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CoinKillerL
- Buster Beetle

- Posts: 92
- Joined: Mon Nov 27, 2017 2:42 pm
Postby CoinKillerL » Sun Mar 25, 2018 4:23 am
for the love of god,add upside down,left and right venus fire traps
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DaiRaiOh
- Goomba

- Posts: 1
- Joined: Sun Mar 25, 2018 5:01 am
Postby DaiRaiOh » Sun Mar 25, 2018 7:21 am
Hi guys I'm new here so sorry if I'm not supposed to post this here. I have a bit of a problem downloaded smbx2 beta3 and extracted it with 7zip ,but when I double click the 'SMBX2' icon nothing happen and the game won't launch ,can someone help me?
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IAmPlayer
- Volcano Lotus

- Posts: 560
- Joined: Sun May 21, 2017 3:36 am
- Flair: I'm a hellspawn.
- Pronouns: he/him
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Contact:
Postby IAmPlayer » Sun Mar 25, 2018 7:38 am
DaiRaiOh wrote:Hi guys I'm new here so sorry if I'm not supposed to post this here. I have a bit of a problem downloaded smbx2 beta3 and extracted it with 7zip ,but when I double click the 'SMBX2' icon nothing happen and the game won't launch ,can someone help me?
Try re-installing SMBX2, and see if it works.
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ElectriKong
- Bowser

- Posts: 4652
- Joined: Mon Jun 06, 2016 4:32 pm
- Pronouns: he/him
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Contact:
Postby ElectriKong » Mon Mar 26, 2018 2:40 am
DaiRaiOh wrote:Hi guys I'm new here so sorry if I'm not supposed to post this here. I have a bit of a problem downloaded smbx2 beta3 and extracted it with 7zip ,but when I double click the 'SMBX2' icon nothing happen and the game won't launch ,can someone help me?
Click on the SKBX_Launcher in the data folder.
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TheTrueMarioMaster
- Snifit

- Posts: 200
- Joined: Mon Mar 19, 2018 11:58 pm
Postby TheTrueMarioMaster » Wed Mar 28, 2018 10:38 pm
Finally decided to come out of lurking and create an account on this forum. It's great that SMBX is being continued and not stuck in 1.3.0.1 with it's limitations. Anyway after reading through the comments and seeing this progress I've been wonder if the starman is going to be added in the next update since in the spreadsheet it says it is in the pipeline but in a previous post I remembered someone saying that power-ups couldn't be implemented. I'm guessing that since the starman is more of a temporary power-up the devs probably found a work around for it compared to more permanent power-ups. Also wondering if alternate versions of existing enemies are going to be added like a red birdo and green birdo or even a SMB3 hammer bro that acts more like a hammer bro than the current SMB1 hammer bros (which also behaves differently than it's SMB counter-part). Also it would be nice if a flag pole exit was added to the actual game rather than having to script it in since all the SMB2, SMB3, SMW, and even SMB64 exits exist currently and the flag pole exit is also in all the NSMB games as well so it feels like an important thing to have in game.
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Wed Mar 28, 2018 10:44 pm
TheTrueMarioMaster wrote:Finally decided to come out of lurking and create an account on this forum. It's great that SMBX is being continued and not stuck in 1.3.0.1 with it's limitations. Anyway after reading through the comments and seeing this progress I've been wonder if the starman is going to be added in the next update since in the spreadsheet it says it is in the pipeline but in a previous post I remembered someone saying that power-ups couldn't be implemented. I'm guessing that since the starman is more of a temporary power-up the devs probably found a work around for it compared to more permanent power-ups. Also wondering if alternate versions of existing enemies are going to be added like a red birdo and green birdo or even a SMB3 hammer bro that acts more like a hammer bro than the current SMB1 hammer bros (which also behaves differently than it's SMB counter-part). Also it would be nice if a flag pole exit was added to the actual game rather than having to script it in since all the SMB2, SMB3, SMW, and even SMB64 exits exist currently and the flag pole exit is also in all the NSMB games as well so it feels like an important thing to have in game.
Welcome to the forums! There's a flagpole listed as WIP on the claims sheet. Starman is in Beta3 but sees some improvements iirc in Beta4. Very few new bosses have been added although I've considered making some more
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TheTrueMarioMaster
- Snifit

