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Re: SMBX 2.0 Open Beta

Posted: Tue Dec 22, 2015 10:11 am
by Axiom
Horikawa Otane wrote:
Axiom wrote:Reposting since this was convienently lost when the server went down.

Why is my Module Manager included when I had the thread locked for a reason? It's broken on most computers so why is it included and why was I not asked permission first?
My reply was also lost. It was entirely accidental. I was playing with it and accidentally left it in. I could never get it to work anyway.

It'll be removed in the next release of the beta.
Image
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Re: SMBX 2.0 Open Beta

Posted: Tue Dec 22, 2015 8:36 pm
by Anthony Valle
Prado wrote:
Anthony Valle wrote:For Prado:
Thanks for the tip, I'll do it but I have problems with lunalua on my smbx, well is not hexed right now, sometime I'll download a hexed version of smbx, but also I'm not good at coding, but iI'll learn how to code sometime in the future, thanks Prado.

But if Horikawa Otane sees my reply, he will possible get an idea, but is not sure, but as you said, I can make anything I want with Lunalua, thanks for the tip...
Another hint: before learning coding, you should study logic programming, it will teach you the important basics.
Thanks Prado
Prado wrote:
Anthony Valle wrote:For Prado:
Thanks for the tip, I'll do it but I have problems with lunalua on my smbx, well is not hexed right now, sometime I'll download a hexed version of smbx, but also I'm not good at coding, but iI'll learn how to code sometime in the future, thanks Prado.

But if Horikawa Otane sees my reply, he will possible get an idea, but is not sure, but as you said, I can make anything I want with Lunalua, thanks for the tip...
Another hint: before learning coding, you should study logic programming, it will teach you the important basics.
Will be very useful, so I can make new powerups and characters, I only thing I now that I saw on a forums page, not from SMBX forums, that there is a code to make a other characters to throw Peach's Bombs, Boomerangs and other stuff, but yeah will be useful because also I'm new in the forums, but thanks anyway, I heard ‘‘to be good in something you need to practice''. So thanks.
Horikawa Otane wrote:
Anthony Valle wrote:For Prado:
Thanks for the tip, I'll do it but I have problems with lunalua on my smbx, well is not hexed right now, sometime I'll download a hexed version of smbx, but also I'm not good at coding, but iI'll learn how to code sometime in the future, thanks Prado.

But if Horikawa Otane sees my reply, he will possible get an idea, but is not sure, but as you said, I can make anything I want with Lunalua, thanks for the tip...
It's she, actually. You should watch my videos haha.

I initially did think of making Kirby, but he was simultaneously too boring and too complex so I opted not to. Sonic is someone I've been giving A LOT of thought to recently, but won't be slated until 2.1 or 2.2. I have no plans to include Shantae.

Right now the focus isn't on new characters. It's on shoring up existing ones and getting them all fixed up for production as well as adding new NPCs and then the release of 2.0.

All of us in the dev team, myself included, have ideas for new characters, but they're all on hiatus until at least 2.1 or 2.2.
When SMBX 2.0 is finished and is possible to post levels, I will create a SMBX episode which will contain all Super Mario Bros. levels, due that SMBX 1.3.0.1 has no starman, and this version will have as you announced... Also I will create episodes starring the new characters you added. And a wish you luck with SMBX 2.0, i will use the Open Beta until the final version is finished.

Re: SMBX 2.0 Open Beta

Posted: Wed Dec 23, 2015 6:50 am
by zxcv
Good luck for you Anthony Valle!

Re: SMBX 2.0 Open Beta

Posted: Wed Dec 23, 2015 12:52 pm
by MarioboyFan602
I have a Question: Why is there a Timer Option if you can't even use the damn option! Just Logic! If something is not available to the public but its in the build, DONT ADD THE UNAVAILABLE OPTION! but I would love to add time to my levels, it would be amazing, :D

Re: SMBX 2.0 Open Beta

Posted: Wed Dec 23, 2015 1:02 pm
by RudeGuy
MarioboyFan602 wrote:I have a Question: Why is there a Timer Option if you can't even use the damn option! Just Logic! If something is not available to the public but its in the build, DONT ADD THE UNAVAILABLE OPTION! but I would love to add time to my levels, it would be amazing, :D
You can already use the timer. Did you even read the usage (LuaScriptsLib > Readme_For_leveltimer.lua)?

Re: SMBX 2.0 Open Beta

Posted: Wed Dec 23, 2015 1:19 pm
by MarioboyFan602
RudeGuy07 wrote:
MarioboyFan602 wrote:I have a Question: Why is there a Timer Option if you can't even use the damn option! Just Logic! If something is not available to the public but its in the build, DONT ADD THE UNAVAILABLE OPTION! but I would love to add time to my levels, it would be amazing, :D
You can already use the timer. Did you even read the usage (LuaScriptsLib > Readme_For_leveltimer.lua)?
No, Im going to read it now, OK?

