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Re: SMBX2 (2.0 Beta 3)

Posted: Wed Jun 13, 2018 5:05 pm
by TheTrueMarioMaster
PixelPest wrote:
Wed Jun 13, 2018 4:42 pm
TheTrueMarioMaster wrote:
Wed Jun 13, 2018 3:58 pm
Speaking of blocks is anyone working on the Triangle Blocks from SMW (preferably make them like the superior version in SMA4). Can't seem to find them on the list although the list is huge and word find doesn't work very well on a spreadsheet document. Of course they might also go under a different name which I am not aware of.
Probably don't have the capability of effectively managing them for basegame atm, though I could be wrong
So much for the complete Super Mario World experience in the future. Though it looks like when Beta 4 is finished most of the ghost house stuff will be added looking at the list except for fishing boos and eeries that move in a wave pattern. Wonder how easily one can code eeries to move in a wave pattern if they aren't available in beta 4?

Re: SMBX2 (2.0 Beta 3)

Posted: Wed Jun 13, 2018 5:14 pm
by Rixitic
The thing with the Mystic Cave Zone tileset is that Horikawa gave Fire the okay and the other devs who were around at the time were mostly indifferent. After discussing it later the general consensus ended up being that even if the MCZ background is in the game, finishing incomplete tilesets and adding remaining ones from All-Stars, SMW, Super Metroid and/or Zelda 2 should take priority for any new aesthetic blocks we add. There's not much agreement on where exactly the line should be drawn, though.

Now with all of that said, from what I remember they're not bad tiles by any means. They'd make for a rad CGFX pack along with the other Sonic tilesets he's done.

And yeah, triangle blocks would mean implementing the ability to run up walls and that's a whole other can of worms. I'm sure it can be done and folks are welcome to try making it in their own episodes and levels, but as a rule of thumb don't expect anything that would require expanding the original 5 characters' animations or movesets, or otherwise break backwards compatibility with stuff made in 1.3, to be added as a built-in basegame feature in SMBX2. As plugins or tweak libraries, maybe, but not as part of the standard assets.

Re: SMBX2 (2.0 Beta 3)

Posted: Wed Jun 13, 2018 5:29 pm
by TheTrueMarioMaster
That's a shame although as long as mods come with the episode and don't have to be separately installed like Lunalua to SMBX 1.3.0.1 then I find it okay. Speaking of adding onto stuff after the main Mario NPCs are added will any more Zelda II and/or Super Metroid npcs be added since currently it looks like no one is really interested in making them?

Re: SMBX2 (2.0 Beta 3)

Posted: Wed Jun 13, 2018 5:37 pm
by Rixitic
Mechdragon's shown interest in making Super Metroid ones after Samus gets redone, but the playable overhauls are going to be in Beta 5. I recall there being some some talk about adding more Zelda 2 NPCs in codehaus recently, but idk if anything came about from that.

Re: SMBX2 (2.0 Beta 3)

Posted: Wed Jun 13, 2018 5:48 pm
by TheTrueMarioMaster
not rockythechao wrote:
Wed Jun 13, 2018 5:37 pm
Mechdragon's shown interest in making Super Metroid ones after Samus gets redone, but the playable overhauls are going to be in Beta 5. I recall there being some some talk about adding more Zelda 2 NPCs in codehaus recently, but idk if anything came about from that.
I see, it would be great to play a Link episode that feels like Zelda II: The Adventure of Link without all the immersion breaking things Zelda II inspired levels usually have. Also with all the new characters it's going to be great seeing some levels/episodes based around them rather than them be based around the main four Mario characters (Link based levels are quite rare with Link based episodes being extremely rare).

Re: SMBX2 (2.0 Beta 3)

Posted: Wed Jun 13, 2018 8:21 pm
by MustardCake
Will there be like a block that lets any player (character) go through but not the NPCs?

Re: SMBX2 (2.0 Beta 3)

Posted: Wed Jun 13, 2018 8:38 pm
by The0x539
TheTrueMarioMaster wrote:
Wed Jun 13, 2018 5:05 pm
PixelPest wrote:
Wed Jun 13, 2018 4:42 pm
TheTrueMarioMaster wrote:
Wed Jun 13, 2018 3:58 pm
Speaking of blocks is anyone working on the Triangle Blocks from SMW (preferably make them like the superior version in SMA4). Can't seem to find them on the list although the list is huge and word find doesn't work very well on a spreadsheet document. Of course they might also go under a different name which I am not aware of.
Probably don't have the capability of effectively managing them for basegame atm, though I could be wrong
So much for the complete Super Mario World experience in the future. Though it looks like when Beta 4 is finished most of the ghost house stuff will be added looking at the list except for fishing boos and eeries that move in a wave pattern. Wonder how easily one can code eeries to move in a wave pattern if they aren't available in beta 4?
Image

This was done entirely in the editor.

Re: SMBX2 (2.0 Beta 3)

Posted: Wed Jun 13, 2018 10:01 pm
by Murphmario
Couldn't you just find some way to rotate whatever graphics the player has for triangle blocks? Unless that isn't possible right now.

