Re: SMBX2 (2.0 Beta 3)
Posted: Sun Mar 25, 2018 4:23 am
for the love of god,add upside down,left and right venus fire traps
Try re-installing SMBX2, and see if it works.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.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?
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 moreTheTrueMarioMaster 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.
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.PixelPest wrote: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 moreTheTrueMarioMaster 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.
Look at the claims sheetTaycamgame wrote:New bosses eh? How many, and what are they?
Have you ever played NSMB? It acts like that (duh)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?
The reserve itembox acts independent from powerups. You'd know if you ever stored the SMB3 stopwatch in SMBX 1.3.Taycamgame wrote:Also, is it possible to make it an item that can be stored, or is that only for permanent powerups?
Mini mushroom is, by smbx's definition, a powerup. This is why it can't be added yet.Taycamgame wrote: Also would be cool to see a mini mushroom aswell but that's another story.
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.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 think that is already possible with LunaLua, at least to some extent (Switch Palaces are already doable FYI).TheTrueMarioMaster wrote: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.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.
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?
TheTrueMarioMaster wrote: Since Switch Palaces are being added
lolElectriking wrote: (Switch Palaces are already doable FYI).
An overhauled events system...Enjl wrote:TheTrueMarioMaster wrote: Since Switch Palaces are being addedlolElectriking wrote: (Switch Palaces are already doable FYI).
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.
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.Amyrakunejo wrote:Oh, so we're going to have it be more like RPG Maker XP, lol (kidding)
Have they tried calling data:save()?Reign wrote:some people had issues with dataclass as SMBX would not save the file.