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Re: SMBX2 (2.0 Beta 3)
Posted: Mon Apr 23, 2018 4:07 am
by Amyrakunejo
If there's ONE NPC from YI I'd like to see, it is Poochy, because one can ride on top of him, over any and all hazards.
Of course, there are the rotating lifts that are pretty awesome too.
Re: SMBX2 (2.0 Beta 3)
Posted: Mon Apr 23, 2018 4:33 am
by Emral
Amyrakunejo wrote:If there's ONE NPC from YI I'd like to see, it is Poochy, because one can ride on top of him, over any and all hazards.
Playerblocktop bully?
Re: SMBX2 (2.0 Beta 3)
Posted: Mon Apr 23, 2018 9:24 am
by Snessy the duck
I'd personally love to see some more YI and SMA4 World-E assets in SMBX2, such as the !-Switches and Bumpty.
Re: SMBX2 (2.0 Beta 3)
Posted: Mon Apr 23, 2018 3:48 pm
by TheTrueMarioMaster
Enjl wrote:Amyrakunejo wrote:If there's ONE NPC from YI I'd like to see, it is Poochy, because one can ride on top of him, over any and all hazards.
Playerblocktop bully?
Lacks the jumping capability and doesn't follow the player like Poochy would but if you would like a knock off Poochy then sure. Need to reply to some other comments later.
Re: SMBX2 (2.0 Beta 3)
Posted: Tue Apr 24, 2018 12:35 am
by Teemster2
If were talking about more ride able buddies than the spider from Donkey Kong Country 2 would be amazing to have. Plus he shoots webs that allows you to climb into the sky or kill stuff. So much stuff that we can add into SMBX2. Only time will tell on what we can add to the game.
Re: SMBX2 (2.0 Beta 3)
Posted: Tue Apr 24, 2018 12:11 pm
by Taycamgame
Amyrakunejo wrote:
Of course, there are the rotating lifts that are pretty awesome too.
You mean the coloured platforms that spin when you hit the corresponding switch block, and have spikes on one side? Those are a must have. I really hope they come as they could make for some really interesting setups. Plus i'd like to play around with them aswell.
Re: SMBX2 (2.0 Beta 3)
Posted: Tue Apr 24, 2018 12:46 pm
by Reign
Kind of a stupid question, but I noticed you can add over 21 sections to a level in SMBX 2.0. Is there a limit to those?
Re: SMBX2 (2.0 Beta 3)
Posted: Tue Apr 24, 2018 1:07 pm
by Emral
Reign wrote:Kind of a stupid question, but I noticed you can add over 21 sections to a level in SMBX 2.0. Is there a limit to those?
Yeah it's 21.
The additional sections are only for the PGE engine LVLX format.
Re: SMBX2 (2.0 Beta 3)
Posted: Tue Apr 24, 2018 1:33 pm
by Reign
Enjl wrote:Reign wrote:Kind of a stupid question, but I noticed you can add over 21 sections to a level in SMBX 2.0. Is there a limit to those?
Yeah it's 21.
The additional sections are only for the PGE engine LVLX format.
All right, thanks. Is there a downside to using and saving levels in lvlx-format? I need about 50 sections per level (it's a Metroid-styled episode) and I really really don't want to start creating a hassle where I put multiple game areas into different points of a single SMBX section.
Re: SMBX2 (2.0 Beta 3)
Posted: Tue Apr 24, 2018 1:39 pm
by ElectriKong
Reign wrote:Enjl wrote:Reign wrote:Kind of a stupid question, but I noticed you can add over 21 sections to a level in SMBX 2.0. Is there a limit to those?
Yeah it's 21.
The additional sections are only for the PGE engine LVLX format.
All right, thanks. Is there a downside to using and saving levels in lvlx-format?
They won't work
Re: SMBX2 (2.0 Beta 3)
Posted: Tue Apr 24, 2018 2:10 pm
by Reign
Well... that's quite a downside. Could I suggest an increase in the amount of sections for SMBX2.0 or possibly the support for lvlx-format?
Re: SMBX2 (2.0 Beta 3)
Posted: Tue Apr 24, 2018 2:26 pm
by Amyrakunejo
Taycamgame wrote:Amyrakunejo wrote:
Of course, there are the rotating lifts that are pretty awesome too.
You mean the coloured platforms that spin when you hit the corresponding switch block, and have spikes on one side? Those are a must have. I really hope they come as they could make for some really interesting setups. Plus i'd like to play around with them aswell.
Not that one.
The one that rotates clockwise when not being ridden, the arrow on it pointing in the direction it will travel once you're riding it.
Re: SMBX2 (2.0 Beta 3)
Posted: Tue Apr 24, 2018 2:32 pm
by The0x539
Reign wrote:Well... that's quite a downside. Could I suggest an increase in the amount of sections for SMBX2 or possibly the support for lvlx-format?
lvlx support doesn't need to be suggested; it exists for the very purpose of being eventually supported
Re: SMBX2 (2.0 Beta 3)
Posted: Tue Apr 24, 2018 3:33 pm
by PixelPest
Reign wrote:Enjl wrote:Reign wrote:Kind of a stupid question, but I noticed you can add over 21 sections to a level in SMBX 2.0. Is there a limit to those?
