SMBX 2.0 Open Beta

Topics about events/announcements that are no longer relevant.

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zxcv
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Re: SMBX 2.0 Open Beta

Postby zxcv » Mon Jan 11, 2016 10:39 am

Enjl wrote:
Prado wrote:
Tinkerbell wrote:Well, MB is used for most of the creative bosses we have out there on our good episodes. I would rather say the npc would be overused not the sound.
But if the Mother Brain sounds and gfx are replaced, then it isn't Mother Brain anymore in gameplay aspects.
You gotta replace the AI, too. It still does the shake.
Requires LunaLua ?

h2643
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Re: SMBX 2.0 Open Beta

Postby h2643 » Mon Jan 11, 2016 11:43 am

Prado wrote:
Enjl wrote:
Prado wrote:
But if the Mother Brain sounds and gfx are replaced, then it isn't Mother Brain anymore in gameplay aspects.
You gotta replace the AI, too. It still does the shake.
Requires LunaLua ?
Of course.

Imaynotbehere4long
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Re: SMBX 2.0 Open Beta

Postby Imaynotbehere4long » Mon Jan 11, 2016 1:41 pm

Prado wrote:if the Mother Brain sounds and gfx are replaced, then it isn't Mother Brain anymore in gameplay aspects.
Actually, replacing the sounds and gfx would only mean it isn't Mother Brain in everything except game-play aspects since you're only replacing looks and sounds, not how it acts.

zxcv
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Re: SMBX 2.0 Open Beta

Postby zxcv » Mon Jan 11, 2016 3:53 pm

But if you remove the shaking it could be any boss from other games that you want

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Re: SMBX 2.0 Open Beta

Postby DarkMatt » Mon Jan 11, 2016 4:28 pm

Spinda wrote:Actually, the legacy editor will still be used for testing, but just that. PGE testing is still really incomplete so that won't be the main method of testing for a while. Afaik they're planning to use SMBX testing when you test the level through PGE so the editor function of the editor will get removed, not the testing one.
I'll give you that. That is the only reason I use the legacy editor.

Though, you know, let's make sure the alternative both works and is easy to use first before we make people do that.

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Re: SMBX 2.0 Open Beta

Postby HenryRichard » Mon Jan 11, 2016 5:54 pm

The plan is to make it so you open a level in PGE and go to test -> test level (or something of that nature). Really, it'll be easier since you can just double-click a level file to open it.

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Re: SMBX 2.0 Open Beta

Postby hyper » Mon Jan 11, 2016 8:08 pm

Tinkerbell wrote:Well, MB is used for most of the creative bosses we have out there on our good episodes. I would rather say the npc would be overused not the sound.
but if you are going to have a boss fight with a mother brain clone, you are still likely going to hear it. because apparently all the levels i run into have at least 1 GOD DAMN MOTHER.

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Re: SMBX 2.0 Open Beta

Postby Mable » Tue Jan 12, 2016 1:37 am

hyper wrote:
Tinkerbell wrote:Well, MB is used for most of the creative bosses we have out there on our good episodes. I would rather say the npc would be overused not the sound.
but if you are going to have a boss fight with a mother brain clone, you are still likely going to hear it. because apparently all the levels i run into have at least 1 GOD DAMN MOTHER.
Then don't play them, easy as that dude. You kinda overreacting about so little things xd.

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Re: SMBX 2.0 Open Beta

Postby zxcv » Tue Jan 12, 2016 7:02 am

hyper wrote:
Tinkerbell wrote:Well, MB is used for most of the creative bosses we have out there on our good episodes. I would rather say the npc would be overused not the sound.
but if you are going to have a boss fight with a mother brain clone, you are still likely going to hear it. because apparently all the levels i run into have at least 1 GOD DAMN MOTHER.
Use LunaLua to replace the sounds

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Re: SMBX 2.0 Open Beta

Postby DeuxEx » Tue Jan 12, 2016 9:04 am

hello, I read the discussion, and I saw that one of the main points that we have said until now is to remove the legacy editor.
But at this point editor will PGE, and to test the levels as you will?
And how long it will take for another update?