- Posts: 200
- Joined: Mon Mar 19, 2018 11:58 pm
Postby TheTrueMarioMaster » Wed Mar 28, 2018 11:18 pm
PixelPest wrote:TheTrueMarioMaster wrote:Finally decided to come out of lurking and create an account on this forum. It's great that SMBX is being continued and not stuck in 1.3.0.1 with it's limitations. Anyway after reading through the comments and seeing this progress I've been wonder if the starman is going to be added in the next update since in the spreadsheet it says it is in the pipeline but in a previous post I remembered someone saying that power-ups couldn't be implemented. I'm guessing that since the starman is more of a temporary power-up the devs probably found a work around for it compared to more permanent power-ups. Also wondering if alternate versions of existing enemies are going to be added like a red birdo and green birdo or even a SMB3 hammer bro that acts more like a hammer bro than the current SMB1 hammer bros (which also behaves differently than it's SMB counter-part). Also it would be nice if a flag pole exit was added to the actual game rather than having to script it in since all the SMB2, SMB3, SMW, and even SMB64 exits exist currently and the flag pole exit is also in all the NSMB games as well so it feels like an important thing to have in game.
Welcome to the forums! There's a flagpole listed as WIP on the claims sheet. Starman is in Beta3 but sees some improvements iirc in Beta4. Very few new bosses have been added although I've considered making some more
It is, I've looked in the editor but couldn't really find it and then when I looked at the spreadsheet it says in the pipeline.
P.S. Found it, it's in SMW group and looks the same as the collectable star so I see how I missed it.
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Taycamgame
- Gold Yoshi Egg

- Posts: 1483
- Joined: Mon Jun 19, 2017 11:35 am
- Flair: Stargard
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Postby Taycamgame » Thu Mar 29, 2018 3:25 am
New bosses eh? How many, and what are they?
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Amyrakunejo
- Spike

- Posts: 268
- Joined: Thu Apr 06, 2017 10:23 am
- Flair: Philosophical, Pagan, Anarchist Femme Fair Gamer
- Pronouns: she/her, they/them
Postby Amyrakunejo » Thu Mar 29, 2018 4:02 am
That's another thing I was looking for was to have that temporary invulnerability be a power-up. In fact, that was one thing I had looked for ever since I had picked up SMBX 1.3.
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Thu Mar 29, 2018 7:08 am
Taycamgame wrote:New bosses eh? How many, and what are they?
Look at the claims sheet
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Thu Mar 29, 2018 7:28 am
What SMBX understands to be a "power-up" is a state where the player permanently has a unique spritesheet and unique abilities. The important factor here is that it carries over between levels. "Mounts" are a subset of powerups which I thought I'd mention as well.
Starman and the Mega Mushroom (coming beta 4) are, by SMBX's definition, not powerups. They reset when you finish a level and can use any power-up state sheet the player currently has. The fairy state is another temporary state like this.
Hence we can't add power-ups but seemingly can add these things we understand as power-ups.
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Taycamgame
- Gold Yoshi Egg

- Posts: 1483
- Joined: Mon Jun 19, 2017 11:35 am
- Flair: Stargard
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Contact:
Postby Taycamgame » Thu Mar 29, 2018 11:45 am
So that means we could see Mega Fire Mario or the like?
The Mega Mushroom resets when leaving a level, does it have a timer? Also, is it possible to make it an item that can be stored, or is that only for permanent powerups?
Sounds like we could see plenty of unique setups with the Mega Mushroom.
Also would be cool to see a mini mushroom aswell but that's another story.
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Thu Mar 29, 2018 11:57 am
Taycamgame wrote:So that means we could see Mega Fire Mario or the like?
The Mega Mushroom resets when leaving a level, does it have a timer?
Have you ever played NSMB? It acts like that (duh)
Taycamgame wrote:Also, is it possible to make it an item that can be stored, or is that only for permanent powerups?
The reserve itembox acts independent from powerups. You'd know if you ever stored the SMB3 stopwatch in SMBX 1.3.
Taycamgame wrote:
Also would be cool to see a mini mushroom aswell but that's another story.
Mini mushroom is, by smbx's definition, a powerup. This is why it can't be added yet.
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TheTrueMarioMaster
- Snifit

