SMBX 2.0 Open Beta

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Gojirando
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Re: SMBX 2.0 Open Beta

Postby Gojirando » Mon Aug 22, 2016 9:11 pm

To gain an upper hand to what 1.4.2 has (not being a hater of this edition, i support both versions, and this is just a suggestion), you guys should add the cape feather as well.
Or add the power up fusions from Wario Land (Virtual Boy), lets say, grab a fire flower, and then go for a tanooki leaf, have it in the item box, find another fire flower, and then they create the red leaf from Hello Engine 3 (which basically made the player have the ability to fly and shoot fire balls.)

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Re: SMBX 2.0 Open Beta

Postby PixelPest » Mon Aug 22, 2016 9:48 pm

I'm pretty sure someone's already done the cape power-up actually, the issue is just getting the power-up array extended. Not very many of the power-ups are overly difficult to make even for people who don't have extensive LunaLua knowledge like me, it's just the part regarding adding them as a new power-up state that's the hold-up I'm pretty sure. After the NPC, power-up, etc. arrays are extended, there won't really be a limit to the number of things that can be added to the game

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Re: SMBX 2.0 Open Beta

Postby snoruntpyro » Mon Aug 22, 2016 10:21 pm

PixelPest wrote:I'm pretty sure someone's already done the cape power-up actually
lol

I'm gonna do it at some point though because SMW MASTERRACE

Gojirando
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Re: SMBX 2.0 Open Beta

Postby Gojirando » Mon Aug 22, 2016 10:22 pm

Well then there's always the option of deleting the racoon leaf, and replacing it with a fully funtional cape feather, besides, the only difference between tanooki and leaf is the overall suit and the bonus that tanooki can turn into a statue, so why not try instead deleting the clone and replacing it with something new?

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Re: SMBX 2.0 Open Beta

Postby PixelPest » Mon Aug 22, 2016 10:42 pm

If why have the ability to just add more power-ups, why not just do that? I also think backward compatibility is a necessity as well so replacing things should not happen imo

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Re: SMBX 2.0 Open Beta

Postby snoruntpyro » Mon Aug 22, 2016 10:43 pm

Gojirando wrote:Well then there's always the option of deleting the racoon leaf
that'd break like literally every level in existence and we're highly against breaking existing non-2.0 stuff

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Re: SMBX 2.0 Open Beta

Postby bossedit8 » Tue Aug 23, 2016 3:05 am

Yeah so it's best to add new stuff instead of replace/remove existing functionalities to prevent from breaking anything.

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Re: SMBX 2.0 Open Beta

Postby KILROCK » Tue Aug 23, 2016 1:57 pm

Honestly I'd rather have brand new powerups like the Frog Suit and Blue Shell before we get to things like Cape Feather which are already similar to existing powerups.

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Re: SMBX 2.0 Open Beta

Postby Emral » Tue Aug 23, 2016 2:02 pm

KILROCK wrote:Honestly I'd rather have brand new powerups like the Frog Suit and Blue Shell before we get to things like Cape Feather which are already similar to existing powerups.
The former two are VERY likely to be the first two to be added once the array is extended, considering code for both already exists and they'd just have to be transferred to the new system.

Gojirando
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Re: SMBX 2.0 Open Beta

Postby Gojirando » Tue Aug 23, 2016 3:44 pm

Cape feather is only similar to Tanooki Leaf in the first flying animations, other than that, cape feather can stay in flight forever, if the player knows how, while leaf is limited...
You guys should also add the Propeller Shroom and the Penguin Suit from 1.4.2. (but frog and shell are ok at the moment.)

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Re: SMBX 2.0 Open Beta

Postby underFlo » Tue Aug 23, 2016 5:00 pm

Penguin Suit is pretty much Ice Flower + Blue Shell (w/o bouncing at walls) so that wouldn't be much of a problem.

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Re: SMBX 2.0 Open Beta

Postby Yoshi021 » Tue Aug 23, 2016 5:12 pm

Spinda wrote:Penguin Suit is pretty much Ice Flower + Blue Shell (w/o bouncing at walls) so that wouldn't be much of a problem.
It also ignores slipperiness on slippery blocks.

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Re: SMBX 2.0 Open Beta

Postby underFlo » Tue Aug 23, 2016 5:17 pm

Well that's not hard to change either I think easiest solution would be to just change icy blocks to normal blocks but I think you can also change player mem stuff for that.

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Re: SMBX 2.0 Open Beta

Postby PixelPest » Tue Aug 23, 2016 5:35 pm

Yeah. 0x0A is "player is on slippery ground" so you could probably just set that as FIELD_BOOL to false onTick()

Gojirando
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Re: SMBX 2.0 Open Beta

Postby Gojirando » Tue Aug 23, 2016 7:15 pm

And also Penguin Suit adds better swimming as well (well in 1.4.2 it does, idk how you guys will do it.)

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Re: SMBX 2.0 Open Beta

Postby underFlo » Tue Aug 23, 2016 7:23 pm

I'm not quite sure how swimming worked in NSMBW but I'm pretty sure you can edit the swimming code from the frog suit to make it work.

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Re: SMBX 2.0 Open Beta

Postby Julia Pseudo » Tue Aug 23, 2016 8:25 pm

Swimming with the Penguin Suit worked pretty much exactly like the Frog Suit so it could probably be a direct port.

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Re: SMBX 2.0 Open Beta

Postby StillNotOut » Thu Aug 25, 2016 2:38 am

This is quickly becoming the biggest joke in the SMBX community that has ever existed.
Year in making (while weeks were considered to be the time-frame), completely useless features no one wants, no plans on including features people ACTUALLY want, vastly inferior to 1.4.2 and with absolutely no plans to implement any features from 1.4.2.
This is the Super Mario Brothers - The Movie of SMBX.
Hey, it's OK to be your own thing. But when that "your own thing" is a mutated blob with a basic function which is to make life a living hell for everyone, it's better to just let it die.
Please, you weeabo moron developer (can't remember her retarded weeabo name) ... just end this. You're already a joke. Don't become a disgrace as well.

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Re: SMBX 2.0 Open Beta

Postby Waddle » Thu Aug 25, 2016 4:04 am

1.4.2 is in not a single way superior to 2.0, and yeesh, calm down man.

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Re: SMBX 2.0 Open Beta

Postby Marina » Thu Aug 25, 2016 5:26 am

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