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Re: SMBX 2.0 Open Beta

Posted: Thu Jul 07, 2016 3:44 am
by Ace
Horikawa Otane wrote:Rockythechao of the 2.0 team (of CinematX/ParalX fame) has been working on our most requested feature...

Just gonna leave this here... (forgive his loud audio)

Probably won't be in THIS upcoming beta, but... Don't say we don't listen to you guys...
Someone should make a video of frog suit mario picking up a starman and use that as the 2.0 trailer.

Re: SMBX 2.0 Open Beta

Posted: Thu Jul 07, 2016 4:17 am
by MECHDRAGON777
Horikawa Otane wrote:Rockythechao of the 2.0 team (of CinematX/ParalX fame) has been working on our most requested feature...

Just gonna leave this here... (forgive his loud audio)

Probably won't be in THIS upcoming beta, but... Don't say we don't listen to you guys...
I am actually quite impressed someone is making that, I do not know how to thank him, but at least I can do is this:

[quote"Rockythechao"]Ping[/quote]
Thank you.

Re: SMBX 2.0 Open Beta

Posted: Thu Jul 07, 2016 8:43 am
by PixelPest
Horikawa Otane wrote:Rockythechao of the 2.0 team (of CinematX/ParalX fame) has been working on our most requested feature...

Just gonna leave this here... (forgive his loud audio)

Probably won't be in THIS upcoming beta, but... Don't say we don't listen to you guys...
Does this actually replace a current power-up, use power-up slot #8, or does it do kind of what I did with the Blue Shell power-up and work in sync with another one?

Re: SMBX 2.0 Open Beta

Posted: Thu Jul 07, 2016 8:52 am
by PixelPest
Horikawa Otane wrote:
PixelPest wrote:
Horikawa Otane wrote:Rockythechao of the 2.0 team (of CinematX/ParalX fame) has been working on our most requested feature...

Just gonna leave this here... (forgive his loud audio)

Probably won't be in THIS upcoming beta, but... Don't say we don't listen to you guys...
Does this actually replace a current power-up, use power-up slot #8, or does it do kind of what I did with the Blue Shell power-up and work in sync with another one?
As of now it replaces Big Mario. Which is why it won't be in the upcoming beta :P. Until we figure out a way around that, not much point in releasing it.
I figured out a way around it with the Blue Shell power-up I'm working on. By using pNPC and npcParse, as well as the Graphics Override class, I got the Blue Shell power-up to work in sync with the Fire Flower power-up so that you can have Fire Flowers and Blue Shells in the same level, even though both use mario-3 and npc-14

Re: SMBX 2.0 Open Beta

Posted: Thu Jul 07, 2016 10:25 am
by snoruntpyro
The thing about that method though is that it's not as user-friendly as just making it a straight up new powerup and npc, and being user-friendly is one of the main goals of the project right now.

(please feel free to yell at me horikawa if i'm actually talking out of my ass here, this is just from what i've gathered)

Re: SMBX 2.0 Open Beta

Posted: Thu Jul 07, 2016 3:46 pm
by Rixitic
Horikawa Otane wrote:
PixelPest wrote:Does this actually replace a current power-up, use power-up slot #8, or does it do kind of what I did with the Blue Shell power-up and work in sync with another one?
As of now it replaces Big Mario. Which is why it won't be in the upcoming beta :P. Until we figure out a way around that, not much point in releasing it.
I mostly made it replace Big Mario for the sake of keeping the prototyping simple. I can make it replace one of the other states and override the unique behavior of those states, but yeah, I'd definitely rather be able to make it a properly-integrated unique state alongside the vanilla ones.

I did try to throw together a custom powerup system based on the methods PixelPest is using for Shell Mario, but that has a few issues -- namely, some necessary properties, like the graphics and hitboxes, are handled per character/powerup pair instead of on a per Player object basis. So in situations where you might want to have, say, supermario# clones (like, say, a double cherry powerup) you can't have the overridden powerup and the original exist simultaneously. If you handle the graphics and hitbox manually yourself then you could maybe make it work, but that's a whole 'nother mess.

That said, if you want to completely replace one of the existing powerups with a custom one for a full episode, or do it as a one-off thing for a contest or gimmick level -- maybe have it reverted to its' base powerup at the end of the level a la jumping off Yoshi in the NSMB games -- it's certainly a viable option. But I don't see truly additional powerup states as all that feasible until the necessary changes have been made to SMBX and the lunalua core to support them.

Re: SMBX 2.0 Open Beta

Posted: Fri Jul 08, 2016 5:34 am
by migueeel
Horikawa Otane wrote:
snoruntpyro wrote:The thing about that method though is that it's not as user-friendly as just making it a straight up new powerup and npc, and being user-friendly is one of the main goals of the project right now.

