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Re: SMBX2 (2.0 Beta 3)
Posted: Sat Nov 18, 2017 5:14 am
by Hoeloe
Taycamgame wrote:What are these "Dummy Blocks" etc.? I'd assume they are for custom graphics - what program should i use to make custom graphics?
That's literally what we've just been discussing. No, dummy blocks are NOT for custom graphics. SMBX has a fixed number of "slots" for every object, but doesn't actually use all of them. "Dummy" slots are just object slots that aren't currently being used, but SMBX2 uses these slots when adding new content. If you use them for custom graphics, it's possible that your level or world map will break in future versions of SMBX, since it might get behaviour added that you weren't expecting.
Re: SMBX2 (2.0 Beta 3)
Posted: Sat Nov 18, 2017 5:17 am
by ElectriKong
Taycamgame wrote:What are these "Dummy Blocks" etc.? I'd assume they are for custom graphics - what program should i use to make custom graphics?
Dummy blocks will allow for extra custom GFX slots in future but right now they are slots reserved for new additional stuff (NPCs, blocks, BGOs etc). So you should not really use those. To make custom GFX, then any image editing program will work, though some are better than others. You should try to avoid MSpaint as it is pretty bad. Paint.net is a good program for making custom GFX.
Re: SMBX2 (2.0 Beta 3)
Posted: Sat Nov 18, 2017 5:19 am
by Taycamgame
Then where do I store the custom graphics? Do i need to overwrite pre-existing objects, or create new files for them?
EDIT: BTW, why is it that when you have a gameover in an episode, you have to restart it? Can you set up savepoints so if you die, you resume from that point? For example, if you beat a boss, it would save, and i you gameover after that you restart from the boss level? Is that possible?
Re: SMBX2 (2.0 Beta 3)
Posted: Sat Nov 18, 2017 5:31 am
by Hoeloe
You need to create a folder with the same name as your level (e.g. if your level is called "myLevel.lvl", create a folder next to it called "myLevel"), and put custom graphics in that folder. Custom graphics should have the same name as the default ones (e.g. to replace the graphic for block 1, you should call it "block-1.png"). Some older tutorials and guides will tell you to use two .gif files for custom graphics, but they are outdated. You should use .png files.
As for saving, that happens when you return to the hub or overworld. You can pause the game and opt to save there. Without Lua, you can't save in episodes that just go from one level to the next.
Re: SMBX2 (2.0 Beta 3)
Posted: Sat Nov 18, 2017 5:36 am
by Taycamgame
Ok, also how do you make a custom launcher page for your episodes? For example, how would I make it state what worlds there are, some screenshots from the episode, difficulty ratings etc.?
Re: SMBX2 (2.0 Beta 3)
Posted: Sat Nov 18, 2017 5:38 am
by MECHDRAGON777
I have a suggestion. Maybe have it where you can have more .sav/save files since it is from the launcher. Then again, I wonder if it is possible to have the launcher automatically use the load time so you do not have to wait while you select what episode, Character, and file.
Taycamgame wrote:Ok, also how do you make a custom launcher page for your episodes? For example, how would I make it state what worlds there are, some screenshots from the episode, difficulty ratings etc.?
I believe there is a tutorial for that in the Lua subfolder. You need to know how to make HTML (HyperTextMarkuoLanguage) files which are basically webpages.
Re: SMBX2 (2.0 Beta 3)
Posted: Sat Nov 18, 2017 5:43 am
by Taycamgame
MECHDRAGON777 wrote:I have a suggestion. Maybe have it where you can have more .sav/save files since it is from the launcher. Then again, I wonder if it is possible to have the launcher automatically use the load time so you do not have to wait while you select what episode, Character, and file.
Taycamgame wrote:Ok, also how do you make a custom launcher page for your episodes? For example, how would I make it state what worlds there are, some screenshots from the episode, difficulty ratings etc.?
I believe there is a tutorial for that in the Lua subfolder. You need to know how to make HTML (HyperTextMarkuoLanguage) files which are basically webpages.
Didn't think they were HTML, but I do have some knowledge of HTML. Does anyone have any sample code for a custom launcher page?
Re: SMBX2 (2.0 Beta 3)
Posted: Sat Nov 18, 2017 5:44 am
by MECHDRAGON777
Taycamgame wrote:MECHDRAGON777 wrote:I have a suggestion. Maybe have it where you can have more .sav/save files since it is from the launcher. Then again, I wonder if it is possible to have the launcher automatically use the load time so you do not have to wait while you select what episode, Character, and file.
Taycamgame wrote:Ok, also how do you make a custom launcher page for your episodes? For example, how would I make it state what worlds there are, some screenshots from the episode, difficulty ratings etc.?
I believe there is a tutorial for that in the Lua subfolder. You need to know how to make HTML (HyperTextMarkuoLanguage) files which are basically webpages.
Didn't think they were HTML, but I do have some knowledge of HTML. Does anyone have any sample code for a custom launcher page?
Everything you need is here:
viewtopic.php?f=87&t=13644 you can look at the Japan Contest episode if you want another example or the 2K1X episodes.
Re: SMBX2 (2.0 Beta 3)
Posted: Sat Nov 18, 2017 5:49 am
by Dr Vivian
I'm actually using some of the "dummy" slots for my World. It should be simple to switch a few numbers and map objects around once Beta 4 comes out. If my World map becomes too confusing to fix, I could always open it up in Beta 3 to see how it was before.
Re: SMBX2 (2.0 Beta 3)
Posted: Sat Nov 18, 2017 6:07 am
by MECHDRAGON777
Dr Vivian wrote:I'm actually using some of the "dummy" slots for my World. It should be simple to switch a few numbers and map objects around once Beta 4 comes out. If my World map becomes too confusing to fix, I could always open it up in Beta 3 to see how it was before.