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Re: SMBX 2.0 Open Beta

Postby Fennor » Tue Jan 12, 2016 4:07 pm

So, I would like to make some optimizations to Rosalina myself, but have a few questions:
-First of all, is someone else still working on her graphics? Is me making changes even needed?
-Is it possible to change the positions of player characters hitboxes in SMBX 2.0? (not just changing height and width of the hitbox)
-Is it possible to change how long one frame will be visible while running? As I said this Rosalina was originally made for Link who cycles through 4 frames, while I made the first two frames look the same and the last two look the same, so I basically had only 2 different frames. Peach only uses 3 frames, while using 1, then 2, then 1 again, then 3. This messed the animation a little bit up. Maybe Links bounce also helped making it look better.
-How should her pickup animation look like? Currently the items are just placed on her head. It would be cool if she would hold her wand straight up in the air, while the item is floating a little bit above the star. But that's only possible if hitboxes indeed are moveable now, so that I can have the wand itself not be part of the hitbox.

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Re: SMBX 2.0 Open Beta

Postby Ness-Wednesday » Tue Jan 12, 2016 8:08 pm

Fennor wrote:So, I would like to make some optimizations to Rosalina myself, but have a few questions:
-First of all, is someone else still working on her graphics? Is me making changes even needed?
-Is it possible to change the positions of player characters hitboxes in SMBX 2.0? (not just changing height and width of the hitbox)
-Is it possible to change how long one frame will be visible while running? As I said this Rosalina was originally made for Link who cycles through 4 frames, while I made the first two frames look the same and the last two look the same, so I basically had only 2 different frames. Peach only uses 3 frames, while using 1, then 2, then 1 again, then 3. This messed the animation a little bit up. Maybe Links bounce also helped making it look better.
-How should her pickup animation look like? Currently the items are just placed on her head. It would be cool if she would hold her wand straight up in the air, while the item is floating a little bit above the star. But that's only possible if hitboxes indeed are moveable now, so that I can have the wand itself not be part of the hitbox.
From what I'm aware of, PGE has a playable calibrator, it is also installed with SMBX 2.0 otherwise I guess you could use Lunalua as well.
From what I've heard, you can only tweak the Mario Bros. carrying hit-boxes thus far, Peach and Toad's (I'm not sure about Link since he doesn't have one) aren't editable yet. :P

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Re: SMBX 2.0 Open Beta

Postby HenryRichard » Tue Jan 12, 2016 9:01 pm

Fennor wrote:So, I would like to make some optimizations to Rosalina myself, but have a few questions:
-First of all, is someone else still working on her graphics? Is me making changes even needed?
-Is it possible to change the positions of player characters hitboxes in SMBX 2.0? (not just changing height and width of the hitbox)
-Is it possible to change how long one frame will be visible while running? As I said this Rosalina was originally made for Link who cycles through 4 frames, while I made the first two frames look the same and the last two look the same, so I basically had only 2 different frames. Peach only uses 3 frames, while using 1, then 2, then 1 again, then 3. This messed the animation a little bit up. Maybe Links bounce also helped making it look better.
-How should her pickup animation look like? Currently the items are just placed on her head. It would be cool if she would hold her wand straight up in the air, while the item is floating a little bit above the star. But that's only possible if hitboxes indeed are moveable now, so that I can have the wand itself not be part of the hitbox.
I can't answer the first one, but I can say that the second and fourth ones are possible using the PGE calibrator tool and the third one is (currently) impossible without making some Luna code.

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Re: SMBX 2.0 Open Beta

Postby hyper » Wed Jan 13, 2016 12:48 am

Prado wrote:
hyper wrote:
Tinkerbell wrote:Well, MB is used for most of the creative bosses we have out there on our good episodes. I would rather say the npc would be overused not the sound.
but if you are going to have a boss fight with a mother brain clone, you are still likely going to hear it. because apparently all the levels i run into have at least 1 GOD DAMN MOTHER.
Use LunaLua to replace the sounds
i was refering to the older version of SMBX, but since we have lunalua now its no problem now

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Re: SMBX 2.0 Open Beta

Postby Willhart » Wed Jan 13, 2016 7:33 am

Horikawa Otane wrote:2) Yes. There's a player calibrator that will generate .ini files. Willhart has also done some nice writeups on how the .ini files work. I'll ping him so he can PM them to you or paste them here or something.
Willhart wrote: Ping
Here you go. It's probably missing some stuff I've discovered later. I can answer questions if you have any.