(please feel free to yell at me horikawa if i'm actually talking out of my ass here, this is just from what i've gathered)
Nah you're spot on. I want the future going forward to be 'no lua needed' for key features.
Yeah. While lua is really powerful and can add things that you guys couldn't (or haven't, yet), having to learn it is not so worth it xD
The more stuff we can quickly access to, the better!


*edit after some days* Hey Horikawa, after seeing your "speedrun" video, I remembered to ask, will we get sideways springs in the future? :D

Re: SMBX 2.0 Open Beta

Posted: Mon Jul 11, 2016 11:13 pm
by Westretroman
We need New NPCS such as Para-chuting NPCS (See Linik's post) Sledge Bros, + Fire Sledge Bros/Boomerang.

Re: SMBX 2.0 Open Beta

Posted: Tue Jul 12, 2016 7:57 am
by zxcv
IMO we need diagonal shooting cannons

Re: SMBX 2.0 Open Beta

Posted: Tue Jul 12, 2016 9:41 am
by HeroLinik
Prado wrote:IMO we need diagonal shooting cannons
You can make these without Lua, but it's really confusing to set up.

Re: SMBX 2.0 Open Beta

Posted: Tue Jul 12, 2016 12:28 pm
by zxcv
Linik wrote:
Prado wrote:IMO we need diagonal shooting cannons
You can make these without Lua, but it's really confusing to set up.
They are bad.

Re: SMBX 2.0 Open Beta

Posted: Tue Jul 12, 2016 9:16 pm
by Westretroman
Prado wrote:
Linik wrote:
Prado wrote:IMO we need diagonal shooting cannons
You can make these without Lua, but it's really confusing to set up.
They are bad.
IMO, I think Prado is right, diagonal cannons with the power of lua is a lot more better than diagonal cannons without the power of lua and we need them honestly.

Re: SMBX 2.0 Open Beta

Posted: Wed Jul 13, 2016 5:33 pm
by migueeel
Thanks for the confirmation on the springs! I've seen them a lot in puzzles and kaizos and I thought they could be really useful in SMBX too :D

Re: SMBX 2.0 Open Beta

Posted: Wed Jul 13, 2016 6:01 pm
by Julia Pseudo
Horikawa, if sideways springs are possible, would 4-directional note blocks be possible? Those are the shiiit

Re: SMBX 2.0 Open Beta

Posted: Wed Jul 13, 2016 6:32 pm
by bossedit8
Pseudo-dino wrote:Horikawa, if sideways springs are possible, would 4-directional note blocks be possible? Those are the shiiit
I mean in SMW's lunar magic we have multiple noteblocks to choose from. One regular which only let you bounce off from the top, one for both top and bottom (the one SMBX has) and the one you mentioned, all bounceable noteblocks.

Re: SMBX 2.0 Open Beta

Posted: Wed Jul 13, 2016 6:38 pm
by Julia Pseudo
bossedit8 wrote:
Pseudo-dino wrote:Horikawa, if sideways springs are possible, would 4-directional note blocks be possible? Those are the shiiit
I mean in SMW's lunar magic we have multiple noteblocks to choose from. One regular which only let you bounce off from the top, one for both top and bottom (the one SMBX has) and the one you mentioned, all bounceable noteblocks.
I'm pretty sure there are only two (and invisible ones, which are separate in the SMW engine) - there are no note blocks that don't bounce Mario from the bottom (which is just hitting them, he doesn't really spring downwards in any case). There are also those blocks that only hit Mario from the side like the wood blocks in Super Mario Bros. 3, although those aren't really note blocks.

Re: SMBX 2.0 Open Beta

Posted: Wed Jul 13, 2016 6:50 pm
by bossedit8
Pseudo-dino wrote:I'm pretty sure there are only two (and invisible ones, which are separate in the SMW engine) - there are no note blocks that don't bounce Mario from the bottom (which is just hitting them, he doesn't really spring downwards in any case). There are also those blocks that only hit Mario from the side like the wood blocks in Super Mario Bros. 3, although those aren't really note blocks.
Did some research...

Image

The first one is a regular noteblock that's originally used in SMW in general while the other 2 at the right side isn't really used in the original SMW game apparently but they are coded in into the game.

Re: SMBX 2.0 Open Beta

Posted: Wed Jul 13, 2016 8:07 pm
by zxcv
I didnt know that SMW had unused blocks into its code!

Thanks Horikawa for the diagonal shooting cannons confirmed!

Re: SMBX 2.0 Open Beta

Posted: Wed Jul 13, 2016 8:36 pm
by bossedit8

Re: SMBX 2.0 Open Beta

Posted: Wed Jul 13, 2016 8:56 pm
by Westretroman
The Cutting Room Floor, that's a great site. quote from quote, from bossedit8's words, SMW had more than unused blocks, it was originally going to have a mix of SMB3/SMW graphics and Super Leaf was to return but later dumped and recoded as the Super Cape(super leaf's sprite still in the game, left unused.)