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Re: SMBX 2.0 Open Beta

Posted: Mon Sep 05, 2016 5:24 pm
by FanofSMBX
Hoeloe wrote:
FanofSMBX wrote:Hi there. I heard somewhere a while ago that sprite swap NPCs (i.e. SMB 1 Buzzy Beetle vs. SMB3 Buzzy Beetle) wouldn't be implemented. I would just like to say that I think they should be for a couple of reasons.
The reason they aren't being implemented at the moment is that we only have a few spare NPC slots, and we are instead using those for mechanically unique NPCs rather than minor modifications.

The plan is to eventually extend the possible number of NPC slots, and when we do there is no reason not to add these options.
Oh, sorry, yes I meant after there was not a limit of 301 NPCs. Thanks.

Re: SMBX 2.0 Open Beta

Posted: Mon Sep 05, 2016 6:09 pm
by Quantix
HenryRichard wrote:I have a question about the limited time beta release

Why?

What's the advantage of only allowing people who were online at a specific time to download it?
I mean, the full beta's gonna get released soon anyway, so....

Re: SMBX 2.0 Open Beta

Posted: Mon Sep 05, 2016 6:28 pm
by Ace
Quantix wrote:
HenryRichard wrote:I have a question about the limited time beta release

Why?

What's the advantage of only allowing people who were online at a specific time to download it?
I mean, the full beta's gonna get released soon anyway, so....
that really doesn't answer the question though.

Re: SMBX 2.0 Open Beta

Posted: Mon Sep 05, 2016 6:36 pm
by Tango
HenryRichard wrote:I have a question about the limited time beta release

Why?

What's the advantage of only allowing people who were online at a specific time to download it?
Maybe it's a "marketing" strategy?

People seeing amazing things that has been made to SMBX 2.0 Beta makes they want to have it. But because they were only for limited time, they have to wait. While they wait, they see the features in videos, and make them each day with more want of have it. Also people tell it for friends or whatever to try relax the anxiousness.

But it's just a theory.

a smbx theory

Re: SMBX 2.0 Open Beta

Posted: Mon Sep 05, 2016 7:21 pm
by Anthony Valle
I hope this gets released soon, we need to be patience, even if it takes a very long time. Well good luck SMBX 2.0 dev team, i know that you will make a aweasome work. See ya later. ;)

Re: SMBX 2.0 Open Beta

Posted: Mon Sep 05, 2016 7:59 pm
by FanofSMBX
I thought that it ws to stress that this version wasn't a full version that didn't have bugs.

Re: SMBX 2.0 Open Beta

Posted: Mon Sep 05, 2016 8:15 pm
by HenryRichard
Then why was it publicly released at all? Why wasn't it just sent to a pre-selected group of beta testers?

Re: SMBX 2.0 Open Beta

Posted: Mon Sep 05, 2016 10:07 pm
by Dunc
guys its okay they took it down so they could add grand dad and paul blart horikawa told me for real

Re: SMBX 2.0 Open Beta

Posted: Mon Sep 05, 2016 10:14 pm
by bossedit8

Re: SMBX 2.0 Open Beta

Posted: Tue Sep 06, 2016 5:15 am
by migueeel
About the prerelease, it might've been a joke (considering the bugs like Klonoa not knowing how to go through a pipe) or some fanservice.

You guys are taking it WAY TOO SERIOUSLY.

You missed it? You wait. It's not like 80% of everyone here got it.

Seriously, that 'release' is half-broken. Asking for the devs to release it again means that your version will be obsolete in a few hours as soon as a bugfix comes in. It'd add unnecessary clutter.

So, how about you respect the devs' decision and wait like a good doggie?

Re: SMBX 2.0 Open Beta

Posted: Tue Sep 06, 2016 10:08 am
by FanofSMBX
Cool. I do have three things that I think need fixed please.
1. Magikoopa's projectile should sparkle
2. Mega Man's Ice Wall should have playerblocktop=1 like in Rockman and Forte
3. Mega Man's Rolling Cutter colors were mever fixed I think???

Re: SMBX 2.0 Open Beta

Posted: Tue Sep 06, 2016 4:25 pm
by zxcv
Is Beta 4 the last beta before final version?

Re: SMBX 2.0 Open Beta

Posted: Tue Sep 06, 2016 4:29 pm
by Murphmario
FanofSMBX wrote: 3. Mega Man's Rolling Cutter colors were mever fixed I think???
It actually was fixed.

Also, will you implement the NPCs that require replacing another one to use as standalone NPCs?

Re: SMBX 2.0 Open Beta

Posted: Tue Sep 06, 2016 4:32 pm
by PixelPest
Murphmario wrote:
FanofSMBX wrote: 3. Mega Man's Rolling Cutter colors were mever fixed I think???
It actually was fixed.

Also, will you implement the NPCs that require replacing another one to use as standalone NPCs?
Which ones are you referring to?

Re: SMBX 2.0 Open Beta

Posted: Tue Sep 06, 2016 5:41 pm
by Emral
Murphmario wrote: Also, will you implement the NPCs that require replacing another one to use as standalone NPCs?
Starman is now NPC-293 if that's what you mean.

Re: SMBX 2.0 Open Beta

Posted: Tue Sep 06, 2016 6:09 pm
by FanofSMBX
Also, I hope that Kil's Phanto an Axon's Tryclyde and Fryguy will be refined (such as Tryclyde being weak to fireballs and Fryguy being weak to iceballs) next.

Re: SMBX 2.0 Open Beta

Posted: Tue Sep 06, 2016 6:22 pm
by loop
FanofSMBX wrote:Also, I hope that Kil's Phanto an Axon's Tryclyde and Fryguy will be refined (such as Tryclyde being weak to fireballs and Fryguy being weak to iceballs) next.
I don't know about Triclyde being weak to fireballs. But Fryguy being weak to iceballs, I see where that is going, considering Fryguy is made of fire.

Re: SMBX 2.0 Open Beta

Posted: Tue Sep 06, 2016 7:13 pm
by Murphmario
There are some NPCs in folders that can't be accessed, as well as the Time P-block.

Re: SMBX 2.0 Open Beta

Posted: Wed Sep 07, 2016 2:34 am
by Hoeloe
Murphmario wrote:There are some NPCs in folders that can't be accessed, as well as the Time P-block.
There are reasons for that. Those are not currently stable enough to be properly included.

Re: SMBX 2.0 Open Beta

Posted: Wed Sep 07, 2016 11:06 am
by migueeel
Gah, I can't get to test stuff on the new editor, I keep getting the "failed to find SMBX window". Any help? The legacy editor's autoscrollin is broken.