SMBX2 (2.0 Beta 3)

This is where we'll store the "best" topics that have ever existed on the forums, as well as community events that are no longer relevant. Read at your own risk.

Moderator: Userbase Moderators

Forum rules
Read at your own risk.
ZanMan6144
Cheep-Cheep
Cheep-Cheep
Posts: 10
Joined: Mon Mar 19, 2018 11:21 am

Re: SMBX 2.0 Beta 3

Postby ZanMan6144 » Sat Apr 28, 2018 11:11 am

Enjl wrote:For the full release of 2.0 we plan to have a lot of the 1.4-exclusive features included in 2.0.
Great! I was really darn missing those flagpoles. :D
EDIT: Also, how do I get the coordinates of a block?

PixelPest
Link
Link
Posts: 7111
Joined: Sun Jul 12, 2015 5:38 pm
Flair: Tamer of Boom Booms
Contact:

Re: SMBX 2.0 Beta 3

Postby PixelPest » Sat Apr 28, 2018 11:59 am

ZanMan6144 wrote:
Enjl wrote:For the full release of 2.0 we plan to have a lot of the 1.4-exclusive features included in 2.0.
Great! I was really darn missing those flagpoles. :D
EDIT: Also, how do I get the coordinates of a block?
Right click and go into "Properties"

Taycamgame
Gold Yoshi Egg
Gold Yoshi Egg
Posts: 1483
Joined: Mon Jun 19, 2017 11:35 am
Flair: Stargard
Contact:

Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Sat Apr 28, 2018 12:10 pm

btw the flagpoles in 38a only activate if you touch the flag at the top. In 2.0 will they activate no matter where you touch them?

Snessy the duck
Mouser
Mouser
Posts: 2699
Joined: Sat Sep 20, 2014 6:04 am

Re: SMBX2 (2.0 Beta 3)

Postby Snessy the duck » Sat Apr 28, 2018 12:13 pm

Could we maybe also get flagpoles that don't end the level when you touch them, like the ones from SMA4

WildW
Rocky Wrench
Rocky Wrench
Posts: 676
Joined: Thu Dec 14, 2017 2:21 pm
Flair: C# more like Db
Pronouns: he/him

Re: SMBX2 (2.0 Beta 3)

Postby WildW » Sun Apr 29, 2018 10:27 pm

Snessy the duck wrote:Could we maybe also get flagpoles that don't end the level when you touch them, like the ones from SMA4
What would we need these for?

ElectriKong
Bowser
Bowser
Posts: 4652
Joined: Mon Jun 06, 2016 4:32 pm
Pronouns: he/him
Contact:

Re: SMBX2 (2.0 Beta 3)

Postby ElectriKong » Mon Apr 30, 2018 2:09 am

WildWEEGEE wrote:
Snessy the duck wrote:Could we maybe also get flagpoles that don't end the level when you touch them, like the ones from SMA4
What would we need these for?
Fake flag poles?

Emral
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 9890
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Phoenix

Re: SMBX2 (2.0 Beta 3)

Postby Emral » Mon Apr 30, 2018 5:46 am

Electriking wrote: Fake flag poles?
Friendly flag = fake anything.

I looked up a video of the SMA4 ones and the person playing stood in place after grabbing it because they didn't realise it didnt end the level. I checked out another video and the same thing happened. Sounds like a bad idea to include.

Teemster2
Rocky Wrench
Rocky Wrench
Posts: 622
Joined: Sat Jan 18, 2014 11:56 am

Re: SMBX2 (2.0 Beta 3)

Postby Teemster2 » Mon Apr 30, 2018 12:03 pm

Enjl wrote:
..
Seems like everyone else besides Rednexala and you are distracted with other stuff so how is progress going on SMBX2? What are the things being worked on the most right now? It's obviously not NPC's as the resource page has had little change for several weeks so that is why I am asking. I know PixelPest and others are busy with a contest but that should be over soon so maybe progress will start to pick up again?

ZanMan6144
Cheep-Cheep
Cheep-Cheep
Posts: 10
Joined: Mon Mar 19, 2018 11:21 am

Re: SMBX 2.0 Beta 3

Postby ZanMan6144 » Mon Apr 30, 2018 5:09 pm

PixelPest wrote:
ZanMan6144 wrote:
Enjl wrote:For the full release of 2.0 we plan to have a lot of the 1.4-exclusive features included in 2.0.
Great! I was really darn missing those flagpoles. :D
EDIT: Also, how do I get the coordinates of a block?
Right click and go into "Properties"
Great, now I know! :D
EDIT: I know the PGE Engine is in alpha, but why can you move off the map's pathways? Is this a testing feature?
Last edited by ZanMan6144 on Tue May 01, 2018 8:41 am, edited 1 time in total.

Wohlstand
Chargin' Chuck
Chargin' Chuck
Posts: 2008
Joined: Tue Feb 11, 2014 4:44 pm
Flair: [ˈvoːlˌʃtant], 狐エンジニア
Pronouns: he/him
Contact:

Re: SMBX 2.0 Beta 3

Postby Wohlstand » Mon Apr 30, 2018 5:16 pm

ZanMan6144 wrote:EDIT: I know the PGE Editor is in alpha, but why can you move off the map's pathways?
I'll fix you: PGE Editor (current version 0.3.1.14 on moment when I wrote this post) is long time a RELEASE and it is widely used for level and episode creation for Vanilla SMBX, LunaLua-SMBX and partial support for SMBX-38A. PGE Engine is alpha, it's WIP drop-in replacement of clunky SMBX Engine which is still in works.

