SMBX2 (2.0 Beta 3)

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PixelPest
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Re: SMBX2 (2.0 Beta 3)

Postby PixelPest » Mon May 01, 2017 8:55 pm

timocomsmbx2345 wrote:hey, i made a good color pallete if anyone wants to use it.
Image
Not only is this not related, but it seems pretty useless. It's poorly organized and constructed

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Re: SMBX2 (2.0 Beta 3)

Postby timocomsmbx2345 » Mon May 01, 2017 8:56 pm

PixelPest wrote:
timocomsmbx2345 wrote:hey, i made a good color pallete if anyone wants to use it.
Image
Not only is this not related, but it seems pretty useless. It's poorly organized and constructed
it's too bad i can't delete the post.

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Re: SMBX2 (2.0 Beta 3)

Postby timocomsmbx2345 » Mon May 01, 2017 9:15 pm

Also, are you able to adjust blocks, just like npcs?

PixelPest
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Re: SMBX2 (2.0 Beta 3)

Postby PixelPest » Mon May 01, 2017 9:19 pm

timocomsmbx2345 wrote:Also, are you able to adjust blocks, just like npcs?
What do you even mean by adjust? That's so vague

Westretroman
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Re: SMBX2 (2.0 Beta 3)

Postby Westretroman » Mon May 01, 2017 11:06 pm

timocomsmbx2345 wrote:hey, i made a good color pallete if anyone wants to use it.
Image
Eh, I'll be nice and use it for some of the custom sprites, I make.

Westretroman
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Re: SMBX2 (2.0 Beta 3)

Postby Westretroman » Mon May 01, 2017 11:07 pm

PixelPest wrote:
timocomsmbx2345 wrote:Also, are you able to adjust blocks, just like npcs?
What do you even mean by adjust? That's so vague
I'm thinking he meant hitbox or size and width.

Amyrakunejo
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Re: SMBX2 (2.0 Beta 3)

Postby Amyrakunejo » Tue May 02, 2017 2:42 am

Enjl wrote:
Amyrakunejo wrote:Hmmm...
I wanna create some sprites based off of Final Fantasy characters.
But for what I had in mind...
How would one go about making the sprite not fall off the screen when killed?
Like, for the Final Fantasy characters, they just slump over instead. How to implement that?
You make the sprite that falls down invisible, then use the onNPCKill event to detect when an enemy dies, and spawn your own death effect that you apply your own code to (load the image, draw it in onDraw and handle any kind of animation on a timer in onTick).
Hmmm...

Sounds like to me that this would require some assistance from someone more skilled than I in LunaScript.

I could do the graphics part, sure; the rest...mmm...

Emral
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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Tue May 02, 2017 5:05 am

Westretroman wrote:
PixelPest wrote:
timocomsmbx2345 wrote:Also, are you able to adjust blocks, just like npcs?
What do you even mean by adjust? That's so vague
I'm thinking he meant hitbox or size and width.
You were literally able to do this since the beginning of smbx though?
And PGE automates the process so you literally have to do nothing aside from resizing your block.
timocomsmbx2345 wrote:hey, i made a good color pallete if anyone wants to use it.
Image
This is, by definition, not a good colour palette.
Amyrakunejo wrote:
Enjl wrote:
Amyrakunejo wrote:Hmmm...
I wanna create some sprites based off of Final Fantasy characters.
But for what I had in mind...
How would one go about making the sprite not fall off the screen when killed?
Like, for the Final Fantasy characters, they just slump over instead. How to implement that?
You make the sprite that falls down invisible, then use the onNPCKill event to detect when an enemy dies, and spawn your own death effect that you apply your own code to (load the image, draw it in onDraw and handle any kind of animation on a timer in onTick).
Hmmm...

Sounds like to me that this would require some assistance from someone more skilled than I in LunaScript.

I could do the graphics part, sure; the rest...mmm...
If you're not confident in your ability to handle tables you're probably right.
This comes down to creating your own npc-like table for the effects and filling it with your own "objects":

Code: Select all

local effectTable = {}
function createEffect(x,y)
    local entry = {}
    entry.x = x
    entry.y = y
    entry.othervariable = whateveryouneed
    table.insert(effectTable, entry)
end

timocomsmbx2345
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Re: SMBX2 (2.0 Beta 3)

Postby timocomsmbx2345 » Tue May 02, 2017 5:51 am

Westretroman wrote:
PixelPest wrote:
timocomsmbx2345 wrote:Also, are you able to adjust blocks, just like npcs?
What do you even mean by adjust? That's so vague
I'm thinking he meant hitbox or size and width.
dont forget about the animation speed.

