Re: New Super Mario Bros. X
Posted: Sun Apr 26, 2020 1:37 pm
The way I interpretate that sentence is that SMBX2 made itself official
Anyway, epic stuff. Will do science soon
Anyway, epic stuff. Will do science soon
MarioLover64 wrote: ↑Sun Apr 26, 2020 11:50 amCedur wrote: ↑Sun Apr 26, 2020 11:42 amJulianSteve_18 wrote: ↑Sun Apr 26, 2020 10:45 amWill the Bee Mushroom be added as planned?.
Will you also have Sonic, Crash Bandicot and Yoshi as playable characters, like when that rumor spread that they were going to be at NSMBX in 2012?
What does the Bee Mushroom do, is it different from turning into a fairy?
Huh, seems like i forgot to put them in the tileset item box... Anyways, it'll be fixed in the patch.MECHDRAGON777 wrote: ↑Sun Apr 26, 2020 2:20 pmJust tried it out and I saw there are 19 new tiles that are not in the tile-set item box. Though It seems pointless to have TWO completely white tiles. SMW being #F8F8F8 and SMB3 being #F7F7F7 makes it redundant in my eyes. Otherwise, nice work so far. Kind of let down that Wendy is the only new Koopaling, but the work seems phenomenal.
SMBX2 since it's foundation by it's hackish nature doesn't means an "official SMBX" at all. The only that SMBX project is official which was PERSONALLY granted by Redigit (which he'll never do by known reasons). Therefore ALL continuations and branches of SMBX are not official SMBX at all. There are: SMBX2, PGE Project, SMBX-38A, TheXTech, and now NSMBX too, also any other projects I may not know also doesn't means "official SMBX". All these projects are going with own flows and own goals. The only one thing that unites all of these projects is the SMBX64 standard which declares specific resources sets and limits of SMBX 1.3 which was a last official SMBX.
Only 2.0 and 1.3 work not 38A. (I think) and for the last one I dont know
An alien levels (from 38A and X2) will work conditionally:
So, regardless of the engine you make the level/world in, if it exceeds the limits of SMBX 1.3 then it only works in the engine where the level is made, right?Wohlstand wrote: ↑Mon Apr 27, 2020 9:27 amAn alien levels (from 38A and X2) will work conditionally:
- 1.3 levels will work as-is in most.
- 38A levels will work in a condition you'll don't use 38A specific features like items more than exist in SMBX 1.3. Tea-Scripts will not work.
- X2 the same as for 38A. Lua will not work. But even lua support will be added soon, scripts will be incompatible.
In short words, ALL levels are following SMBX64 standard will work everywhere. Levels of 38A and PGE-X formats here are supported natively, but the SMBX64 standard is required to be followed for items and features. In a short word - keep limits of SMBX 1.3 be not excited. Otherwise, the alien level will work messy and probably unplayable.
so X2 levels are going to work in NSMBX if you don't use any lua features (yet), but what about episodes?Wohlstand wrote: ↑Mon Apr 27, 2020 9:27 amAn alien levels (from 38A and X2) will work conditionally:
- 1.3 levels will work as-is in most.
- 38A levels will work in a condition you'll don't use 38A specific features like items more than exist in SMBX 1.3. Tea-Scripts will not work.
- X2 the same as for 38A. Lua will not work. But even lua support will be added soon, scripts will be incompatible.
In short words, ALL levels are following SMBX64 standard will work everywhere. Levels of 38A and PGE-X formats here are supported natively, but the SMBX64 standard is required to be followed for items and features. In a short word - keep limits of SMBX 1.3 be not excited. Otherwise, the alien level will work messy and probably unplayable.
To clarify, outside of your own explicit lunalua code and libraries, some smbx2 features that will cease to work when trying to backport include:
portal warps do work in nsmbx though.Enjl wrote: ↑Mon Apr 27, 2020 12:57 pmTo clarify, outside of your own explicit lunalua code and libraries, some smbx2 features that will cease to work when trying to backport include:
- all new npc codes
- block, effect, background2 and background codes
- player hitbox configuration files
- bgos of nonstandard sizes
- custom sizeable tiling
- extended section settings
- npc extra settings
- various vanilla bugfixes
- various new assets (block, bgo, npc, effect, world map object ids above the 1.3 limit)
- portal warps
The chain of porting that needs to happen is SMBX2 -> SMBX 1.3 -> NSMBX, so whether both versions have the same feature is irrelevant. Differences in implementation can cause incompatibility either way. A SMBX2 level needs to work in 1.3 to work in NSMBX. I was merely bringing attention to some features that don't require user-side lua that will not make it over that bump.
On NSMBX (as on TheXTech master) there are following extra non-SMBX64 features work:
Hola que haceSupahKupah wrote: ↑Sun Apr 26, 2020 6:14 pmThank you very much Core for so much hype, I informed my Spanish-speaking community about this new version. I am sure that this version will be very promising. I wish you the best!