Here is the current documentation/information of the player.ini files I know. They can be a bit confusing to get into, so I though i'd share how they work. The parts in them can be on different order too sometimes, and you can find the default made ones for the existing characters included to the new base game download. I find that editing them is generally easier with notepad++. If you are making a new character, then I think that defaulting all the offsets to the same value would be good idea for editing the characters later. This way you don't have to guess where the hitboxes are located on the spritesheet, especially on the Leaf and Tanooki power-ups.

These ini files are very useful for editing the position of frames relative to the players hitbox, as well as altering the hitbox size easily.

The common offsets look like this.
Spoiler: show

Code: Select all

[common]
width=32
height=58
height-duck=44
grab-offset-x=16
grab-offset-y=-16
over-top-grab=false
This one starts with the common offsets. Sometimes they are hidden to the middle of the file too. Editing these alters most of the other frames on the sprite sheet. They do what the names say. Altering "over-top-grab=false" probably does not do anything as of now though. Width and height alter the hitbox size of the player frames. Grab offset alters the position of the picked up items relative to player.

Offsets for each frame look like this.
Spoiler: show

Code: Select all

[frame-0-9]
height=62
width=17
offsetX=8
offsetY=4
used=true

[frame-1-8]
height=40
width=17
offsetX=2
offsetY=12
used=true
duck=true
Next on my ini file there is a bunch of numbered parts. Each corresponds to a frame on the sprite sheet. frame-9-9 is the one on the bottom right and the frame 0-0 is the one on the top left. First value is the position horizontally. Not all the frames need to have one of these, and they allow altering the offsets for each frame separately. offset values can be negative too, and they can be used to move the hitbox to the right for example, so that you can draw more stuff to the left of it without hitting the edge. Not sure if "used" or "duck" do anything yet, but they make it easier to locate specific frames.

Important thing to notice is that increasing the value of "offsetX" will move the hitbox to the right on the sprite sheet. This moves the frame to the left in the game, and can be confusing to remember sometimes.

Animation frame locations like this can be found on the default ini files too. They are named with the animation they describe.
Spoiler: show

Code: Select all

[AnimationSwimUp_L]
frames=2
frame0x=0
frame0y=6
frame1x=0
frame1y=5

[AnimationSwimUp_R]
frames=2
frame0x=9
frame0y=2
frame1x=9
frame1y=3

[AnimationOnYoshi_L]
frames=1
frame0x=1
frame0y=9
Altering these does nothing for smbx currently, but they are still useful for locating specific animation frames. They tell how many frames each action has, and where they are located. You cannot use this to alter the animation though, or the positions where the frames are gotten. Leaving this largely alone for now is probably a good idea.

Using ini files is fairly easy. You just need to call the character.api with this code on the level you want to use them. There are other ways too probably, but I'm not familiar with those.
local characters = loadAPI("characters");

