SMBX2 (2.0 Beta 3)

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Noodle
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Re: SMBX2 (2.0 Beta 3)

Postby Noodle » Tue Nov 07, 2017 4:27 pm

HenryRichard wrote:More tiles would be nice - especially some more animated ones. The thing is, it would probably be very difficult for Rednaxela (as I'm pretty sure he's the only member of the dev team with the necessary abilities) to extend the limit - last I checked he hasn't been able to extend the block or BGO array (I could be wrong about that seeing as I haven't been paying much attention to the dev channel recently).
Use the dummy blocks, dummy!

ElectriKong
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Re: SMBX2 (2.0 Beta 3)

Postby ElectriKong » Tue Nov 07, 2017 5:02 pm

Noodle wrote:
HenryRichard wrote:More tiles would be nice - especially some more animated ones. The thing is, it would probably be very difficult for Rednaxela (as I'm pretty sure he's the only member of the dev team with the necessary abilities) to extend the limit - last I checked he hasn't been able to extend the block or BGO array (I could be wrong about that seeing as I haven't been paying much attention to the dev channel recently).
Use the dummy blocks, dummy!
Even those might not give one enough map tiles, and does not solve, although I don't think that is what Teemster means by the limit being too small since the number of tiles available for the graphics don't really have anything to do with the distances between levels. I think he is therefore t
Teemster2 wrote:I know I have asked this before I think but the world map needs more room for tiles. I'm trying to create a map that is not just a single mountain or islands but a actual world inspired by my trips across America to various places and it just seems the tile limit is way to small. My map is going to be a lot smaller then I would like. Is there any way to change this? I need the limit to be a lot higher. We could do so much more with bigger worlds and not have all of the levels so close together.

Any help would be apreciated.
If you are needing to place more map tiles than the game suppots, then you are doing it wrong. It is also important to know that not having levels close togeter makes your episode worse, not better, as you will piss players off if your paths are too long and it can make your episode boring if you make players spend too much time travelling between levels. Most people just want to play the levels, not waste time on long paths on the map. If you are hitting the limit of how much you can place an object, then that is the problem with your map or level as you should not need more.

The0x539
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Re: SMBX2 (2.0 Beta 3)

Postby The0x539 » Tue Nov 07, 2017 5:35 pm

Electriking wrote: If you are needing to place more map tiles than the game suppots, then you are doing it wrong. It is also important to know that not having levels close togeter makes your episode worse, not better, as you will piss players off if your paths are too long and it can make your episode boring if you make players spend too much time travelling between levels. Most people just want to play the levels, not waste time on long paths on the map.
travL

Teemster2
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Re: SMBX2 (2.0 Beta 3)

Postby Teemster2 » Wed Nov 08, 2017 1:05 am

Electriking wrote:
Noodle wrote:
HenryRichard wrote:More tiles would be nice - especially some more animated ones. The thing is, it would probably be very difficult for Rednaxela (as I'm pretty sure he's the only member of the dev team with the necessary abilities) to extend the limit - last I checked he hasn't been able to extend the block or BGO array (I could be wrong about that seeing as I haven't been paying much attention to the dev channel recently).
Use the dummy blocks, dummy!
Even those might not give one enough map tiles, and does not solve, although I don't think that is what Teemster means by the limit being too small since the number of tiles available for the graphics don't really have anything to do with the distances between levels. I think he is therefore t
Teemster2 wrote:I know I have asked this before I think but the world map needs more room for tiles. I'm trying to create a map that is not just a single mountain or islands but a actual world inspired by my trips across America to various places and it just seems the tile limit is way to small. My map is going to be a lot smaller then I would like. Is there any way to change this? I need the limit to be a lot higher. We could do so much more with bigger worlds and not have all of the levels so close together.

Any help would be apreciated.
If you are needing to place more map tiles than the game suppots, then you are doing it wrong. It is also important to know that not having levels close togeter makes your episode worse, not better, as you will piss players off if your paths are too long and it can make your episode boring if you make players spend too much time travelling between levels. Most people just want to play the levels, not waste time on long paths on the map. If you are hitting the limit of how much you can place an object, then that is the problem with your map or level as you should not need more.

Yes I was refering to map tiles such as grass, water, dessert etc. I reach my limit to quickly after creating a few big mountains etc. I thought the limit was somewhere over 10,000 but it is just not enough. I wanted to create a grand world map that actually felt big.

The0x539
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Re: SMBX2 (2.0 Beta 3)

Postby The0x539 » Wed Nov 08, 2017 1:49 am

Teemster2 wrote:
Electriking wrote:
Noodle wrote: Use the dummy blocks, dummy!
Even those might not give one enough map tiles, and does not solve, although I don't think that is what Teemster means by the limit being too small since the number of tiles available for the graphics don't really have anything to do with the distances between levels. I think he is therefore t
Teemster2 wrote:I know I have asked this before I think but the world map needs more room for tiles. I'm trying to create a map that is not just a single mountain or islands but a actual world inspired by my trips across America to various places and it just seems the tile limit is way to small. My map is going to be a lot smaller then I would like. Is there any way to change this? I need the limit to be a lot higher. We could do so much more with bigger worlds and not have all of the levels so close together.

