SMBX 2.0 Open Beta

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telequillo
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Re: SMBX 2.0 Open Beta

Postby telequillo » Wed Jan 06, 2016 4:05 pm

Enchlore wrote:
telequillo wrote:Now another thing I would love to see: Every time I play a Snes or Sega Genesis game with an emulator I use graphic filters (image scaling), I am not a fan of pixelated games, so I just use filters and its almost like having HD games. My favourite filters are Super Eagle and HQ4x. Would it be possible to apply filters like these to low-resolution games (like the SMBX episodes) in a future?

Thanks a lot for readying!
This might be what you're looking for (not sure if it's compatible with 2.0, but it probably is):
http://www.smbxgame.com/forums/v ... 69&t=11981
Wow thanks a lot for this! I didn't know about it :)

zxcv
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Re: SMBX 2.0 Open Beta

Postby zxcv » Wed Jan 06, 2016 4:10 pm

Enchlore wrote:
telequillo wrote:Now another thing I would love to see: Every time I play a Snes or Sega Genesis game with an emulator I use graphic filters (image scaling), I am not a fan of pixelated games, so I just use filters and its almost like having HD games. My favourite filters are Super Eagle and HQ4x. Would it be possible to apply filters like these to low-resolution games (like the SMBX episodes) in a future?

Thanks a lot for readying!
This might be what you're looking for (not sure if it's compatible with 2.0, but it probably is):
http://www.smbxgame.com/forums/v ... 69&t=11981
OH MY GOD, THIS IS SO AMAZING!

I hope that it is compatible.

Fennor
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Re: SMBX 2.0 Open Beta

Postby Fennor » Thu Jan 07, 2016 4:34 am

Are the graphics still worked on? Because I think some of them could need some work. Something that immediatly catched my eye is Rosalina's up/down pipe animation. Her arms look very short, the lighting of the hair which covers her face is too is a little off. Also that hair gets too close to her left eye, making the eye look weird. And the lower front part of her dress is missing a decorative element.

The left one is old, the right one my suggestion.

Image

PixelPest
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Re: SMBX 2.0 Open Beta

Postby PixelPest » Thu Jan 07, 2016 6:42 am

Fennor wrote:Are the graphics still worked on? Because I think some of them could need some work. Something that immediatly catched my eye is Rosalina's up/down pipe animation. Her arms look very short, the lighting of the hair which covers her face is too is a little off. Also that hair gets too close to her left eye, making the eye look weird. And the lower front part of her dress is missing a decorative element.

The left one is old, the right one my suggestion.

Image
On yours though the wand is tucked under her arm.

Fennor
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Re: SMBX 2.0 Open Beta

Postby Fennor » Thu Jan 07, 2016 8:44 am

PixelPest wrote: On yours though the wand is tucked under her arm.
Image

Is that better?

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Re: SMBX 2.0 Open Beta

Postby PixelPest » Thu Jan 07, 2016 10:03 am

Now that looks great. I like everything but the crease? in the dress at the bottom. It looks a little bit awkward. Maybe either stick to the previous idea for the bottom or just use shading to demonstrate the crease instead of making the bottom of the dress (the white part) come up like that.

Fennor
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Re: SMBX 2.0 Open Beta

Postby Fennor » Thu Jan 07, 2016 10:31 am

Not sure whether I understand what you mean by crease. That's not supposed to be random crease, it is the actual shape of her dress. The white thing doesn't go in a clean circle around her dress, instead it goes up at the front of her dress and below that there is grey cloth. Actually the white part gets thinner the higher her dress goes until it disapperas at the top of that part, but that's not possible to illustrate with a few pixels.

http://img1.wikia.nocookie.net/__cb2011 ... a_SHMW.png

If you want that to be removed, also every other frame has to be changed, since they all include that part.

Here is a less noticeable version.

Image

Still the other frames would have to be adjusted in order to make it fit. But maybe they should be changed a little either way, because sometimes it looks like her arms change length. Also I feel like her running animation looked better in the Link version, mainly because of that bounce that Link has automatically. The Peach version looks more stiff due to the lack of that bounce. And I think her chin has a little too much outlines. The Link version had her shield arm right below her head, so that outlines of her arms and outlines of her chin touched, so a few pixels of those outlines are leftovers from her arm that no longer is up there in the peach version.
Edit: I noticed that her chin when walking to the left even has 2x1 pixels for one frame. So one row of 2 pixels horizontally is cut out for a frame.
Edit2: Some frames are not in the right position. When swimming to the left she moves much more around than she does when swimming to the right, and when running to the right and than quickly turning to the left so that the slide animation can be seen, she will warp a little bit to the left after that animation ends.
Last edited by Fennor on Thu Jan 07, 2016 11:10 am, edited 1 time in total.

zxcv
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Re: SMBX 2.0 Open Beta

Postby zxcv » Thu Jan 07, 2016 11:28 am

Talking about sprites, you are going to improve Snake's sprite, right?

