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Re: SMBX2 (2.0 Beta 3)

Posted: Sun Nov 12, 2017 7:29 pm
by dslkfm231
After the stuff happened to Horikawa not too long ago has SMBX 2.0 been cancelled?

Re: SMBX2 (2.0 Beta 3)

Posted: Sun Nov 12, 2017 7:40 pm
by The0x539
PokemonLyle wrote:After the stuff happened to Horikawa not too long ago has SMBX 2.0 been cancelled?
no

Re: SMBX2 (2.0 Beta 3)

Posted: Sun Nov 12, 2017 8:24 pm
by Ryuji231
Okay confused. What happened to Horikawa?

Re: SMBX2 (2.0 Beta 3)

Posted: Sun Nov 12, 2017 8:30 pm
by Quantix
Long story short, she's left the internet for an indefinite time to ward off a serial stalker.

Re: SMBX2 (2.0 Beta 3)

Posted: Sun Nov 12, 2017 10:06 pm
by Ditchencat
Woah

Re: SMBX2 (2.0 Beta 3)

Posted: Mon Nov 13, 2017 6:33 am
by Goomba98
Are you guys going to give non-SMW Koopas (and Buzzy Beetles, by extension) the ability to recover from being knocked into their shells, just like the official games? (And speaking of which, will you give Spinies the ability to be knocked into their shells as well, like in SMB3?)

Re: SMBX2 (2.0 Beta 3)

Posted: Mon Nov 13, 2017 7:33 am
by PixelPest
Goomba98 wrote:Are you guys going to give non-SMW Koopas (and Buzzy Beetles, by extension) the ability to recover from being knocked into their shells, just like the official games? (And speaking of which, will you give Spinies the ability to be knocked into their shells as well, like in SMB3?)
Could be doable as a tweak but not a priority rn

Re: SMBX2 (2.0 Beta 3)

Posted: Mon Nov 13, 2017 8:19 pm
by Goomba98
That reminds me - are you going to fix the fact that Mario's death animation still plays when falling into a pit? Or is that not a priority either?

Re: SMBX2 (2.0 Beta 3)

Posted: Tue Nov 14, 2017 12:20 am
by Matt_The_Slime
Goomba98 wrote:That reminds me - are you going to fix the fact that Mario's death animation still plays when falling into a pit? Or is that not a priority either?
I don't think that's going to be something that gets fixed

Re: SMBX2 (2.0 Beta 3)

Posted: Tue Nov 14, 2017 1:33 am
by Zha Hong Lang
Matt_The_Slime wrote:
Goomba98 wrote:That reminds me - are you going to fix the fact that Mario's death animation still plays when falling into a pit? Or is that not a priority either?
I don't think that's going to be something that gets fixed
It's something that doesn't happen in the original games, but I agree that it's not much of a priority.

Re: SMBX2 (2.0 Beta 3)

Posted: Tue Nov 14, 2017 3:50 pm
by HenryRichard
What exactly is wrong with it?

Re: SMBX2 (2.0 Beta 3)

Posted: Tue Nov 14, 2017 5:34 pm
by Zha Hong Lang
HenryRichard wrote:What exactly is wrong with it?
It looks really awkward, and doesn't happen in the original games at all.

Re: SMBX2 (2.0 Beta 3)

Posted: Tue Nov 14, 2017 5:37 pm
by PopYoshi
Quantix wrote:Long story short, she's left the internet for an indefinite time to ward off a serial stalker.
"serial stalker"? can you explain that?

Re: SMBX2 (2.0 Beta 3)

Posted: Tue Nov 14, 2017 5:41 pm
by PixelPest
Pop Yoshi Bros wrote:
Quantix wrote:Long story short, she's left the internet for an indefinite time to ward off a serial stalker.
"serial stalker"? can you explain that?
I thought we were done with this a long time ago.

If you're actually interested she discusses it in a few videos on her YouTube channel

Re: SMBX2 (2.0 Beta 3)

Posted: Wed Nov 15, 2017 12:13 pm
by Teemster2
This may not be the place to put this as it may not be a bug for 2.0 but several of my levels on the world map including the Hammer Bro's, Nippers and all of the black squares numbered 1-10 are messing up. They are showing the same icon repeated 4 times in a row from up to down. For example The black square will be 4 of the same square instead of just the single black level tile. I never researched how to post screenshots yet but I can do that if you guys need some. I think it's just a graphic issue but not sure.