Any help would be apreciated.
If you are needing to place more map tiles than the game suppots, then you are doing it wrong. It is also important to know that not having levels close togeter makes your episode worse, not better, as you will piss players off if your paths are too long and it can make your episode boring if you make players spend too much time travelling between levels. Most people just want to play the levels, not waste time on long paths on the map. If you are hitting the limit of how much you can place an object, then that is the problem with your map or level as you should not need more.

Yes I was refering to map tiles such as grass, water, dessert etc. I reach my limit to quickly after creating a few big mountains etc. I thought the limit was somewhere over 10,000 but it is just not enough. I wanted to create a grand world map that actually felt big.
Do what LCJ does and make big tiles.
Image

Teemster2
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Re: SMBX2 (2.0 Beta 3)

Postby Teemster2 » Wed Nov 08, 2017 11:26 am

The0x539 wrote:
Teemster2 wrote:
Electriking wrote: Even those might not give one enough map tiles, and does not solve, although I don't think that is what Teemster means by the limit being too small since the number of tiles available for the graphics don't really have anything to do with the distances between levels. I think he is therefore t

If you are needing to place more map tiles than the game suppots, then you are doing it wrong. It is also important to know that not having levels close togeter makes your episode worse, not better, as you will piss players off if your paths are too long and it can make your episode boring if you make players spend too much time travelling between levels. Most people just want to play the levels, not waste time on long paths on the map. If you are hitting the limit of how much you can place an object, then that is the problem with your map or level as you should not need more.

Yes I was refering to map tiles such as grass, water, dessert etc. I reach my limit to quickly after creating a few big mountains etc. I thought the limit was somewhere over 10,000 but it is just not enough. I wanted to create a grand world map that actually felt big.
Do what LCJ does and make big tiles.
Image

Wow thanks for letting me know about that. I may just try that. SMBX 2.0 could also have bigger world map tiles. That would be really helpfull.

samitava1978
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PC Games

Postby samitava1978 » Wed Nov 08, 2017 1:59 pm

I'm looking for a free (or < US$5) downloadable electronic copy of the
manual for the Nintendo 64 game "Donkey Kong 64". I have the UK-PAL
version of the game but I think any english-language version will be
fine.

pamparax1986
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PC Games

Postby pamparax1986 » Wed Nov 08, 2017 2:14 pm

It's possible this information could be purchased from marketing firms
that track PC game sales. A company called PC Data used to track this
information, but their Web site currently redirects you to a different
source:

Noodle
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Re: PC Games

Postby Noodle » Wed Nov 08, 2017 3:21 pm

samitava1978 wrote:I'm looking for a free (or < US$5) downloadable electronic copy of the
manual for the Nintendo 64 game "Donkey Kong 64". I have the UK-PAL
version of the game but I think any english-language version will be
fine.
Try searching a PDF for it.

FireyPaperMario
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Re: SMBX2 (2.0 Beta 3)

Postby FireyPaperMario » Wed Nov 08, 2017 3:50 pm

Damn it Noodle, Why did you freaking reply to these spambot bastards???

This is a discussion on 2.0 Beta 3 damn us all!

Noodle
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Re: SMBX2 (2.0 Beta 3)

Postby Noodle » Wed Nov 08, 2017 4:08 pm

MarioRPGExpert93 wrote:Damn it Noodle, Why did you freaking reply to these spambot bastards???

This is a discussion on 2.0 Beta 3 damn us all!
ITS NOT A SPAMBOT. THAT NOOB IS A HUMAN BEING AND SHOULD BE TREATED WITH RESPECT . :evil:

PixelPest
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Re: SMBX2 (2.0 Beta 3)

Postby PixelPest » Wed Nov 08, 2017 4:12 pm

Noodle wrote:
MarioRPGExpert93 wrote:Damn it Noodle, Why did you freaking reply to these spambot bastards???

This is a discussion on 2.0 Beta 3 damn us all!
ITS NOT A SPAMBOT. THAT NOOB IS A HUMAN BEING AND SHOULD BE TREATED WITH RESPECT . :evil:
There have been multiple posts like that and it also changed the name of the topic to PC Games.
>Spam bot

Snessy the duck
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Re: SMBX2 (2.0 Beta 3)

Postby Snessy the duck » Thu Nov 09, 2017 9:20 am

Getting back on topic, when could we expect a new blog update?

ElectriKong
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Re: SMBX2 (2.0 Beta 3)

Postby ElectriKong » Thu Nov 09, 2017 11:12 am

Snessy the duck wrote:Getting back on topic, when could we expect a new blog update?
When it is ready
Also, what can we expect in the next blog post?