Re: SMBX2 (2.0 Beta 3)

Posted: Wed Jun 13, 2018 10:12 pm
by PixelPest
Murphmario wrote:
Wed Jun 13, 2018 10:01 pm
Couldn't you just find some way to rotate whatever graphics the player has for triangle blocks? Unless that isn't possible right now.
Rotate graphics + hitboxes + some physics I assume

Re: SMBX2 (2.0 Beta 3)

Posted: Wed Jun 13, 2018 10:18 pm
by Rixitic
Now that I think about it, we probably could just implement triangle block as a block that works as a slope when a regular character is on it and a spring when riding a mount. The wallrunning should still be done as a tweak library or plugin, though.

The rotated graphics would require either redrawing the characters or extending their spritesheets, both of which are messy for different reasons. I can also see the hitbox being a headache to implement in a basegame-friendly way -- aiui the player's hitbox isn't something we can rotate, it'd have to be resized on the fly.

Re: SMBX2 (2.0 Beta 3)

Posted: Wed Jun 13, 2018 10:35 pm
by TheTrueMarioMaster
The0x539 wrote:
Wed Jun 13, 2018 8:38 pm
TheTrueMarioMaster wrote:
Wed Jun 13, 2018 5:05 pm
PixelPest wrote:
Wed Jun 13, 2018 4:42 pm


Probably don't have the capability of effectively managing them for basegame atm, though I could be wrong
So much for the complete Super Mario World experience in the future. Though it looks like when Beta 4 is finished most of the ghost house stuff will be added looking at the list except for fishing boos and eeries that move in a wave pattern. Wonder how easily one can code eeries to move in a wave pattern if they aren't available in beta 4?
Image

This was done entirely in the editor.
Second eerie is the most natural moving one of the wave variety. If it's possible in the editor without lunalua I don't recall seeing or playing any levels that had non-straight flying eeries.

Re: SMBX2 (2.0 Beta 3)

Posted: Thu Jun 14, 2018 12:54 am
by The0x539
TheTrueMarioMaster wrote:
Wed Jun 13, 2018 10:35 pm
The0x539 wrote:
Wed Jun 13, 2018 8:38 pm
TheTrueMarioMaster wrote:
Wed Jun 13, 2018 5:05 pm


So much for the complete Super Mario World experience in the future. Though it looks like when Beta 4 is finished most of the ghost house stuff will be added looking at the list except for fishing boos and eeries that move in a wave pattern. Wonder how easily one can code eeries to move in a wave pattern if they aren't available in beta 4?
Image

This was done entirely in the editor.
Second eerie is the most natural moving one of the wave variety. If it's possible in the editor without lunalua I don't recall seeing or playing any levels that had non-straight flying eeries.
I made it possible for B4. Second eerie is a sine wave, the others are just to demonstrate that you can express pretty much any shape. Eeries use the same code as Grafs, but only for the y-axis.

Re: SMBX2 (2.0 Beta 3)

Posted: Thu Jun 14, 2018 11:29 am
by TheTrueMarioMaster
So eeries are customizable in the same way boo circles since I remember their being a level in beta 3 that had various kinds of boo circles in it.

Re: SMBX2 (2.0 Beta 3)

Posted: Fri Jun 15, 2018 3:26 pm
by Grand Goomba
May I ask when the next SMBX2 Dev Blog is coming up?

Re: SMBX2 (2.0 Beta 3)

Posted: Sat Jun 16, 2018 9:32 pm
by MrVaderSpino
I Want to Something about the Next SMBX2 Dev Blog?

Re: SMBX2 (2.0 Beta 3)

Posted: Sat Jun 16, 2018 10:40 pm
by TheTrueMarioMaster
I'm just content with a youtube video or two showing off some new features.

Re: SMBX2 (2.0 Beta 3)

Posted: Mon Jun 18, 2018 1:58 pm
by Grand Goomba
Next SMBX2 Dev Blog please?

Re: SMBX2 (2.0 Beta 3)

Posted: Mon Jun 18, 2018 2:33 pm
by ElectriKong
Grand Goomba wrote:
Mon Jun 18, 2018 1:58 pm
Next SMBX2 Dev Blog please?
When it is ready

Re: SMBX2 (2.0 Beta 3)

Posted: Mon Jun 18, 2018 6:29 pm
by HenryRichard
I do wish we could have regular blog updates, but I'm not in charge of that. We haven't had any recently as there hasn't been too much of note - just a few NPCs being added. In addition, Enjl is taking a break from developing and naturally hasn't written a post because of this.

Re: SMBX2 (2.0 Beta 3)

Posted: Tue Jun 19, 2018 12:53 am
by Teemster2
HenryRichard wrote:
Mon Jun 18, 2018 6:29 pm
I do wish we could have regular blog updates, but I'm not in charge of that. We haven't had any recently as there hasn't been too much of note - just a few NPCs being added. In addition, Enjl is taking a break from developing and naturally hasn't written a post because of this.
Everyone deserves a break once in awhile and we have been hard on the dev team so it's understandable. Not sure what there is to blog about anyways. We have a ton of new blocks, some new backgrounds including an ice background to go with our new ice blocks and of course some new NPC's and "Minus" seems to be on a "Bro" craze as he has several new ones being created for the game. Also if some people did not notice Henry has several Mega man 2 NPC's being created. Not much else to really talk about.

Patience is a virtue at the moment. I was adding up all of the new npc's we have plus the ones you can download from Graphic packs and it's a pretty impressive number. I am very happy with where things are going right now.