So it looks like this (The S representing the black square)
S
S
S
S

There should only be one single graphic icon. Not all of my levels do this. Any ideas?

Re: SMBX2 (2.0 Beta 3)

Posted: Wed Nov 15, 2017 12:23 pm
by ElectriKong
Teemster2 wrote:This may not be the place to put this as it may not be a bug for 2.0 but several of my levels on the world map including the Hammer Bro's, Nippers and all of the black squares numbered 1-10 are messing up. They are showing the same icon repeated 4 times in a row from up to down. For example The black square will be 4 of the same square instead of just the single black level tile. I never researched how to post screenshots yet but I can do that if you guys need some. I think it's just a graphic issue but not sure.

So it looks like this (The S representing the black square)
S
S
S
S

There should only be one single graphic icon. Not all of my levels do this. Any ideas?
Did you try to make 4 frame sprites for sprites that only have one frame?

Re: SMBX2 (2.0 Beta 3)

Posted: Wed Nov 15, 2017 12:36 pm
by Teemster2
Electriking wrote:
Teemster2 wrote:This may not be the place to put this as it may not be a bug for 2.0 but several of my levels on the world map including the Hammer Bro's, Nippers and all of the black squares numbered 1-10 are messing up. They are showing the same icon repeated 4 times in a row from up to down. For example The black square will be 4 of the same square instead of just the single black level tile. I never researched how to post screenshots yet but I can do that if you guys need some. I think it's just a graphic issue but not sure.

So it looks like this (The S representing the black square)
S
S
S
S

There should only be one single graphic icon. Not all of my levels do this. Any ideas?
Did you try to make 4 frame sprites for sprites that only have one frame?
No I just added custom level sprites from the big graphics pack and others in place of the dummy blocks and they worked fine for my original 1.3 but for Beta3 they are showing up as multiples in the level pick list and on the world map. It appears to be only custom levels I added. The SMW level icons work fine so I may just stick with those.

Also is there a way to make certain levels on the world map playable only after a set number of stars is created? I'm just wondering if it's possible?

Re: SMBX2 (2.0 Beta 3)

Posted: Wed Nov 15, 2017 12:49 pm
by PopYoshi
Teemster2 wrote:No I just added custom level sprites from the big graphics pack and others in place of the dummy blocks and they worked fine for my original 1.3 but for Beta3 they are showing up as multiples in the level pick list and on the world map. It appears to be only custom levels I added. The SMW level icons work fine so I may just stick with those.
If I'm not wrong dummy blocks doesn't work with the 2.0

Re: SMBX2 (2.0 Beta 3)

Posted: Wed Nov 15, 2017 6:16 pm
by Westretroman
Pop Yoshi Bros wrote:
Teemster2 wrote:No I just added custom level sprites from the big graphics pack and others in place of the dummy blocks and they worked fine for my original 1.3 but for Beta3 they are showing up as multiples in the level pick list and on the world map. It appears to be only custom levels I added. The SMW level icons work fine so I may just stick with those.
If I'm not wrong dummy blocks doesn't work with the 2.0
Actually, Dummy Blocks DO work with 2.0, he means animated ones like Hammer Brothers, animated dummy blocks don't work.

Re: SMBX2 (2.0 Beta 3)

Posted: Thu Nov 16, 2017 4:50 am
by Hoeloe
Westretroman wrote:
Pop Yoshi Bros wrote:
Teemster2 wrote:No I just added custom level sprites from the big graphics pack and others in place of the dummy blocks and they worked fine for my original 1.3 but for Beta3 they are showing up as multiples in the level pick list and on the world map. It appears to be only custom levels I added. The SMW level icons work fine so I may just stick with those.
If I'm not wrong dummy blocks doesn't work with the 2.0
Actually, Dummy Blocks DO work with 2.0, he means animated ones like Hammer Brothers, animated dummy blocks don't work.
That may not alwaya be the case. SMBX2 uses dummy slots for new behaviours, so even if they aren't being used now, they might be in future versions. However, from beta 4 we're starting to add "free" slots to these, so people have dummy objects they can guarantee won't be taken over by new behaviour.