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Re: SMBX 2.0 Open Beta

Postby Willhart » Wed Jan 13, 2016 7:41 am

Fennor wrote:So, I would like to make some optimizations to Rosalina myself, but have a few questions:
-First of all, is someone else still working on her graphics? Is me making changes even needed?
-Is it possible to change the positions of player characters hitboxes in SMBX 2.0? (not just changing height and width of the hitbox)
-Is it possible to change how long one frame will be visible while running? As I said this Rosalina was originally made for Link who cycles through 4 frames, while I made the first two frames look the same and the last two look the same, so I basically had only 2 different frames. Peach only uses 3 frames, while using 1, then 2, then 1 again, then 3. This messed the animation a little bit up. Maybe Links bounce also helped making it look better.
-How should her pickup animation look like? Currently the items are just placed on her head. It would be cool if she would hold her wand straight up in the air, while the item is floating a little bit above the star. But that's only possible if hitboxes indeed are moveable now, so that I can have the wand itself not be part of the hitbox.
- Character graphics are still being fixed and worked on according to feedback. THe characters are also being modified too, to make them work better and fix bugs. Megaman recently got saome large changes for example.
- Position is easty to change for each frame separately too. I recommend using notepad++ and editing the ini file directly if you do this. Information on it above post.
- Altering frame durations would require lua trickery, and I connot say how possible it is. I'd expect it to be very tricky though. Adding extra frames/animation is not something I know how to do yet either.
- You can alter the position where the picked up items are held. There are offsets for it inside the ini files. Something like that should be possible to do.

Edit: I've recently altered soem of the characters in a way that their sprites and hitboxes are all at same distance from each other. This has made repsriting them easier, along with helping me notice some small errors on the sprites. It also means that if you want to extend the sprite to any direction there is some space for it.

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Re: SMBX 2.0 Open Beta

Postby FanofSMBX » Wed Jan 13, 2016 9:24 am

Mega Man has changes? Awesome!

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Re: SMBX 2.0 Open Beta

Postby Enchlore » Wed Jan 13, 2016 10:54 am

Is the "mega turnip" weapon absolutely necessary? It can detract a bit from the objective if one wants to make a Mega Man level with a legit feel to it and honestly it's quite silly in a bad way (imo). Unless there is an option to disable it that isn't shown in the setup topic.

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Re: SMBX 2.0 Open Beta

Postby Willhart » Wed Jan 13, 2016 11:24 am

Enchlore wrote:Is the "mega turnip" weapon absolutely necessary? It can detract a bit from the objective if one wants to make a Mega Man level with a legit feel to it and honestly it's quite silly in a bad way (imo). Unless there is an option to disable it that isn't shown in the setup topic.
I know that too. sure there is, or will be a configuration to turn it off easily on the level/episode lunadll file. It's probably not on the current public version yet though.

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Re: SMBX 2.0 Open Beta

Postby Fennor » Thu Jan 14, 2016 4:59 pm

Thanks for all the responses.
I made a few changes to Rosalina now. I didn't do the grab animations yet. I tested whether changing the grab offset would work for peach, but changing the ini file didn't do anything. For now I only changed the right frames for small Rosalina and normal big Rosalina. This way you can directly compare the right frames (new), with the left frames (old).

-I adjusted the width of the character, so that both versions - small and big - now have the same width, just like every other character, because otherwise if you are small and get a mushroom while standing close to a wall, the two pixels you grow would be inside the wall and make you glitch through the floor.
-I changed hitboxes for both, small and big Rosalina. For big Rosalina I also already changed the hitboxes for left frames, since they were really far off before, this way it is easier to compare right and left frames.
-For small Rosalina every frame has been changed. I made her face smoother and less clustered, made her arm a little bit longer, changed shading on her hair and dress, changed the shape of the dress slightly, changed position of her head because she looked a little crouched.
-Small and big Rosalinas' dress now looks different when she starts jumping than it does when falling/floating. Peach doesn't have that normally, but I thought it was more important for Rosalina due to the double jump. It looks weird when she suddenly gains velocity again due to a second jump, while there is no visual indication on her dress that she jumped again. Big Rosalina also is a little bit smaller when starting to jump (indicating crouch). And her arm no longer gets bigger in her jumping animation. (Maybe the animations are a little bit too subtle now, making her look a little more stiff while floating (floating animation may be too close to normal standing animation), but to me it looks okay)
-For all the frames where you see Rosalina from behind, I changed her hair to the typical shape of Rosalina's hair (the swing)
-I changed the world map sprites to look similar to the other Rosalina sprites instead of Peach sprites
-I changed her death effect to a similar style as peach's death effect.

http://www.mediafire.com/download/8na53 ... osalina.7z

Edit: Small changes to big Rosalina up climbing animation


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