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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Posted: Mon Jan 20, 2020 10:09 pm
by Wiimeiser
I think you can do it already, but it's not for the faint of heart...
Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Posted: Thu Jan 23, 2020 3:23 am
by Reign
Are we still on track for January 2020?
Not meant as a "Hurry up" message.
Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Posted: Thu Jan 23, 2020 5:16 am
by Cedur
Reign wrote: ↑Thu Jan 23, 2020 3:23 am
Are we still on track for January 2020?
Not meant as a "Hurry up" message.
January still lasts for nine days so why not (if the build is polished as much as possible until the 31st, good)
Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Posted: Thu Jan 23, 2020 7:34 am
by Reign
Cedur wrote: ↑Thu Jan 23, 2020 5:16 am
January still lasts for nine days so why not (if the build is polished as much as possible until the 31st, good)
Nah. It's just that if it gets delayed by two months, I'd rather know now than on the 31st.
Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Posted: Thu Jan 23, 2020 7:35 am
by Cedur
It doesn't look like it. They said again that it's doing fine.
Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Posted: Thu Jan 23, 2020 9:59 am
by cato
Is there an option to shuffle blocks to transform the central block into different decoration blocks automatically?
I don't really like removing blocks then place decoration blocks randomly then fill the central block again.
Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Posted: Thu Jan 23, 2020 3:47 pm
by Murphmario
cato wrote: ↑Thu Jan 23, 2020 9:59 am
Is there an option to shuffle blocks to transform the central block into different decoration blocks automatically?
I don't really like removing blocks then place decoration blocks randomly then fill the central block again.
I think Enjl made a LunaLua code that does pretty much what you're asking for.
I just want to know if there will be more world map stuff in Beta 4.
Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Posted: Thu Jan 23, 2020 4:02 pm
by Emral
cato wrote: ↑Thu Jan 23, 2020 9:59 am
Is there an option to shuffle blocks to transform the central block into different decoration blocks automatically?
I don't really like removing blocks then place decoration blocks randomly then fill the central block again.
You can change a block's ID with lua. Just loop over all blocks of an ID in onStart and change it randomly.
Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Posted: Fri Jan 24, 2020 12:33 am
by cato
Enjl wrote: ↑Thu Jan 23, 2020 4:02 pm
cato wrote: ↑Thu Jan 23, 2020 9:59 am
Is there an option to shuffle blocks to transform the central block into different decoration blocks automatically?
I don't really like removing blocks then place decoration blocks randomly then fill the central block again.
You can change a block's ID with lua. Just loop over all blocks of an ID in onStart and change it randomly.
No, I mean, while making levels in the editor.
Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Posted: Fri Jan 24, 2020 1:19 am
by Emral
No because we're not the ones who make the editor.
Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Posted: Fri Jan 24, 2020 11:06 am
by DrMekar
I finally decided to make a Custom Character over Uncle Broadsworth and not just
an Character ripped from a Spritesheet, a fully Custom Character but this not
important.
Anyway after Hours of working on it, I wanted to test it, only to find out that Broadsworth
Height can't seemenigly be changed. I sticked to "Master Framer" how I named it, always
keept the Sprites inside the Box and so on. I changed the Size Number to the Height I use
multiple times without anything happening. I reloaded the level, the Editor and anything
without sucess. Even tried out and Character Calibrator without sucess.
Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Posted: Fri Jan 24, 2020 12:24 pm
by Emral
When making custom characters, it's advised to replace one of the standard 5. The others have their own basegame lua code that runs for them, which can and will cause conflicts. I'm not surprised this caused issues for you.
Broadsword replaces Mario internally, for reference.
Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Posted: Fri Jan 24, 2020 12:57 pm
by DrMekar
Enjl wrote: ↑Fri Jan 24, 2020 12:24 pm
When making custom characters, it's advised to replace one of the standard 5. The others have their own basegame lua code that runs for them, which can and will cause conflicts. I'm not surprised this caused issues for you.
Broadsword replaces Mario internally, for reference.
That's intresting. I previouly already did Xia (Samus) and Gordan Leitwolt (Megaman) before and didn't issuses like that. (Only a small one: when doing Gordan, the Megaman Slide Animation didn't fitted with the Walking Animation, but aside from that, Nothing.
Anyway. Is there anything I can do except for replacing someone else?
Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Posted: Fri Jan 24, 2020 1:38 pm
by Mr General Guy
Yo, can you cancel Wario's Ground Pound mid-animation? I was playing a level, and I ground pounded on a spring, and Wario kept on doing his ground pound animation infinitely. He fell on the spring, bounced back up, pounded back on the spring, and since he cannot move sideways during the animation, I was forced to do a reset. If it's already possible to cancel this animation, how? If it's not already possible, I really hope this can be fixed in the future. My personal suggestion is to allow the animation to be canceled by pressing the ground pound button again to keep stuff like this from happening.
Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Posted: Fri Jan 24, 2020 3:36 pm
by Emral
Mr General Guy wrote: ↑Fri Jan 24, 2020 1:38 pm
Yo, can you cancel Wario's Ground Pound mid-animation? I was playing a level, and I ground pounded on a spring, and Wario kept on doing his ground pound animation infinitely. He fell on the spring, bounced back up, pounded back on the spring, and since he cannot move sideways during the animation, I was forced to do a reset. If it's already possible to cancel this animation, how? If it's not already possible, I really hope this can be fixed in the future. My personal suggestion is to allow the animation to be canceled by pressing the ground pound button again to keep stuff like this from happening.
Just fixed it for Beta 4. Good find! Just in time, too.
Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Posted: Fri Jan 24, 2020 5:56 pm
by DrMekar
Enjl wrote: ↑Fri Jan 24, 2020 12:24 pm
When making custom characters, it's advised to replace one of the standard 5. The others have their own basegame lua code that runs for them, which can and will cause conflicts. I'm not surprised this caused issues for you.
Broadsword replaces Mario internally, for reference.
So, I looked around a bit in Broadsworth Lua Code and changed the height Numbers to the ones I need. After a bit
of trying around I got about everything as I wanted it, except for the Attack Pose in Crouch Mode which does a really Weird
Thing by appearing really offset below and beneath the orginal sprite, though I can't find any size for that action in the code.
Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Posted: Fri Jan 24, 2020 9:51 pm
by Murphmario
I know it's been deprecated, but will leveltimer.lua get fixed? It breaks when using old codes currently, all because of line 14.
Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Posted: Sat Jan 25, 2020 3:52 am
by Emral
Murphmario wrote: ↑Fri Jan 24, 2020 9:51 pm
I know it's been deprecated, but will leveltimer.lua get fixed? It breaks when using old codes currently, all because of line 14.
You should use timer.lua
https://docs.google.com/document/d/1uOd ... 1h3s6vmjm7
Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Posted: Sun Jan 26, 2020 6:45 am
by SuperSmashbroFanX
Are you going to add ice bros to smbx
Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Posted: Sun Jan 26, 2020 7:42 am
by ElectriKong
Enjl thinks that they are inherently unfun, so don't get your hopes up for them ever becoming a base game NPC.