ZanMan6144
Cheep-Cheep
Cheep-Cheep
Posts: 10
Joined: Mon Mar 19, 2018 11:21 am

Re: SMBX2 (2.0 Beta 3)

Postby ZanMan6144 » Tue May 01, 2018 8:41 am

Thanks, I fixed my post.

ZanMan6144
Cheep-Cheep
Cheep-Cheep
Posts: 10
Joined: Mon Mar 19, 2018 11:21 am

Re: SMBX2 (2.0 Beta 3)

Postby ZanMan6144 » Tue May 01, 2018 8:46 am

Enjl wrote:Didn't I already answer all of this?
Enjl wrote:For programming things there is no way around learning programming, unless you want a REALLY bogged down version of everything which gives a very limited featureset of options (and even then you would still do visual programming so it's still not easier). It's impossible to create AI from scratch without telling the AI what it should be doing (that's kind of the entire creation process).
A "simplified NPC maker" would STILL be scripting. If you can wrap your mind around if-then processes with a drag and drop interface you can do the same with a text interface.
I'm really happy I'm a computer & programming geek.

Teemster2
Rocky Wrench
Rocky Wrench
Posts: 622
Joined: Sat Jan 18, 2014 11:56 am

Re: SMBX2 (2.0 Beta 3)

Postby Teemster2 » Tue May 01, 2018 1:52 pm

ZanMan6144 wrote:
Enjl wrote:Didn't I already answer all of this?
Enjl wrote:For programming things there is no way around learning programming, unless you want a REALLY bogged down version of everything which gives a very limited featureset of options (and even then you would still do visual programming so it's still not easier). It's impossible to create AI from scratch without telling the AI what it should be doing (that's kind of the entire creation process).
A "simplified NPC maker" would STILL be scripting. If you can wrap your mind around if-then processes with a drag and drop interface you can do the same with a text interface.
I'm really happy I'm a computer & programming geek.
Great feel free to check out the resource claims sheet and start adding some new NPC's to the game if your interested if your not already doing so.

Wohlstand
Chargin' Chuck
Chargin' Chuck
Posts: 2008
Joined: Tue Feb 11, 2014 4:44 pm
Flair: [ˈvoːlˌʃtant], 狐エンジニア
Pronouns: he/him
Contact:

Re: SMBX2 (2.0 Beta 3)

Postby Wohlstand » Tue May 01, 2018 1:53 pm

ZanMan6144 wrote:Thanks, I fixed my post.
Anyway, I wasn't understood your ```but why can you move off the map's pathways?``` question, can you explain it more detailed?

ElectriKong
Bowser
Bowser
Posts: 4652
Joined: Mon Jun 06, 2016 4:32 pm
Pronouns: he/him
Contact:

Re: SMBX2 (2.0 Beta 3)

Postby ElectriKong » Tue May 01, 2018 2:42 pm

Teemster2 wrote:
ZanMan6144 wrote:
Enjl wrote:Didn't I already answer all of this?

A "simplified NPC maker" would STILL be scripting. If you can wrap your mind around if-then processes with a drag and drop interface you can do the same with a text interface.
I'm really happy I'm a computer & programming geek.
Great feel free to check out the resource claims sheet and start adding some new NPC's to the game if your interested if your not already doing so.
You can't just join the SMBX2 Dev team like that.

PixelPest
Link
Link
Posts: 7111
Joined: Sun Jul 12, 2015 5:38 pm
Flair: Tamer of Boom Booms
Contact:

Re: SMBX2 (2.0 Beta 3)

Postby PixelPest » Tue May 01, 2018 2:49 pm

Teemster2 wrote:
ZanMan6144 wrote:
Enjl wrote:Didn't I already answer all of this?
A "simplified NPC maker" would STILL be scripting. If you can wrap your mind around if-then processes with a drag and drop interface you can do the same with a text interface.
I'm really happy I'm a computer & programming geek.
Great feel free to check out the resource claims sheet and start adding some new NPC's to the game if your interested if your not already doing so.
Only devs have access to the repo and editing permissions for the claims sheet. People who are interested though and can show some programming proficiency in LunaLua should join the codehaus Discord server though

Emral
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 9890
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Phoenix

Re: SMBX2 (2.0 Beta 3)

Postby Emral » Tue May 01, 2018 4:46 pm

There might be a big blog post coming this weekend... stay tuned!

Rixitic
Spike
Spike
Posts: 274
Joined: Sat Dec 12, 2015 1:00 am
Contact:

Re: SMBX2 (2.0 Beta 3)

Postby Rixitic » Tue May 01, 2018 9:39 pm

Technically everyone should be able to access the claims sheet, it's just that only the devs can edit it.

PixelPest
Link
Link
Posts: 7111
Joined: Sun Jul 12, 2015 5:38 pm
Flair: Tamer of Boom Booms
Contact:

Re: SMBX2 (2.0 Beta 3)

Postby PixelPest » Tue May 01, 2018 10:08 pm

not rockythechao wrote:Technically everyone should be able to access the claims sheet, it's just that only the devs can edit it.
Yeah true. Was thinking that while writing my post but...it didn't come out

JuanNoob
Goomba
Goomba
Posts: 1
Joined: Tue May 01, 2018 10:00 pm

Re: SMBX2 (2.0 Beta 3)

Postby JuanNoob » Tue May 01, 2018 10:12 pm

please a help download the smbx 2.0 open me but it does not work the sound and the characters do not appear again and I have windows 10 home :oops: :( :evil:


Return to “Archives”

Who is online

Users browsing this forum: No registered users and 6 guests

SMWCentralTalkhausMario Fan Games GalaxyKafukaMarioWikiSMBXEquipoEstelari