SMBX 2.0 Open Beta

Topics about events/announcements that are no longer relevant.

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HeroLinik
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Re: SMBX 2.0 Open Beta

Postby HeroLinik » Sun Jul 03, 2016 3:30 pm

Horikawa Otane wrote:I've stopped promising dates because I've learned that each time we think we're close, there's a bunch of new bugs that we caught that need fixing. Or I need to do health things (I'm not well) and that can eat up dev time.

Anyway at this point I suspect we're close to release. Just gotta finalise a couple more things to the no-lua-required release (my internal codename for it anyway). It's got so many neat automated, user friendly systems.

2.0 development has actually been going into overdrive lately. I know we're all excited to get it out.
Image

HeroLinik
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Re: SMBX 2.0 Open Beta

Postby HeroLinik » Sun Jul 03, 2016 3:38 pm

Horikawa Otane wrote:Now's the time to put in requests!
Well, I have a few requests. If they're already in 1.4 or being planned, let me know.
- Fishin' Boos
- Parachuting Galoombas and Bob-ombs
- Spinies that walk on the ceiling and drop off when you get close
- Proper Boomerang/Fire/Sledge Bros.
- Hot Foots

loop
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Re: SMBX 2.0 Open Beta

Postby loop » Sun Jul 03, 2016 3:44 pm

:mrgreen: Hyped for this update :mrgreen:

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Re: SMBX 2.0 Open Beta

Postby FireyPaperMario » Sun Jul 03, 2016 4:14 pm

Jayce 777 wrote::mrgreen: Hyped for this update :mrgreen:
Dude, just calm down! >_>

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Re: SMBX 2.0 Open Beta

Postby Enchlore » Sun Jul 03, 2016 4:18 pm

Horikawa Otane wrote:Since we're already working on the subsystems to make new NPCs for THIS release, the beta AFTER the upcoming one shouldn't take nearly as long to get out. At least I hope.
How many betas before SMBX 2.0 is considered full? From what I understood before it was just a matter of stabilizing what was already made, but now you seem to be focusing on new content before calling it a full game. Just asking because I didn't quite grasp all of it.

Quantix
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Re: SMBX 2.0 Open Beta

Postby Quantix » Sun Jul 03, 2016 4:19 pm

All I need is pretty much most of the missing NPCs from Super Mario World.

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Re: SMBX 2.0 Open Beta

Postby Yoshi021 » Sun Jul 03, 2016 4:50 pm

Since there are character blocks that only disappear once you are a specific character, how about character blocks that only become solid when you are a specific character.

Enchlore
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Re: SMBX 2.0 Open Beta

Postby Enchlore » Sun Jul 03, 2016 5:06 pm

Alright, that seems fair. Good luck then.

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Re: SMBX 2.0 Open Beta

Postby MECHDRAGON777 » Sun Jul 03, 2016 5:12 pm

Horikawa Otane wrote:
Enchlore wrote:
Horikawa Otane wrote:Since we're already working on the subsystems to make new NPCs for THIS release, the beta AFTER the upcoming one shouldn't take nearly as long to get out. At least I hope.
How many betas before SMBX 2.0 is considered full? From what I understood before it was just a matter of stabilizing what was already made, but now you seem to be focusing on new content before calling it a full game. Just asking because I didn't quite grasp all of it.
The exact gameplan for full release isn't set in stone. But we want to add a lot of new content and get it all stabilised before releasing the full version. Ideally I'd like near parity in feature-richness to 1.4.x. Not saying we'll add more powerups (no plans for that as of yet mostly due to gfx requirements and asm hacking priorities) but I'd like at least as many NPCs.
My question to that, is what about people who used NPC's 292-300 in a level before SMBX 2.0 was even decided? (Sednauir's episode, and my CC12 level). I am sure others have also done stuff with those "dummy npcs" as well.

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Re: SMBX 2.0 Open Beta

Postby Murphmario » Sun Jul 03, 2016 5:22 pm

MECHDRAGON777 wrote:
Horikawa Otane wrote:
Enchlore wrote: How many betas before SMBX 2.0 is considered full? From what I understood before it was just a matter of stabilizing what was already made, but now you seem to be focusing on new content before calling it a full game. Just asking because I didn't quite grasp all of it.
The exact gameplan for full release isn't set in stone. But we want to add a lot of new content and get it all stabilised before releasing the full version. Ideally I'd like near parity in feature-richness to 1.4.x. Not saying we'll add more powerups (no plans for that as of yet mostly due to gfx requirements and asm hacking priorities) but I'd like at least as many NPCs.
My question to that, is what about people who used NPC's 292-300 in a level before SMBX 2.0 was even decided? (Sednauir's episode, and my CC12 level). I am sure others have also done stuff with those "dummy npcs" as well.
Blocks are also being replaced as well, which is troublesome to those who use the Expanded pack.

