Topics about events/announcements that are no longer relevant.
Moderator: Userbase Moderators
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Smashhacker
- Shy Guy

- Posts: 7
- Joined: Sat Oct 08, 2016 5:14 pm
Postby Smashhacker » Tue Apr 02, 2019 4:49 pm
Apparently Wario can't properly dismount from a Yoshi because he ground pounds back onto the same Yoshi unless there is a platform just above him.
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PROX
- Van De Graf

- Posts: 1964
- Joined: Sun Jul 06, 2014 8:50 pm
Postby PROX » Tue Apr 02, 2019 5:01 pm
Electriking wrote: ↑Tue Apr 02, 2019 4:29 pm
PROX wrote: ↑Tue Apr 02, 2019 4:22 pm
The podoboos are very janky. For some reason, no matter what I do, the height of the podoboos don't increase. No matter which number I put it at, it stays at the same height.
The height the podoboo jumps at is how high you place it above the lava. Unless fixed height is used.
ok, but why do the numbers exist then?
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ElectriKong
- Bowser

- Posts: 4651
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- Flair: I have NO idea what to put here
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Postby ElectriKong » Tue Apr 02, 2019 5:04 pm
PROX wrote: ↑Tue Apr 02, 2019 5:01 pm
Electriking wrote: ↑Tue Apr 02, 2019 4:29 pm
PROX wrote: ↑Tue Apr 02, 2019 4:22 pm
The podoboos are very janky. For some reason, no matter what I do, the height of the podoboos don't increase. No matter which number I put it at, it stays at the same height.
The height the podoboo jumps at is how high you place it above the lava. Unless fixed height is used.
ok, but why do the numbers exist then?
For when you want the podoboo to have a fixed height independent of where you place it reletive to the lava.
Well, at least that is probably how it should work. But it seems to just jump 4 blocks no matter what.
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KBorg64
- Snifit

- Posts: 214
- Joined: Sun Feb 22, 2015 4:38 pm
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Postby KBorg64 » Tue Apr 02, 2019 5:47 pm
Just wondering, levels/episodes can be easily transferred from Beta 3 to the new Beta 4 pre-release, correct? Or is it recommended to keep Beta 3 along side this build?
EDIT: At the moment, Windows Defender won't allow me to install the new build. Any ways to fix this?
EDIT 2: Never mind, got it to work.
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PROX
- Van De Graf

- Posts: 1964
- Joined: Sun Jul 06, 2014 8:50 pm
Postby PROX » Tue Apr 02, 2019 7:31 pm
Electriking wrote: ↑Tue Apr 02, 2019 5:04 pm
PROX wrote: ↑Tue Apr 02, 2019 5:01 pm
Electriking wrote: ↑Tue Apr 02, 2019 4:29 pm
The height the podoboo jumps at is how high you place it above the lava. Unless fixed height is used.
ok, but why do the numbers exist then?
For when you want the podoboo to have a fixed height independent of where you place it reletive to the lava.
Well, at least that is probably how it should work. But it seems to just jump 4 blocks no matter what.
yeah, which is why I was confused before, but at least that cleared things up. thx
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Quantumenace
- Chain Chomp

- Posts: 308
- Joined: Mon Dec 28, 2015 2:17 am
Postby Quantumenace » Tue Apr 02, 2019 9:34 pm
Potions aren't working correctly, the section keeps defaulting to 1. The editor doesn't even save/load the value correctly for the potion in the grass container.
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ZombieGenius
- Goomba

- Posts: 1
- Joined: Tue Apr 02, 2019 9:50 pm
- Flair: hey
Postby ZombieGenius » Tue Apr 02, 2019 9:54 pm
Checkerboard-ed objects taller than 1 tile vertically appear above where they should.
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AirShip
- Fuzzy

- Posts: 1085
- Joined: Wed Jan 01, 2014 1:30 am
- Flair: The Flying Ghost
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Postby AirShip » Wed Apr 03, 2019 10:44 am
For some reason, custom elements doesn't appear in-game for me:
My SMBX2 is installed on C:\, as recommended, and here the files:
Any solution ?
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SimixF1
- Bob-Omb

- Posts: 21
- Joined: Wed Apr 03, 2019 8:10 am
- Flair: Alice
Postby SimixF1 » Wed Apr 03, 2019 10:48 am
When i hit Chuck and the inertia send me to the SMW goal (i don't touch any key), an Debug "invalid NPC-Pointer" error message appears. 
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Graham
- Cheep-Cheep

- Posts: 10
- Joined: Wed Jan 08, 2014 3:10 pm
Postby Graham » Wed Apr 03, 2019 11:01 am
Hello, this update got me to fire up SMBX again. I've messed around with Lua before this though, and I have a few questions.
Are there other patches currently planned for this release? I remember hearing talk that this most recent patch was going to be the last one.
Would it be useful when reporting bugs if we propose a fix to the bug when we notice them - even if the bug itself is rather simple?
For instance, the bug in which bouncing on a stunned and invincible chuck awards points could be fixed by dropping the following code into chucks.lua at line 146 (right below where the culprit's xspeed is set on onNPCHarm).
Code: Select all local v = pnpc.wrap(v);
local data = v.data._basegame;
if data.hurt then
SFX.play(2);
eventObj.cancelled = true;
end
Otherwise, thank you guys so much for your hard work - I'm having a lot of fun with this release!
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ElectriKong
- Bowser