Re: SMBX 2.0 Open Beta

Posted: Wed Dec 23, 2015 3:01 pm
by Thecobra7
Will the characters end up having there own character blocks in the final version or will they need coding like the beta?

If you can pm me the answer I would really appreciate it, I am new to the site and it is somewhat difficult to navigate.

Re: SMBX 2.0 Open Beta

Posted: Wed Dec 23, 2015 8:38 pm
by Julia Pseudo
^
I am no expert on this, but I believe that the new characters will always have to replace default characters on a per-level basis due to the way LunaLua works. However, doing so will be simpler and less "codey" in the final release.

Re: SMBX 2.0 Open Beta

Posted: Wed Dec 23, 2015 8:59 pm
by Emral
Pseudo-dino wrote:^
I am no expert on this, but I believe that the new characters will always have to replace default characters on a per-level basis due to the way LunaLua works. However, doing so will be simpler and less "codey" in the final release.
Maybe not in the future:

Re: SMBX 2.0 Open Beta

Posted: Wed Dec 23, 2015 9:07 pm
by Julia Pseudo
I believe those are still purely cosmetic, though they are definitely a step in that direction.

Re: SMBX 2.0 Open Beta

Posted: Wed Dec 23, 2015 9:09 pm
by Emral
Pseudo-dino wrote:I believe those are still purely cosmetic, though they are definitely a step in that direction.
I mean it's theoretically one if-call away from running all the character code. I don't know the specifics right now, but there's been some research in that direction.

Re: SMBX 2.0 Open Beta

Posted: Wed Dec 23, 2015 9:12 pm
by HenryRichard
Enjl wrote:
You know what this means?

we can has FROG SUIT

FROG SUIT will be BEST

Oh yeah and some other powerups too.

Re: SMBX 2.0 Open Beta

Posted: Wed Dec 23, 2015 9:18 pm
by Emral
HenryRichard wrote:
Enjl wrote:
You know what this means?

we can has FROG SUIT

FROG SUIT will be BEST

Oh yeah and some other powerups too.
Maybe... we gotta get past a lua error with player powerups past 8 though.

Re: SMBX 2.0 Open Beta

Posted: Wed Dec 23, 2015 10:00 pm
by HenryRichard
I don't see why we need to set the player's powerup to anything past 7. We can just swap out some behavior and graphics based on a single variable.

Re: SMBX 2.0 Open Beta

Posted: Wed Dec 23, 2015 10:15 pm
by FanofSMBX
What about decimal values and negative values?

Re: SMBX 2.0 Open Beta

Posted: Wed Dec 23, 2015 10:19 pm
by HenryRichard
FanofSMBX wrote:What about decimal values and negative values?
Decimals round to the nearest whole, and negatives (and 0)(and 8 and higher) go to 1.

8 somewhat works, though no graphics render.

Re: SMBX 2.0 Open Beta

Posted: Thu Dec 24, 2015 2:37 am
by crazybenjamin
Sorry if this has been requested already, but are you going to make characters walk faster on world maps?

Re: SMBX 2.0 Open Beta

Posted: Thu Dec 24, 2015 10:49 am
by zxcv
It's possible to use the dummy NPCs slots to create new power-ups? If yes, SMBX 2.x could have new power-ups without wasting other NPCs.

Re: SMBX 2.0 Open Beta

Posted: Thu Dec 24, 2015 11:02 am
by TheSaturnyoshi
Yes, but the issue with new power ups isn't the lack of available NPCs, it's that we can't use the other player forms. (As HenryRichard said, 8 somewhat works, but the others don't.)

Also, there might be a way to have more than 300 NPCs in the future, so the dummy NPCs aren't the limit of what we can make.

Re: SMBX 2.0 Open Beta

Posted: Thu Dec 24, 2015 8:08 pm
by zxcv
SnifitGuy wrote:
Enjl wrote:
Pseudo-dino wrote:^
I am no expert on this, but I believe that the new characters will always have to replace default characters on a per-level basis due to the way LunaLua works. However, doing so will be simpler and less "codey" in the final release.
Maybe not in the future:
So, we can toggle different skins per character in the game in the same level? Holy fucking shit, that's awesome.
Yeah. With more research, new awesome things could be done with this. I play SMBX since it's first version in 2009, and holy s**t, it is now 100000x better than the first version. It's incredible the way that a fangame can evolve.