:You should be able to just use a semitransparent png BGO, no?
Never mind what I said. I made it though and making translucent graphics was really easy. It looks way better in SMBX 2.0/PGE than in SMBX. I felt silly when I thought it'd be tricky. :lol:

Oh my god... I'm really making a fool of myself. I never thought the foreground thing would be really that hard for me. I'm really sorry though. But I'm trying.

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Re: SMBX2 (2.0 Beta 3)

Postby The0x539 » Fri Apr 21, 2017 6:52 pm

All three of those code samples would do exactly the same thing. Code outside of "event handlers" (onStart, onTick, onDraw, onEvent) runs, top to bottom, on the loading of the file, before anything else, no matter where in the file it is.


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