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Re: SMBX 2.0 Open Beta

Postby MECHDRAGON777 » Sun Jul 03, 2016 7:23 pm

Horikawa Otane wrote:
Murphmario wrote:
MECHDRAGON777 wrote: My question to that, is what about people who used NPC's 292-300 in a level before SMBX 2.0 was even decided? (Sednauir's episode, and my CC12 level). I am sure others have also done stuff with those "dummy npcs" as well.
Blocks are also being replaced as well, which is troublesome to those who use the Expanded pack.
Not much we can do. However, we do plan to implement a 'free zone' to allow for user-replaced NPCs once we expand the array finally. It'll be at the very end.

What I can do is write an automatic translation script - double click it and it'll convert your existing levels to work with the expanded array. But I can't write that until we've expanded the array.
I wonder how it will affect people who downloaded an episode that had that happen to. (The CCE from Community Contest 12 has my level and I am sure their are others who did that. I wonder if those free tiles, levels, sceneries, and paths will be affected by this as well as those background objects...

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Re: SMBX 2.0 Open Beta

Postby Hoeloe » Sun Jul 03, 2016 8:20 pm

I've posted a poll about a colour palette change I proposed for 2.0. Horikawa isn't convinced and would like some community feedback before committing to any changes to the base game.

http://www.smbxgame.com/forums/v ... 69&t=15748

EDIT: Whoops, accidentally put that in the LunaLua subforum. I've reposted it in the General forum and updated the link, so please revote there if you already voted.

Anthony Valle
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Re: SMBX 2.0 Open Beta

Postby Anthony Valle » Mon Jul 04, 2016 12:02 am

I request the missing bosses from SMB2 (Fryguy and Tryclyde) and SMB3 (the rest of the Koopalings).
Ir a least some of them, if you want to...

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Re: SMBX 2.0 Open Beta

Postby S1eth » Mon Jul 04, 2016 3:44 am

Anthony Valle wrote:I request the missing bosses from SMB2 (Fryguy and Tryclyde) and SMB3 (the rest of the Koopalings).
Ir a least some of them, if you want to...
Good thing both Tryclyde and Fryguy have already been implemented in lua quite a while ago (not as part of 2.0), so you can use them right away in your levels.

http://talkhaus.raocow.com/viewtopic.ph ... 14#p305214
http://talkhaus.raocow.com/viewtopic.ph ... 69#p323069

If and when they'll be part of SMBX 2.0 I cannot tell.

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Re: SMBX 2.0 Open Beta

Postby Fennor » Mon Jul 04, 2016 9:44 am

Monty mole would be cool. (I am surprised there is the big one in 1.3, but not the small ones)

-Can dig out of the floor (Maybe also out of the ceiling or walls on the left and right?)
-Can dig out of background walls (Or just anywhere, letting them spawn out of nowhere could still be useful with custom graphics)
-Is chasing the player with relatively low acceleration and a speed limit
-Does small jumps (randomly?)

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Re: SMBX 2.0 Open Beta

Postby icemario12 » Wed Jul 06, 2016 4:01 pm

...Wow. From not being able to find the source code to this! Darn, I feel like I've been frozen for decades, and only now opening my eyes to the future. Last time I remember SMBX, LunaLua.dll was brand new, we only had annual levels contests, Donald Trump wasn't a big deal, and Knux was still alive.

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Re: SMBX 2.0 Open Beta

Postby Julia Pseudo » Wed Jul 06, 2016 5:00 pm

^
The source code still hasn't been released, just so you know. This is being developed with a combination of assembly code and LunaLua.

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Re: SMBX 2.0 Open Beta

Postby icemario12 » Wed Jul 06, 2016 5:45 pm

Pseudo-dino wrote:^
The source code still hasn't been released, just so you know. This is being developed with a combination of assembly code and LunaLua.
Firstly, it's quite impressive the developers managed to do this without the source code.
Secondly, what. The source code hasn't been released yet. I understand Redigit is busy with working on Terraria, and his past with Nintendo but...can't he just grant a few hundred nerds' wishes? :cry:

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Re: SMBX 2.0 Open Beta

Postby zxcv » Wed Jul 06, 2016 6:53 pm

Redigit makes no sense. Seriously.

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Re: SMBX 2.0 Open Beta

Postby NightKawata » Wed Jul 06, 2016 7:13 pm

Prado wrote:Redigit makes no sense. Seriously.
You're right. He doesn't make sense.
He makes dollars.


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