Julia Pseudo
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Re: SMBX2 (2.0 Beta 3)

Postby Julia Pseudo » Tue May 02, 2017 2:02 pm

timocomsmbx2345 wrote:hey, i made a good color pallete if anyone wants to use it.
Please don't make off-topic posts like this.

Emral
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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Tue May 02, 2017 2:17 pm

timocomsmbx2345 wrote: dont forget about the animation speed.
That's not how block animation in SMBX works. Every block is tied to the SAME animation timer. You can essentially animate blocks yourself by drawing them with lua though.

HenryRichard
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Re: SMBX2 (2.0 Beta 3)

Postby HenryRichard » Tue May 02, 2017 2:56 pm

Enjl wrote:
timocomsmbx2345 wrote: dont forget about the animation speed.
That's not how block animation in SMBX works. Every block is tied to the SAME animation timer. You can essentially animate blocks yourself by drawing them with lua though.
Or by swapping their graphics out using graphic overrides.

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Re: SMBX2 (2.0 Beta 3)

Postby The0x539 » Tue May 02, 2017 4:41 pm

HenryRichard wrote:
dont forget about the animation speed.
That's not how block animation in SMBX works. Every block is tied to the SAME animation timer. You can essentially animate blocks yourself by drawing them with lua though.
Or by swapping their graphics out using graphic overrides.
"Graphic overrides" (assuming you mean the SpriteOverride stuff) are just CGFX set while the game's running. You'd still be stuck with the global animation timer and framecount, unless you mean SpriteOverride-ing on a timer which sounds like a bad idea.

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Re: SMBX2 (2.0 Beta 3)

Postby Hoeloe » Tue May 02, 2017 5:47 pm

The0x539 wrote:
HenryRichard wrote:
That's not how block animation in SMBX works. Every block is tied to the SAME animation timer. You can essentially animate blocks yourself by drawing them with lua though.
Or by swapping their graphics out using graphic overrides.
"Graphic overrides" (assuming you mean the SpriteOverride stuff) are just CGFX set while the game's running. You'd still be stuck with the global animation timer and framecount, unless you mean SpriteOverride-ing on a timer which sounds like a bad idea.
An example of a block with a custom animation timer is the TNT block, which needed a per-block timer (as has been said, there is only one timer for blocks by default, and they all share it). That works by just drawing over the top using Lua.

Amyrakunejo
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Re: SMBX2 (2.0 Beta 3)

Postby Amyrakunejo » Wed May 03, 2017 1:41 am

Enjl wrote: If you're not confident in your ability to handle tables you're probably right.
This comes down to creating your own npc-like table for the effects and filling it with your own "objects":
Spoiler: show

Code: Select all

local effectTable = {}
function createEffect(x,y)
    local entry = {}
    entry.x = x
    entry.y = y
    entry.othervariable = whateveryouneed
    table.insert(effectTable, entry)
end
Yeah. It's not really my confidence, but just how little I know about it in general. I mean, yeah, I was able to figure out how to implement a few things with Megaman XII, but that was simply because it was practically spelled out for me. I'm all for learning everything I need to know, but to do this without knowing the baseline is just...how do I say it...ludicrous.
Hoeloe wrote:An example of a block with a custom animation timer is the TNT block, which needed a per-block timer (as has been said, there is only one timer for blocks by default, and they all share it). That works by just drawing over the top using Lua.
Of course, the interaction is also customized, correct? If hit from the side or jumped on, it triggers. Most other blocks don't do this by default.

Emral
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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Thu May 04, 2017 6:07 pm

The internet has not yet figured out how to draw a King Bill.

FanofSMBX
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Re: SMBX2 (2.0 Beta 3)

Postby FanofSMBX » Thu May 04, 2017 6:24 pm

Enjl wrote:The internet has not yet figured out how to draw a King Bill.
?
Will any of these do for you?
http://fanofsmbx.deviantart.com/art/Sup ... -648336947

Emral
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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Thu May 04, 2017 6:24 pm

We drew our own
Image

The0x539
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Re: SMBX2 (2.0 Beta 3)

Postby The0x539 » Thu May 04, 2017 6:26 pm

FanofSMBX wrote:
Enjl wrote:The internet has not yet figured out how to draw a King Bill.
?
Will any of these do for you?
http://fanofsmbx.deviantart.com/art/Sup ... -648336947
Squishy Rex's is the best one on there and the shading is still super weird. I stand by Enjl on this one.

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Re: SMBX2 (2.0 Beta 3)

Postby underFlo » Thu May 04, 2017 6:33 pm

FanofSMBX wrote:
Enjl wrote:The internet has not yet figured out how to draw a King Bill.
?
Will any of these do for you?
http://fanofsmbx.deviantart.com/art/Sup ... -648336947
half of those are cursed images i swear


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