Re: SMBX 2.0 Open Beta
Posted: Tue Aug 02, 2016 11:32 am
No you misunderstand. Those IDs are used for the new content and will break everything that previously used them.
Ohhhh, I get it now. ThanksEnjl wrote:No you misunderstand. Those IDs are used for the new content and will break everything that previously used them.
For deriving new NPCs from vanilla ones, the latter. A system for inheriting AI/physics/etc from other NPCs is planned, but it'll be a good deal of work to implement so it's more of a long-term goal at the moment. In theory, something we could do in the meantime is make an NPC template API once the array's been extended, but that would probably be a significant undertaking in its' own right.FanofSMBX wrote:2. Is there no way to import the properties from the old NPCs to the dummy NPCs? For example, if you wanted to make a duplicate grinder, could you just copy paste the code/mechanics or would you have to program the invulnerability/ticking/riding on lines?
Oh snap, glad to hear you're ok.Horikawa Otane wrote:There was a bit of a medical emergency for me, I had to fly out of the country (to Japan) for a medical specialist who performed a dangerous surgery on me (don't worry, I'm fine now). I'm actually replying from the outpatient hospital bed using the weirdo hospital VPN/Wifi internet.migueeel wrote:What are you guys waiting on now?
During this time, work slowed down.
But anyway, what we're waiting on right now is proper bonking support (as of last night we were getting close) for custom NPCs. And then some fixup to my Magikoopa NPC as well as some optimization to Bony Beetle and Maverick using the proper bonk support. Then the website, which I'll make shortly, and a release trailer, which I'll also make shortly.
Oh, and Transient Data support, so we can fix a bug with the new gameplay mode (and I can clean up some stuff in lunabase for loading song stuff)
Ok, that's fine. I've been using 1.3.x for a while, so my projects should be easier to finish. Still messing around with 2.0 though, to see how it works.Horikawa Otane wrote:
That's up to Joey obviously and not me. But, I would imagine that he'd prefer you not post either. The reason being that the Beta is still, well, a Beta. There's no guarantee anything you develop in 2.0 Beta will work in the final release. We're not worrying about backwards compatibility with different Beta versions.
I mean, please feel free to develop levels and episodes IN it. Just be aware, if you use any 2.0 beta exclusive features, once 2.0 full release comes out, you may need to do tweaks to get things to work. Anything already in 1.3.x should work regardless.
Horikawa Otane wrote:That's fine, though I do wonder why you decided to post that preference here.KittyCat wrote:No offence, but I currently prefer SMBX 1.4.2/38-A
The only major problems with 1.4.x are:However, in 2.0 all of that is possible (except PGE's script plugins are VERY nascent). Additionally, we plan to support most, if not all, of 1.4.x's features (sans TeaScript and 1.4.x's editor) eventually. New NPCs, possibly even new powerups as well.
- It doesn't support LunaLua (TeaScript is nowhere near as powerful)
- It's closed source and possibly abandoned already? It's abandonable, anyway.
- It doesn't have 100% compatibility with 1.3.x levels, as demonstrated here in the way layer physics works
- It doesn't allow custom launchers
- It doesn't allow update notifications for SMBX
- It doesn't allow update notifications for Episodes
- The editor is in no way expandable, customizable, or scriptable
- Some features are hidden behind math puzzles(?!)
Honestly, though, the most important difference is the code model. 2.0 is open source, 1.4.x is closed.
That means, even if I had died a week ago on the surgery table, someone on this forum or anywhere, really, could pick up our work and keep developing 2.0.
However, let's say the 1.4.x dev gets bored of 1.4.x or dies or something - then it's the final version right there. You'll never seen another update. 1.4.x may be better in some ways right now, but it's going to stay where it is forever once it's abandoned. 2.0 has endless growth potential built-in.
That said, if you're okay with the following stipulation:Then there's nothing wrong with using and loving 1.4.x. It's a fine version and the author clearly put a lot of work into it. Enjoy it! It's just much less future-proof.
- Your episodes/levels will not be compatible as widely in the future when 2.0 clearly outpaces 1.4.x, so they will be played less/lost to time.
Not really "any" programs... I mean PGE will be produced further and it will have newly created features that not that many users have that experience unlike back then. All by this just takes time to have an amazing program running and also have an enjoyment out of it.KittyCat wrote:-Any program can be abandoned. (Including 2.0)
I'll append: even SMBX and everything produced for it will totally annoy everybody to cause abounding of it, PGE itself can be used to create absolutely any stuff from scratch and even we will forgot SMBX itself! Therefore PGE itself has many purposes for usage. One of reasons I built a config packs system to don't hardcode SMBX's stuff even gameplay and NPC-AIs. Mario stulff still be copyrighted even we like them and producing a lot of fan stuff. Even without taking fee from sharing. However, in some countries include USA where is DMCA-like law watching everybody, this produces dangers.bossedit8 wrote:Not really "any" programs... I mean PGE will be produced further and it will have newly created features that not that many users have that experience unlike back then. All by this just takes time to have an amazing program running and also have an enjoyment out of it.KittyCat wrote:-Any program can be abandoned. (Including 2.0)
I wish you "the best".Horikawa Otane wrote: There was a bit of a medical emergency for me, I had to fly out of the country (to Japan) for a medical specialist who performed a dangerous surgery on me (don't worry, I'm fine now).