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Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Fri Sep 12, 2014 5:56 pm
by zioy
Galaxy, SMB1, and SMB2 all had built-in invisible multiple checkpoints.

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Fri Sep 12, 2014 7:34 pm
by Julia Pseudo
^
And Galaxy 2, for that matter, but they were visible flags. I'd dispute whether 3D games should be counted towards this though since the gameplay style is so different.

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Fri Sep 12, 2014 7:52 pm
by zioy
Pseudo-dino wrote:^
And Galaxy 2, for that matter, but they were visible flags. I'd dispute whether 3D games should be counted towards this though since the gameplay style is so different.
Well SMB2 and SMB1 definitely had invisible checkpoints, and there wasn't just 1. Also SMW I believe had levels with 2+ checkpoints.

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Fri Sep 12, 2014 7:59 pm
by Thundaga_T2
KoolKat wrote:
Pseudo-dino wrote:^
And Galaxy 2, for that matter, but they were visible flags. I'd dispute whether 3D games should be counted towards this though since the gameplay style is so different.
Well SMB2 and SMB1 definitely had invisible checkpoints, and there wasn't just 1. Also SMW I believe had levels with 2+ checkpoints.
The original SMW didn't, though I believe its possible to have more than one on a custom level.

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Fri Sep 12, 2014 8:02 pm
by zioy
Thundaga_T2 wrote:
KoolKat wrote:
Pseudo-dino wrote:^
And Galaxy 2, for that matter, but they were visible flags. I'd dispute whether 3D games should be counted towards this though since the gameplay style is so different.
Well SMB2 and SMB1 definitely had invisible checkpoints, and there wasn't just 1. Also SMW I believe had levels with 2+ checkpoints.
The original SMW didn't, though I believe its possible to have more than one on a custom level.
I'm pretty sure I remember a few levels with multiple checkpoints.......

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sat Sep 13, 2014 12:01 am
by Julia Pseudo
KoolKat wrote:
Pseudo-dino wrote:^
And Galaxy 2, for that matter, but they were visible flags. I'd dispute whether 3D games should be counted towards this though since the gameplay style is so different.
Well SMB2 and SMB1 definitely had invisible checkpoints, and there wasn't just 1. Also SMW I believe had levels with 2+ checkpoints.
I am 100% positive that SMW levels only had one midpoint per level, since the ability to have more than one in a romhack is a relatively new development. SMB1 & 2 did have multiple checkpoints though.

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sat Sep 13, 2014 10:56 am
by ASMagician Maks
Blck_Guy wrote:

No, there wasn't. - Except for at Bowser's Castle, and also in New Super Mario Bros. Wii Bowser's Castle. - That's the only two games I've played of Mario with double checkpoints. IDK of any others.
Only NSMB2 Bowser's Castle had two checkpoints. First in the middle of the stage and second before Bowser.

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sat Sep 13, 2014 12:47 pm
by Lnik3500
I have a big suggestion that I think I'm not the only one who wants to see it... The suggestion: you should try to add a feature for events that allow that when the player step in that zone (like the water or the quicksand), an event will activate.
Example? The player is walking and when he step in the zone, an event like some blocks falling is activating...

note; if im not clear enought, basicly im suggesting to put a zoning thing like the water or quicksand but to activate event(s)

sorry for my bad english...

and one more suggestion is if you gonna keep the arrows thing to scroll even with the new scrolling bar

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sat Sep 13, 2014 1:01 pm
by aero
Lnik3500 wrote:I have a big suggestion that I think I'm not the only one who wants to see it... The suggestion: you should try to add a feature for events that allow that when the player step in that zone (like the water or the quicksand), an event will activate.
Example? The player is walking and when he step in the zone, an event like some blocks falling is activating...

note; if im not clear enought, basicly im suggesting to put a zoning thing like the water or quicksand but to activate event(s)

sorry for my bad english...

and one more suggestion is if you gonna keep the arrows thing to scroll even with the new scrolling bar
Yeah I'll be adding arrows to move around the level later on, but yeah that is a pretty good idea with zone events. I'll keep it in mind.