Zha Hong Lang
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Re: SMBX2 (2.0 Beta 3)

Postby Zha Hong Lang » Thu Nov 09, 2017 11:26 am

Electriking wrote:Also, what can we expect in the next blog post?
The stuff it'll have.

Teemster2
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Re: SMBX2 (2.0 Beta 3)

Postby Teemster2 » Fri Nov 10, 2017 1:07 am

Snessy the duck wrote:Getting back on topic, when could we expect a new blog update?
Considering there has been very little change to the resource claims sheet for several weeks, There has been no new NPCs added for quite some time and the other pages remain the same, the last few blog updates were separated by two months, they are not getting paid, it's the busiest time of the year with the holidays coming up and they have other projects they are working on in their free time my guess is not any time soon. Patience is a virtue here. It may take longer to complete Beta4 but i'm sure they will get it done before 2019 and not leave us hanging.

If you think about it the last blog update was at the beginning of October and every update is about 2 months apart (April-June, June-August, August-October) Then you could expect the next update in December. That is if they have new content to show us and since updates mostly just show NPC's and there is hardly no new NPC's and just a few more pipelined it is possible there will be no update in December if they have nothing for us.

This is not meant as an attack on the dev team or any rudeness on my part. I am just saying patience is a virtue and we need to be patient here.

MarioMario369
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Re: SMBX2 (2.0 Beta 3)

Postby MarioMario369 » Fri Nov 10, 2017 2:22 pm

Since Super Mario Odyssey is out, maybe there could be an attack where you throw your hat on to enemies and capture them?

ElectriKong
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Re: SMBX2 (2.0 Beta 3)

Postby ElectriKong » Fri Nov 10, 2017 3:14 pm

MarioMario369 wrote:Since Super Mario Odyssey is out, maybe there could be an attack where you throw your hat on to enemies and capture them?
I don't know how one could possibly implement this.
They would probably have create a new playable mario with the ability, and I don't know if it would be doable in LunaLua.
Even if it is possible then they would have to code in all the abilities that each enemy would have when captured, and considering there will 100s of NPCs as of beta 4 (which will definitely not have this) then there is so much that would have to be done to fully implement this that it would just not be worth doing, and it is unnecessary, does not really add much and not something many people really want ATM. I theefore can say with almost complete certainty that the devs will not be implementig this any time soon (and probably will never happen). It would be just too much work for what it is worth.

MarioMario369
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Re: SMBX2 (2.0 Beta 3)

Postby MarioMario369 » Sat Nov 11, 2017 5:24 am

Electriking wrote:
MarioMario369 wrote:Since Super Mario Odyssey is out, maybe there could be an attack where you throw your hat on to enemies and capture them?
I don't know how one could possibly implement this.
They would probably have create a new playable mario with the ability, and I don't know if it would be doable in LunaLua.
Even if it is possible then they would have to code in all the abilities that each enemy would have when captured, and considering there will 100s of NPCs as of beta 4 (which will definitely not have this) then there is so much that would have to be done to fully implement this that it would just not be worth doing, and it is unnecessary, does not really add much and not something many people really want ATM. I theefore can say with almost complete certainty that the devs will not be implementig this any time soon (and probably will never happen). It would be just too much work for what it is worth.
Oh, okay. Btw, i got 100% in SMO!

ElectriKong
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Re: SMBX2 (2.0 Beta 3)

Postby ElectriKong » Sat Nov 11, 2017 6:18 am

MarioMario369 wrote:
Electriking wrote:
MarioMario369 wrote:Since Super Mario Odyssey is out, maybe there could be an attack where you throw your hat on to enemies and capture them?
I don't know how one could possibly implement this.
They would probably have create a new playable mario with the ability, and I don't know if it would be doable in LunaLua.
Even if it is possible then they would have to code in all the abilities that each enemy would have when captured, and considering there will 100s of NPCs as of beta 4 (which will definitely not have this) then there is so much that would have to be done to fully implement this that it would just not be worth doing, and it is unnecessary, does not really add much and not something many people really want ATM. I theefore can say with almost complete certainty that the devs will not be implementig this any time soon (and probably will never happen). It would be just too much work for what it is worth.
Oh, okay. Btw, i got 100% in SMO!
Like the only way this could happen is if one was so desparate to have it in that they were willing to go throug the trouble of creating it. If it were o happen, it would probably be one of the most ambitious projects, as a new playable character to be the SMO mario would probably have to be created if it were to exist in 2.0 by default. If it was to be an additional API separate from 2.0, then you can edit Mario to do this. But then of course you have to program in all the abilities that the enemies would have and then check all the bugs that could exist. You would probably have to program each one one at a time as each enemy would have different abilities. And you would also have to ensure that enemies not intended to be captured cannot be captured. There is just too much to do, you are trying to do that in an engine that was not built for this. It would be easier to make power-ups which contain enemy abilities like the hammer suit.


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