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Re: SMBX2 (2.0 Beta 3)

Posted: Sat Nov 18, 2017 1:55 pm
by ElectriKong
Westretroman wrote:
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
Both true and false
While they can be replaced with a custom GFX, some of them are glitchy and are slots to be used for new features in the future versions. Dummy blocks actually designed to be additional graphics slots will be available in a future version.

Re: SMBX2 (2.0 Beta 3)

Posted: Sat Nov 18, 2017 2:01 pm
by HenryRichard
Only the dummy NPCs are buggy - however when they inevitably get replaced with something else in later SMBX2 versions they will behave oddly and your level/world map will more likely than not be broken.

Re: SMBX2 (2.0 Beta 3)

Posted: Sat Nov 18, 2017 2:47 pm
by ElectriKong
HenryRichard wrote:Only the dummy NPCs are buggy - however when they inevitably get replaced with something else in later SMBX2 versions they will behave oddly and your level/world map will more likely than not be broken.
Dummy sceneries also don't display properly.

Re: SMBX2 (2.0 Beta 3)

Posted: Sat Nov 18, 2017 3:41 pm
by Taycamgame
You know how in the episode Return to Dinosaur Land, the first castle has moving blocks? How do you do that, and if it involves LUA, what code is it?

Re: SMBX2 (2.0 Beta 3)

Posted: Sat Nov 18, 2017 3:44 pm
by PixelPest
It's probably just basic layers and events

Re: SMBX2 (2.0 Beta 3)

Posted: Sat Nov 18, 2017 4:01 pm
by Cedur
Can you please just use the Help & Support forum for any questions you have? You used this thread as your only venue (97/100 posts), including questions that are not related to 2.0 specifically

Re: SMBX2 (2.0 Beta 3)

Posted: Sat Nov 18, 2017 6:02 pm
by Westretroman
Electriking wrote:
HenryRichard wrote:Only the dummy NPCs are buggy - however when they inevitably get replaced with something else in later SMBX2 versions they will behave oddly and your level/world map will more likely than not be broken.
Dummy sceneries also don't display properly.
Actually I got the sceneries to display properly, some of the sceneries may not display properly due to have more than one frame or just being buggy.

Re: SMBX2 (2.0 Beta 3)

Posted: Sat Nov 18, 2017 6:53 pm
by MECHDRAGON777
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
It is annoying haveing to delete a save file just for multiple playthroughs. 100% an episode 6 times can have that effect. Also, when you speed-run an episode, it feels more of a nusiance to have to go into the folder to delete the saves, or close the game just to delete them on the launcher.

Re: SMBX2 (2.0 Beta 3)

Posted: Sat Nov 18, 2017 10:14 pm
by Teemster2
MECHDRAGON777 wrote:I am curious about what will happen to levels and world maps that already use the dummy blocks/tiles. Nothing has been said on world map's tiles/paths/levels excetera.
This is a very good question. I actually had a level icon in a vanilla slot that the editor claimed it could not find even though it was there. I switched a vanilla icon with a custom one so I was surprised I got the error message. To make matters easier for me the editor actually told me which slot it was on. So all I did was remove the icon and the editor worked just fine but surprisingly the icon still shows up in the editor but not in the folder. I am not worried about it as B4 will change everything but hopefully this will not be a big issue in B4 or I will have to remove every level and path icon that uses a dummy slot and that can be tedious as my world map is packed with lot's of stuff.

I wish we could have this with B4: viewtopic.php?t=1301 ("SMB2 Expanded" with stuff from mario games)

This GFX pack has many and I mean many great level icons among a variety of things and even Horikawa Otane said a response she was interested in adding it to 2.0. So many great level icons to choose from. I am just amazed at this gfx pack.

Re: SMBX2 (2.0 Beta 3)

Posted: Sat Nov 18, 2017 10:37 pm
by Westretroman
Teemster2 wrote:
MECHDRAGON777 wrote:I am curious about what will happen to levels and world maps that already use the dummy blocks/tiles. Nothing has been said on world map's tiles/paths/levels excetera.
This is a very good question. I actually had a level icon in a vanilla slot that the editor claimed it could not find even though it was there. I switched a vanilla icon with a custom one so I was surprised I got the error message. To make matters easier for me the editor actually told me which slot it was on. So all I did was remove the icon and the editor worked just fine but surprisingly the icon still shows up in the editor but not in the folder. I am not worried about it as B4 will change everything but hopefully this will not be a big issue in B4 or I will have to remove every level and path icon that uses a dummy slot and that can be tedious as my world map is packed with lot's of stuff.

