Super Basic Mario Editor

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

Postby Fuyu » Sat Sep 13, 2014 10:47 pm

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.

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

Postby Thundaga_T2 » Sat Sep 13, 2014 11:51 pm

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.

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

Postby Julia Pseudo » Sun Sep 14, 2014 2:52 am

^
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.

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

Postby Thundaga_T2 » Sun Sep 14, 2014 4:29 am

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.

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

Postby Lnik3500 » Sun Sep 14, 2014 6:44 am

I just thought a new suggestion, maybe you can put the background and foreground option but with the blocks and tiles???

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

Postby Lnik3500 » Sun Sep 14, 2014 9:09 am

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...)

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

Postby aero » Sun Sep 14, 2014 5:51 pm

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.

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

Postby Julia Pseudo » Sun Sep 14, 2014 7:18 pm

^
Ooh that's exciting, it's great to hear whenever you have any progress GhostHawk.

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

Postby Lnik3500 » Sun Sep 14, 2014 7:38 pm

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 ;)

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

Postby Fuyu » Sun Sep 14, 2014 9:14 pm

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.

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

Postby zioy » Sun Sep 14, 2014 9:19 pm

Natsu wrote:
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.
First off, I wholeheartedly agree.
Second, I definitely cannot wait until this is out with the engine so we can start using it and finally have a new completed SMBX. I could say the same for PGE too.

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

Postby aero » Sun Sep 14, 2014 9:20 pm

SnifitGuy wrote:
Pseudo-dino wrote:^
Ooh that's exciting, it's great to hear whenever you have any progress GhostHawk.
Agreed. What exactly have you gotten done on the level settings, btw?
Backgrounds, Music + Custom Music, Player Locations, and Level Size. The rest will be done after gameplay is stable.

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

Postby Blck_Guy » Mon Sep 15, 2014 6:00 pm

Natsu wrote:
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.


Kind-of, but It should be a lot different in this level editor.

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

Postby aero » Mon Sep 15, 2014 11:14 pm

Update:



It's been a long day, but here's the latest update showing off everything mentioned and now something new: collision.

Enjoy the misery of programming a fan game alone with no hope of revenue in HD by viewing it on the video page! :mrgreen:

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

Postby Thundaga_T2 » Tue Sep 16, 2014 12:31 am

Looks like things are going relatively smoothly. Keep up the good work, this is getting more and more exciting each time.

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

Postby Julia Pseudo » Tue Sep 16, 2014 12:37 am

woooooooOOOOOOOO! Gameplay is the best! It's fantastic to see an SMBX clone project making it this far, GhostHawk! Collision looks good although the may Mario handles seems a bit wonky (he stops on a dime) but I'm sure you already knew that, this is clearly an extremely early stage of testing. Overall great-looking!

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

Postby aero » Tue Sep 16, 2014 12:54 am

Pseudo-dino wrote:woooooooOOOOOOOO! Gameplay is the best! It's fantastic to see an SMBX clone project making it this far, GhostHawk! Collision looks good although the may Mario handles seems a bit wonky (he stops on a dime) but I'm sure you already knew that, this is clearly an extremely early stage of testing. Overall great-looking!
The code is super-primitive but it works. That's basically what you could say about the beginning part of development of any of the features in VSMBX right now. Right now all I need is something that works, then later I can refine it and smooth things out and improve some things. It's worked well so far.

Next I plan on adding the ability to turn left, ground-breaking stuff I know, followed by: jumping, running, ducking, and somewhere in-between animations should get smoother.

Oh, and the reason why Mario "stops on a dime" is because SMBX has running physics where Mario picks up and loses speed. Right now, physics aren't implemented which makes it look a bit funny.

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

Postby Julia Pseudo » Tue Sep 16, 2014 2:24 am

^
Oh yeah, of course, I totally understand that physics don't really exist yet. I was just pointing out what I saw in the video. This is looking completely awesome.

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

Postby Bryux » Tue Sep 16, 2014 5:40 am

This would probably be impossible but I would love to see something that would be similar to the giant rotating gears in the NSMB games.

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

Postby Squishy Rex » Tue Sep 16, 2014 7:55 am

Well, it wouldn't be impossible, as it has been done before with rotating hills and blocks in an old and long ago cancelled SMB:R made by mr.gameandwatch. So it could be done, but I don't know how hard it would be to do or whether GhostHawk plans to implement these rotating blocks at all.


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