- Posts: 200
- Joined: Mon Mar 19, 2018 11:58 pm
Postby TheTrueMarioMaster » Thu Mar 29, 2018 12:21 pm
Enjl wrote:What SMBX understands to be a "power-up" is a state where the player permanently has a unique spritesheet and unique abilities. The important factor here is that it carries over between levels. "Mounts" are a subset of powerups which I thought I'd mention as well.
Starman and the Mega Mushroom (coming beta 4) are, by SMBX's definition, not powerups. They reset when you finish a level and can use any power-up state sheet the player currently has. The fairy state is another temporary state like this.
Hence we can't add power-ups but seemingly can add these things we understand as power-ups.
I see, so other temporary "power-ups" like the gold block/coin box, power balloon, and maybe even the double cherry and the caps from SM64 are currently possible.
Edit: Your post just reminded me of something I heard about on the old SMBX forum where before Redigit quit updating SMBX his next update was going to allow events in levels to activate events and change things in other levels of the same episode but it was never released/finished (also not sure how true this is or not). Since Switch Palaces are being added does this mean levels changing other levels will be possible in a future update?
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ElectriKong
- Bowser

- Posts: 4652
- Joined: Mon Jun 06, 2016 4:32 pm
- Pronouns: he/him
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Contact:
Postby ElectriKong » Thu Mar 29, 2018 1:23 pm
TheTrueMarioMaster wrote:Enjl wrote:What SMBX understands to be a "power-up" is a state where the player permanently has a unique spritesheet and unique abilities. The important factor here is that it carries over between levels. "Mounts" are a subset of powerups which I thought I'd mention as well.
Starman and the Mega Mushroom (coming beta 4) are, by SMBX's definition, not powerups. They reset when you finish a level and can use any power-up state sheet the player currently has. The fairy state is another temporary state like this.
Hence we can't add power-ups but seemingly can add these things we understand as power-ups.
I see, so other temporary "power-ups" like the gold block/coin box, power balloon, and maybe even the double cherry and the caps from SM64 are currently possible.
Edit: Your post just reminded me of something I heard about on the old SMBX forum where before Redigit quit updating SMBX his next update was going to allow events in levels to activate events and change things in other levels of the same episode but it was never released/finished (also not sure how true this is or not). Since Switch Palaces are being added does this mean levels changing other levels will be possible in a future update?
I think that is already possible with LunaLua, at least to some extent (Switch Palaces are already doable FYI).
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Thu Mar 29, 2018 1:45 pm
TheTrueMarioMaster wrote: Since Switch Palaces are being added
Electriking wrote: (Switch Palaces are already doable FYI).
lol
You can make cross-level interactions using lunalua's data class. The system is quite clunky though and will be replaced with something called "SaveData" in beta 4, which will be very easy to use. Once we get plugin support, it'll be possible to create one for setting and retrieving SaveData variables using maybe an overhauled events system or something.
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Amyrakunejo
- Spike

- Posts: 268
- Joined: Thu Apr 06, 2017 10:23 am
- Flair: Philosophical, Pagan, Anarchist Femme Fair Gamer
- Pronouns: she/her, they/them
Postby Amyrakunejo » Thu Mar 29, 2018 10:57 pm
Enjl wrote:TheTrueMarioMaster wrote: Since Switch Palaces are being added
Electriking wrote: (Switch Palaces are already doable FYI).
lol
You can make cross-level interactions using lunalua's data class. The system is quite clunky though and will be replaced with something called "SaveData" in beta 4, which will be very easy to use. Once we get plugin support, it'll be possible to create one for setting and retrieving SaveData variables using maybe an overhauled events system or something.
An overhauled events system...
Oh, so we're going to have it be more like RPG Maker XP, lol (kidding)
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Reign
- Chain Chomp

- Posts: 327
- Joined: Tue Jan 21, 2014 4:22 am
Postby Reign » Fri Mar 30, 2018 5:16 am
Amyrakunejo wrote:Oh, so we're going to have it be more like RPG Maker XP, lol (kidding)
Any RPG element added to SMBX is a plus! Also very glad to hear about the SaveData feature, some people had issues with dataclass as SMBX would not save the file.
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Fri Mar 30, 2018 6:20 am
Reign wrote:some people had issues with dataclass as SMBX would not save the file.
Have they tried calling data:save()?
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