- Posts: 4651
- Joined: Mon Jun 06, 2016 4:32 pm
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Postby ElectriKong » Wed Apr 03, 2019 12:40 pm
timocomsmbx2345 wrote: ↑Wed Apr 03, 2019 12:21 pm
So what are all these dummy NPCs?
NPCs for your own personal use (excluding those outside the 751-1000 range) on a per level/episode basis.
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Hoeloe
- Phanto

- Posts: 1465
- Joined: Sat Oct 03, 2015 6:18 pm
- Flair: The Codehaus Girl
- Pronouns: she/her
Postby Hoeloe » Wed Apr 03, 2019 1:17 pm
Electriking wrote: ↑Wed Apr 03, 2019 12:40 pm
NPCs for your own personal use (excluding those outside the 751-1000 range) on a per level/episode basis.
Dummy NPCs that are outside the 751-1000 ID range should not be used under any circumstances.
The NPCs between 751 and 1000 are left blank so that custom episode and level code can create their own NPCs. NPCs outside that range are slots that haven't been used yet, but will be in future versions of SMBX2, which means if you do use them, your level or episode will immediately be incompatible with future versions.
Make sure, if you're making custom NPCs, to only use IDs between 751 and 1000.
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SimixF1
- Bob-Omb

- Posts: 21
- Joined: Wed Apr 03, 2019 8:10 am
- Flair: Alice
Postby SimixF1 » Wed Apr 03, 2019 1:47 pm
AirShip wrote: ↑Wed Apr 03, 2019 10:44 am
For some reason, custom elements doesn't appear in-game for me:
My SMBX2 is installed on C:\, as recommended, and here the files:
Any solution ?
Same problem. 
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Hoeloe
- Phanto

- Posts: 1465
- Joined: Sat Oct 03, 2015 6:18 pm
- Flair: The Codehaus Girl
- Pronouns: she/her
Postby Hoeloe » Wed Apr 03, 2019 1:52 pm
SimixF1 wrote: ↑Wed Apr 03, 2019 1:47 pm
AirShip wrote: ↑Wed Apr 03, 2019 10:44 am
For some reason, custom elements doesn't appear in-game for me
Any solution ?
Same problem.
This happens due to an error during installation. You may need to reinstall the engine.
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SimixF1
- Bob-Omb

- Posts: 21
- Joined: Wed Apr 03, 2019 8:10 am
- Flair: Alice
Postby SimixF1 » Wed Apr 03, 2019 2:11 pm
Hoeloe wrote: ↑Wed Apr 03, 2019 1:52 pm
This happens due to an error during installation. You may need to reinstall the engine.
I installed it 3 times.
For example: In "Mario challenge", before i can play it in the engine, an error appears.
This is the initial part of the error window:
Debug
==> worlds/Mario Challenge/hub/luna.lua:73: invalid path 'nil' passed
to loadimage.
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Smibbix
- Swooper

- Posts: 60
- Joined: Fri Apr 06, 2018 10:47 pm
Postby Smibbix » Wed Apr 03, 2019 2:14 pm
Huh.

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Hoeloe
- Phanto

- Posts: 1465
- Joined: Sat Oct 03, 2015 6:18 pm
- Flair: The Codehaus Girl
- Pronouns: she/her
Postby Hoeloe » Wed Apr 03, 2019 2:24 pm
SimixF1 wrote: ↑Wed Apr 03, 2019 2:11 pm
I installed it 3 times.
For example: In "Mario challenge", before i can play it in the engine, an error appears.
This suggests you may not be installing it in a location where the engine has full permissions. Installing the game in Program Files, or directly into the C: drive, may cause issues like this.
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SimixF1
- Bob-Omb

- Posts: 21
- Joined: Wed Apr 03, 2019 8:10 am
- Flair: Alice
Postby SimixF1 » Wed Apr 03, 2019 3:12 pm
Hoeloe wrote: ↑Wed Apr 03, 2019 2:24 pm
This suggests you may not be installing it in a location where the engine has full permissions. Installing the game in Program Files, or directly into the C: drive, may cause issues like this.
Ok, I tried again. This time it works.
But, it is possible to solve this problem? Because Beta 3 doesn't have this kind of problem. I have installed Beta 3 anywhere, but it doesn't give me any problems.
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Cedur
- Link

- Posts: 7073
- Joined: Tue Jun 28, 2016 10:14 am
- Flair: I'm gone, for chess and minesweeper
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Postby Cedur » Wed Apr 03, 2019 3:47 pm
Simple feedback: I prefer the old toolbar icons in PGE over the new ones, as the latter are more blurry and less pretty.
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