Well, I am curious how stuff such as:
Tiles 329-400, path 33-100, and level 33-100 will fix themselfs after Beta 4. If you use all 328 tiles, what happens to the remaining 71?
Re: SMBX2 (2.0 Beta 3)
Posted: Sat Nov 18, 2017 6:23 am
by Taycamgame
You know how some walls in NSMBWII and U had secret hidden paths inside them? How do i recreate that? Possible without Lua?
Re: SMBX2 (2.0 Beta 3)
Posted: Sat Nov 18, 2017 6:43 am
by Akromaly
Taycamgame wrote:You know how some walls in NSMBWII and U had secret hidden paths inside them? How do i recreate that? Possible without Lua?
You could use an invisible object (for example, a you can make a custom gfx of a coin and make it invisible) and use some Layers and Events stuff with it to reveal secret paths (place them near the wall and then make a secret path reveal when you touch one of the invisible coins)
Anyway, I have a little suggestion for Beta 4: In the launcher, you could add an option to launch the game with the original main menu (with the intro level) (a good option for nostalgists)
Re: SMBX2 (2.0 Beta 3)
Posted: Sat Nov 18, 2017 8:41 am
by Zha Hong Lang
AndrewPixel wrote:Anyway, I have a little suggestion for Beta 4: In the launcher, you could add an option to launch the game with the original main menu (with the intro level) (a good option for nostalgists)
Unfortunately, I believe we're doing away with the old main menu and bringing all of its features (including controller configuration) to the launcher program. I'd like a fallback menu to use for switching between episodes without exiting the game, but I don't know what solution the devs will offer for that particular scenario.
Re: SMBX2 (2.0 Beta 3)
Posted: Sat Nov 18, 2017 10:55 am
by MECHDRAGON777
Zha Hong Lang wrote:AndrewPixel wrote:Anyway, I have a little suggestion for Beta 4: In the launcher, you could add an option to launch the game with the original main menu (with the intro level) (a good option for nostalgists)
Unfortunately, I believe we're doing away with the old main menu and bringing all of its features (including controller configuration) to the launcher program. I'd like a fallback menu to use for switching between episodes without exiting the game, but I don't know what solution the devs will offer for that particular scenario.
Same, and it is also why I suggested supporting more than 3 save files.
Re: SMBX2 (2.0 Beta 3)
Posted: Sat Nov 18, 2017 11:19 am
by PixelPest
MECHDRAGON777 wrote:Zha Hong Lang wrote:AndrewPixel wrote:Anyway, I have a little suggestion for Beta 4: In the launcher, you could add an option to launch the game with the original main menu (with the intro level) (a good option for nostalgists)
Unfortunately, I believe we're doing away with the old main menu and bringing all of its features (including controller configuration) to the launcher program. I'd like a fallback menu to use for switching between episodes without exiting the game, but I don't know what solution the devs will offer for that particular scenario.
Same, and it is also why I suggested supporting more than 3 save files.
Why do you even need more than three save files. It's pretty typical to have three. I usually use one for 100% run, one for a speedrun, and one for just messing around with when I'm seriously playing a game
Re: SMBX2 (2.0 Beta 3)
Posted: Sat Nov 18, 2017 11:27 am
by ElectriKong
PixelPest wrote:MECHDRAGON777 wrote:Zha Hong Lang wrote:
Unfortunately, I believe we're doing away with the old main menu and bringing all of its features (including controller configuration) to the launcher program. I'd like a fallback menu to use for switching between episodes without exiting the game, but I don't know what solution the devs will offer for that particular scenario.
Same, and it is also why I suggested supporting more than 3 save files.
Why do you even need more than three save files. It's pretty typical to have three. I usually use one for 100% run, one for a speedrun, and one for just messing around with when I'm seriously playing a game
I agree. 3 save files is traditional to most of the Mario series.
Re: SMBX2 (2.0 Beta 3)
Posted: Sat Nov 18, 2017 11:33 am
by Taycamgame
2 Questions, that's it for today: 1. When testing an episode, how do I test from a specific point? Rather than go through the whole episode to get to the point I want to be at. 2. Are there any good SMBX2 level design tutorials on the web?
Re: SMBX2 (2.0 Beta 3)
Posted: Sat Nov 18, 2017 11:35 am
by ElectriKong
Taycamgame wrote:2 Questions, that's it for today: 1. When testing an episode, how do I test from a specific point? Rather than go through the whole episode to get to the point I want to be at. 2. Are there any good SMBX2 level design tutorials on the web?
1) Luna Tester, or you can change the start point of the episode
2) On this forum and YouTube, and probably a couple other places.
Re: SMBX2 (2.0 Beta 3)
Posted: Sat Nov 18, 2017 11:44 am
by PixelPest
Taycamgame wrote:2 Questions, that's it for today: 1. When testing an episode, how do I test from a specific point? Rather than go through the whole episode to get to the point I want to be at. 2. Are there any good SMBX2 level design tutorials on the web?
Most level design tutorials you'll find will be applicable to SMBX:
viewtopic.php?f=69&t=19069
Re: SMBX2 (2.0 Beta 3)
Posted: Sat Nov 18, 2017 1:40 pm
by Westretroman
Taycamgame wrote:What are these "Dummy Blocks" etc.? I'd assume they are for custom graphics - what program should i use to make custom graphics?
Dummy Blocks are unused blocks/BGOs in the game that can be modified to have a graphic, You can find them in PGE and can modify it by changing the number on block-x or scene-x with the number of the Dummy Block/Scenery. I recommend Paint .net or Gimp.
EDIT: oops, already answered, but could help those who don't understand.