Fennor
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Re: SMBX 2.0 Open Beta

Postby Fennor » Thu Jan 07, 2016 2:23 pm

I played the Rosalina level, I was figthing a Boss when suddenly my physics changed to normal Peach physics (with her floating ability). This message occured

Code: Select all

Debug

==> C:\Program Files (x86)\SMBX2.0\LuaScriptsLib\rosalina.lua163:Invalid args for npcID (arg #1, expected table or number, got nil)
============
stack traceback:
	  [string "mainV2.lua"]: 164:in function <[string "mainV2.lua"]:162>
	  [C]: in function 'get'
	  C:\Program Files (x86)\SMBX2.0\LuaScriptsLib\rosalina.lua:163: in
function <C:\Program Files (x86)\SMBX2.0\LuaScriptsLib\rosalina.lua:155: 
	  [C]: in function '_xpcall'
	  [string "mainV2.lua"]:552: in function <[string "mainV2.lua"]:535>
(Btw. I retyped that by hand since I couldn't select the text, is there another way to do that except for taking a screenshot?)

Whad I did:
-I was fighting the Fish Boss at the and of the Rosalina level
-I had the hammer suit power up
-I was jumping towards the fish and throwed bombs
-when I tried to get to the left I got hit, in right that moment the message appeared
-possibly I was pressing select for deploying the bombs or a for floating at the time I got hit

Neoflash
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Re: SMBX 2.0 Open Beta

Postby Neoflash » Thu Jan 07, 2016 7:15 pm

It needs work. That horrible title box needs to go, sounds keep glitching up, dialog boxes don't go away if you move from the character... It's good, just be sure to patch it up before it's released.

hyper
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Re: SMBX 2.0 Open Beta

Postby hyper » Thu Jan 07, 2016 8:17 pm

and why is megaman in his NES style unlike the other characters that are more of a 16 bit from the snes era?

HeroLinik
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Re: SMBX 2.0 Open Beta

Postby HeroLinik » Fri Jan 08, 2016 4:37 am

hyper wrote:and why is megaman in his NES style unlike the other characters that are more of a 16 bit from the snes era?
I don't really know either, but my guess is that it's more iconic, and most of the Mega Man games use his 8-bit style. However, if you could, you can recolor it so it's in 16-bit.

Emral
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Re: SMBX 2.0 Open Beta

Postby Emral » Fri Jan 08, 2016 5:30 am

Neoflash wrote:It needs work. That horrible title box needs to go, sounds keep glitching up, dialog boxes don't go away if you move from the character... It's good, just be sure to patch it up before it's released.
Can you elaborate on the issues you're having? Just stating that they're there doesn't help anyone.

zxcv
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Re: SMBX 2.0 Open Beta

Postby zxcv » Fri Jan 08, 2016 5:59 am

hyper wrote:and why is megaman in his NES style unlike the other characters that are more of a 16 bit from the snes era?
Most of Mega Man fans like it's 8-bit form. If you want 16-bit Mega Man, you only need to use custom gfx in your level/episode.

h2643
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Re: SMBX 2.0 Open Beta

Postby h2643 » Fri Jan 08, 2016 9:40 am

Found a bug with Starman: if you're still in your starmen form when you die or finish any level, next time when you'll play the level, you'll be invincible pemanently.

zxcv
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Re: SMBX 2.0 Open Beta

Postby zxcv » Fri Jan 08, 2016 9:59 am

h2643 wrote:Found a bug with Starman: if you're still in your starmen form when you die or finish any level, next time when you'll play the level, you'll be invincible pemanently.
Nice cheat :D

HeroLinik
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Re: SMBX 2.0 Open Beta

Postby HeroLinik » Fri Jan 08, 2016 10:04 am

Prado wrote:
h2643 wrote:Found a bug with Starman: if you're still in your starmen form when you die or finish any level, next time when you'll play the level, you'll be invincible pemanently.
Nice cheat :D
Except it isn't a cheat, because it wasn't intended. It's more like a bug as stated earlier.

Sakura Hana
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Re: SMBX 2.0 Open Beta

Postby Sakura Hana » Fri Jan 08, 2016 11:53 am

Does custom music work on Overworld yet? Because i haven't been able to get it to work, it works on the editor, but when i try it on the game it's like i added silence and then when i load the editor again it doesnt sound.

Emral
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Re: SMBX 2.0 Open Beta

Postby Emral » Fri Jan 08, 2016 12:14 pm

Sakura Hana wrote:Does custom music work on Overworld yet? Because i haven't been able to get it to work, it works on the editor, but when i try it on the game it's like i added silence and then when i load the editor again it doesnt sound.
You can use a music.ini file. There are examples in the ini_examples folder. Just copy the music.ini file and change the filename directories.

Saltlord
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Re: SMBX 2.0 Open Beta

Postby Saltlord » Fri Jan 08, 2016 12:15 pm

You can already replace the world music with custom tracks, but you need to
- rename the custom track after the original (look 'em in your music folder up)
- replace the original track with your custom track, but ya should make a backup before replacing the music


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