I wish we could have this with B4: viewtopic.php?t=1301 ("SMB2 Expanded" with stuff from mario games)

This GFX pack has many and I mean many great level icons among a variety of things and even Horikawa Otane said a response she was interested in adding it to 2.0. So many great level icons to choose from. I am just amazed at this gfx pack.
I am worried as well for B4, as I have some of the dummy levels and sceneries in use that I'll eventually remove when it comes out, but it's all for the neat features that's coming next. As for the SMB2 stuff, more SMB2 enemies are coming so that's something and might expand the palette even further for SMB2.

Re: SMBX2 (2.0 Beta 3)

Posted: Sun Nov 19, 2017 4:12 am
by Taycamgame
You know, I really do think SMBX2 is an amazing game for level design. But, level design does take some time - i am patient, but is there any way to build levels faster?
Also, where are the pipes that have 90 degree bends?

Re: SMBX2 (2.0 Beta 3)

Posted: Sun Nov 19, 2017 4:19 am
by ElectriKong
Taycamgame wrote:You know, I really do think SMBX2 is an amazing game for level design. But, level design does take some time - i am patient, but is there any way to build levels faster?
Also, where are the pipes that have 90 degree bends?
1) Not really, unless you are like not using the fill bucket or not mass dleting large areas where applicable
2) In valtteri's GFX pack

Re: SMBX2 (2.0 Beta 3)

Posted: Sun Nov 19, 2017 5:19 am
by Taycamgame
Are the rest of the Koopalings, Reznor and other bosses coming in Beta 4? If not, how do I access them?

Re: SMBX2 (2.0 Beta 3)

Posted: Sun Nov 19, 2017 5:44 am
by ElectriKong
Taycamgame wrote:Are the rest of the Koopalings, Reznor and other bosses coming in Beta 4? If not, how do I access them?
You can reskin Larry or Ludwig into the other koopalings, although just reskins would be considered bad. You should change up te arenas, or you can reskin other bosses into koopalings. You can use LunaLua to change certain abilities as well (like getting Morton to shake the ground when landing and stop Mario's movement if he is on the ground). You can also make custom bosses with layers and events orLunaLua (or a bit of both). And there are some new bosses coming to beta 4 (including Reznor and Tryclyde iirc).

Re: SMBX2 (2.0 Beta 3)

Posted: Sun Nov 19, 2017 6:14 am
by Dr Vivian
Now that I think about it, a "new" Koopaling could be really interesting. The user could configure if it shakes the ground or not, if it generates specific NPCs or not, and if it was a new NPC we could copy it to have all the Koopalings in the same level. (Wait, I think that might be possible now but it would require a lot of Lua stuff..?)

Re: SMBX2 (2.0 Beta 3)

Posted: Sun Nov 19, 2017 10:35 am
by Taycamgame
Should I bother with custom graphics etc.? I don't want to do something that will break my game etc. How many new things are coming with Beta 4? I'm mainly interested in new NPC's and Block sets. Also, how do you take Screenshots of both single screens of your levels and the whole level (Like in SMM previews)?

Re: SMBX2 (2.0 Beta 3)

Posted: Sun Nov 19, 2017 12:55 pm
by ElectriKong
Taycamgame wrote:Should I bother with custom graphics etc.? I don't want to do something that will break my game etc. How many new things are coming with Beta 4? I'm mainly interested in new NPC's and Block sets. Also, how do you take Screenshots of both single screens of your levels and the whole level (Like in SMM previews)?
Custom graphics over any non-dummy sprites currently in the game won't break (though maybe NPCs 293-300 could cause problems because most are being re-worked)

Re: SMBX2 (2.0 Beta 3)

Posted: Sun Nov 19, 2017 1:19 pm
by Taycamgame
Ok, so I downloaded Paint.net, and now this thing called Chromium is on my pc and a big tab is on the top of my screen and won't go away?

Re: SMBX2 (2.0 Beta 3)

Posted: Sun Nov 19, 2017 1:30 pm
by ElectriKong
Taycamgame wrote:Ok, so I downloaded Paint.net, and now this thing called Chromium is on my pc and a big tab is on the top of my screen and won't go away?
Where did you download it from?

Re: SMBX2 (2.0 Beta 3)

Posted: Sun Nov 19, 2017 1:33 pm
by Taycamgame
Electriking wrote:
Taycamgame wrote:Ok, so I downloaded Paint.net, and now this thing called Chromium is on my pc and a big tab is on the top of my screen and won't go away?
Where did you download it from?
Paint-net.secursoft.com, Is chromium meant to come with it?