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sat Sep 13, 2014 6:23 pm
by Blck_Guy
GhostHawk wrote:
Lnik3500 wrote:I have a big suggestion that I think I'm not the only one who wants to see it... The suggestion: you should try to add a feature for events that allow that when the player step in that zone (like the water or the quicksand), an event will activate.
Example? The player is walking and when he step in the zone, an event like some blocks falling is activating...

note; if im not clear enought, basicly im suggesting to put a zoning thing like the water or quicksand but to activate event(s)

sorry for my bad english...

and one more suggestion is if you gonna keep the arrows thing to scroll even with the new scrolling bar
Yeah I'll be adding arrows to move around the level later on, but yeah that is a pretty good idea with zone events. I'll keep it in mind.

speaking of whitch....

Can there also be arrows that can make and guide any block or NPC block (Like a moving plateforme) and only visible in the Level Editor and not in gameplay?

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sat Sep 13, 2014 10:47 pm
by Fuyu
Blck_Guy wrote:speaking of whitch....

Can there also be arrows that can make and guide any block or NPC block (Like a moving plateforme) and only visible in the Level Editor and not in gameplay?
You mean like the arrows on Mario Builder? That system was rather messy though.

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sat Sep 13, 2014 11:51 pm
by Thundaga_T2
Can there be spawn zones for certain npc's like Lakitu where he will spawn once the player enters that area, then if Lakitu is defeated, another will appear after a set time (customizable maybe)? This way you can have levels where Lakitu will persist in chasing the player even if defeated. This might also come in handy for other types of npcs should you add them like Boss Bass (that fish that swallows you whole), fire chomps, and even enemies that come from the skies like para-bomb-ombs, super koopas, and bullet bills.

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sun Sep 14, 2014 2:52 am
by Julia Pseudo
^
Yeah, that kind of thing would probably be useful. I don't think Fire Chomps ever spawned like that, though, they just were used mostly in auto-scroll levels so it might've seemed like it.

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sun Sep 14, 2014 4:29 am
by Thundaga_T2
Pseudo-dino wrote:^
Yeah, that kind of thing would probably be useful. I don't think Fire Chomps ever spawned like that, though, they just were used mostly in auto-scroll levels so it might've seemed like it.
I dabbled in the Reggie level editor for New Super Mario Bros Wii, the game did indeed have spawning zones for them, because if you killed one, another takes its place after a while. Even if you reach the end of the stage where it stops scrolling and kill them there, they will continue to spawn.

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sun Sep 14, 2014 6:44 am
by Lnik3500
I just thought a new suggestion, maybe you can put the background and foreground option but with the blocks and tiles???

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sun Sep 14, 2014 9:09 am
by Lnik3500
oh and how about being able to resize almost everything like to make a level that all the blocks and npc's can be bigger than mario to make like a level with giants (in Super Mario 64 for example...)

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sun Sep 14, 2014 5:51 pm
by aero
Mini-update:

Mario is now properly layered in relation to foreground and background bgos, and now spawns in the correct location.

Fixed a performance problem when loading Mario's animation frames.

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sun Sep 14, 2014 7:18 pm
by Julia Pseudo
^
Ooh that's exciting, it's great to hear whenever you have any progress GhostHawk.

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sun Sep 14, 2014 7:38 pm
by Lnik3500
I hope you don't discontinue it because it as come really good and I hope you release the demo (winter I think?) Until then, I wish you good luck and thank you again to have presented it to us ;)

Re: Visual Super Mario Bros. X (VSMBX) Thread

Posted: Sun Sep 14, 2014 9:14 pm
by Fuyu
SnifitGuy wrote:What exactly have you gotten done on the level settings, btw?
He's done with payables. I think that's it. Give him time, it's not easy to program a fan game such as SMBX from zero.