Yeah it's 21.
The additional sections are only for the PGE engine LVLX format.
All right, thanks. Is there a downside to using and saving levels in lvlx-format? I need about 50 sections per level (it's a Metroid-styled episode) and I really really don't want to start creating a hassle where I put multiple game areas into different points of a single SMBX section.
There's multiple ways to simulate more sections, such as warping to another level or doing some camera shenanigans in LunaLua
Re: SMBX2 (2.0 Beta 3)
Posted: Tue Apr 24, 2018 6:43 pm
by Amyrakunejo
Wait. Can we not have more than 21 sections?
I know there's the Add Section command (not used it mainly because the need isn't there).
Re: SMBX2 (2.0 Beta 3)
Posted: Tue Apr 24, 2018 7:11 pm
by PixelPest
Amyrakunejo wrote:Wait. Can we not have more than 21 sections?
I know there's the Add Section command (not used it mainly because the need isn't there).
As stated before, that function is only for .lvlx files, which are not yet supported though are a WIP file format for the future, so no
Re: SMBX2 (2.0 Beta 3)
Posted: Tue Apr 24, 2018 8:30 pm
by TheTrueMarioMaster
Artemis009 wrote:TheTrueMarioMaster wrote:Hoeloe wrote:
What you're talking about is more usually referred to as "machine learning", and isn't usually what people mean when they say "AI" in the context of games. Very few games use actual learning algorithms to control non-player characters. The vast majority, even those with enemies that appear intelligent, use basic techniques like search algorithms and simple behaviour trees.
In a gaming context, "AI" usually just refers to any algorithm controlling a character other than the player, regardless of what that algorithm actually is.
I see, in that case the complexity of the AI involves what the enemy is capable of like how a Chargin' Chuck AI would be more complex compared to that of a koopa troopa. Thinking about it out of all the classic Mario Platformers I would say Yoshi's Island enemies tend to be the most complex in behaviour, even some of the more simple ones like shy guys and goombas in that game. Speaking of which are any Yoshi's Island enemies going to be added in the future or is the main focus just the first three Super Mario Bros plus Super Mario World. Though to be honest I do expect to see a lot of Super Mario World stuff in this project.
Mario World 2's tile sets are extremely expansive and hard to use properly in the wrong engine. Source, I attempted to use YI2 tiles in Mario World. There are just so many variations and a lot of them have to be used in conjunction with other specific tiles, otherwise they don't look right.
Sorry for taking so long to reply to this but yes pretty much all of Yoshi's Island things are a lot more expansive than previous main titles (although I am not sure if Yoshi's Island counts as a main title since it kind of became it's own spinoff series) although out of all features to be added to SMBX I would assume adding in new tiles would be the easiest. At least much easier than in SMW hacking and I believe some of the people working on SMBX 2.0 have done some romhacking or are familiar with it so that is why I predict seeing a lot of SMW npc, blocks, and tiles in the future.
Westretroman wrote:Artemis009 wrote:TheTrueMarioMaster wrote:
I see, in that case the complexity of the AI involves what the enemy is capable of like how a Chargin' Chuck AI would be more complex compared to that of a koopa troopa. Thinking about it out of all the classic Mario Platformers I would say Yoshi's Island enemies tend to be the most complex in behaviour, even some of the more simple ones like shy guys and goombas in that game. Speaking of which are any Yoshi's Island enemies going to be added in the future or is the main focus just the first three Super Mario Bros plus Super Mario World. Though to be honest I do expect to see a lot of Super Mario World stuff in this project.
Mario World 2's tile sets are extremely expansive and hard to use properly in the wrong engine. Source, I attempted to use YI2 tiles in Mario World. There are just so many variations and a lot of them have to be used in conjunction with other specific tiles, otherwise they don't look right.
But he is mainly, mentioning the enemies from YI, some which appeared in Super Mario Advance 4's World-E. It would be nice to have something like a Bumpty, like 1.4 has.
I wouldn't mind seeing Bumpty too along with other 1.4 features but with more accurate physics to the Mario games. Although the thing with Bumpty is that it's not just solid but also bumps the player away when the player runs into it so that new property would have to be added and it would be great if that property could be put on other enemies too.
Re: SMBX2 (2.0 Beta 3)
Posted: Tue Apr 24, 2018 10:48 pm
by MrVaderSpino
There Are Total By 500 NPCs Including By The King Bill or etc. Many Changes or Bug Fixes and Improvements About The Next Beta Release.

Re: SMBX2 (2.0 Beta 3)
Posted: Tue Apr 24, 2018 11:04 pm
by MrVaderSpino
Reign wrote:Enjl wrote:Reign wrote:Kind of a stupid question, but I noticed you can add over 21 sections to a level in SMBX 2.0. Is there a limit to those?
Yeah it's 21.
The additional sections are only for the PGE engine LVLX format.
Only .lvlx Format That's Additional of More Sections in PGE Editor.
Re: SMBX2 (2.0 Beta 3)
Posted: Wed Apr 25, 2018 2:01 am
by Amyrakunejo
PixelPest wrote:As stated before, that function is only for .lvlx files, which are not yet supported though are a WIP file format for the future, so no.
I missed that somewhere, likely during a catchup where I don't read every single sentence.