Horikawa Otane wrote:FYI this will not work with 2.0. I would advise people not to use this for now.
Dummy block slots and Dummy NPCs are being used to make new player switch blocks and new NPCs (Magikoopa, boo laser, boo cloud, etc).
I am aware that it will not work with SMBX 2.0, especially when you also recently started to use the new blocks (which I could not know since no one from the SMBX 2.0 team ever stated that).
I released this pack to expand upon SMBX 1.3s possibilities to use new items, instead of replacing them.
My plans for SMX 2.0 were to wait for it to be released and then to make adjustments, but since you also kind of re-code the behavior of the blocks (making player blocks out of them) I do not need to do that any longer, at least for the blocks. But what about all the worldmap-stuff like tiles, paths, levels, and sceneries - do you also re-utilize these?
Horikawa Otane wrote:As these are not simply graphics replacements (which is all SMBXpanded is), we cannot currently sacrifice our (rather substantial) work to accommodate this current pack.
This pack is not just a simple graphical replacement, as it does not replace graphics (save for a very few, to update their pallette of their look) which is all a replacement would be, as far as I know.
It kind of "tells" SMBX that it can also use these items beside the ones it already has. If you just try to use any of these graphics inside any level or episode as custom graphics, without having any files of the same names in your SMBX' folder by default, SMBX simply will not show them up, because it cannot read what is not there by default. I guess that you know that already, but you may have worded yourself bad.
Horikawa Otane wrote:However, I'd like to work with you to potentially get your content working with 2.0 once we expand some of the arrays. At that point we can begin to integrate content of yours that is worth keeping. And it seems there's plenty of that.
Please get in touch with me when the next beta is released so we can discuss.
I would be glad to be of help with this. :-)
I guess its not as easy to expand and add new control array-elements, as it is to re-purpose already existing stuff, but I still hope for the best.
But even if it is not for an actual expansion, it already would be great to have more animated levels, sceneries, tiles, and potentially paths, by using the newly discovered worldmap stuff. As far as I know luna.lua can already do that with ease.
Suckerman7 GM wrote:Can you put a download link to Mediafire or Dropbox? Because I can't download from the site. It blocks the download.
Unfortunately I cannot use anything other than Sendspace or Tinyupload in the moment, but if everything goes well, I can use Dropbox too. I am sorry for this inconvenience. :-/
Jacob Turbo wrote:I was able to download it, but I can't unzip it.
You can get WinRAR for free from their download mirrors. Try to use that. I use it since years and it works without any problems.
Sambo wrote:You even added vanilla graphics to fill the new slots? Well, knowing how you are, I can't really say I'm surprised. I'm pretty happy about this. :) I can spruce up my world map a bit, since it was a little bland in some spots, but I was out of GFX slots, so there was nothing I could do about it.
Thank you :-)
Yes, having around 3 times as much levels and paths, and around 50% more possible sceneries to select from, comes in handy, in my opinion.
I also could refine a lot on my worldmap this way. :-)
Catastrophe wrote:I tried to use the extra tiles for custom tiles but when I placed them on PGE it worked. But, when I opened the level in the engine, it gives me an error.
What runtime error does it give you? And where do you use the new graphics? Is it in a level or in a worldmap? And what kind of graphics(blocks, BGOs, sceneries,level-icons)?
I not just tested the graphics, I also use them succsessfully in my project. :-/
Sambo wrote:I'm having problems too. I didn't place any of the extra items or anything, but now the SMBX editor won't open any levels. Attempting to test a level from PGE causes the game to crash with a "this application has stopped working" message, and when I try to open a level, SMBX freezes and must be closed using Task Manager. Strangely, the game itself runs just fine, and I can play episodes. The editor just broke.
Edit: I just downloaded the laboratory build and the config you provided, and SMBX still isn't working right. Now, the "open" dialog closes when I select a file, but then SMBX freezes still. A small window also appears for a split-second, but there is (obviously) no way to tell what it says.
I do not have really any knowledge about that SMBX integration-configuration that makes it possible to run a testplay in SMBX through PGE, but maybe there is an inconsistency anywhere in the lua-code or something, as I can use (and replace) everything just fine, without any errors.
Maybe it is because I am using PGE for building the level, but testing it seperately in SMBX (copying the .lvl-file into SMBX' worlds-folder), without the SMBX integration-config package.
MECHDRAGON777 wrote:Sambo wrote:I'm having problems too. I didn't place any of the extra items or anything, but now the SMBX editor won't open any levels. Attempting to test a level from PGE causes the game to crash with a "this application has stopped working" message, and when I try to open a level, SMBX freezes and must be closed using Task Manager. Strangely, the game itself runs just fine, and I can play episodes. The editor just broke.
Edit: I just downloaded the laboratory build and the config you provided, and SMBX still isn't working right. Now, the "open" dialog closes when I select a file, but then SMBX freezes still. A small window also appears for a split-second, but there is (obviously) no way to tell what it says.
It could be the same error I was getting. Throughout the day today, I have been mass focusing on a contest level, and the editor crashes every now and then. If the editor does not crash for more than 15 minutes, the thing will freeze. Runtime error 50003: Unexpected error then pops up two seconds latter. I just realized having all of those dummy tiles in their messes up the editor. As you said, start game works. So PGE plus testing via start game seems the best way... until all of this is lost because Horikawa is using these slots for new 2.0 features. Anywho, maybe our bugs come from having these in file. Maybe have a copy of SMBX with and without the expansion.