Super Basic Mario Editor

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

Postby aero » Tue Sep 16, 2014 9:17 pm

Update:

Implemented ground-collision and gravity.

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

Postby Fuyu » Tue Sep 16, 2014 9:45 pm

Awesome! Good going GhostHawk! I'm getting nervous! :D

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

Postby Julia Pseudo » Tue Sep 16, 2014 10:38 pm

That's awesome to hear! Physics are good.

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

Postby Squishy Rex » Wed Sep 17, 2014 2:19 am

Well that sure was quick! It's great to see how much progress your making on this even though you're a one man team. I'm definitely supporting this to the finish line, nice work GhostHawk! :)

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

Postby Lnik3500 » Thu Sep 18, 2014 9:49 am

I'm glad your making progress and I'm looking forward to download it but could you restore the way to resize thing (arrows instead of coodinates or maybe both?) Also could you put the option to resize the levels boundarys like it is now (I mean the up,down,left,right thing in the level settings)?

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

Postby Blck_Guy » Thu Sep 18, 2014 3:47 pm

I was also thinking of a select - move, delete, and copy/paste. You know what I mean.


And also if there's not going to be placement limitations (both for the Level Editor and WorldMap) do we need 2x2 4x4 (etc) blocks & title/sets?

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

Postby TangledLion » Thu Sep 18, 2014 8:24 pm

If you have cheats, Don't make them the same as in SMBX. Especially the save cheat, Because EVERYONE knows it (I knew Before the spam MSG, which shows how commonplace it is on other parts of the Internets)

Also Is VSMBX forums not loading for anyone else? I can't seem to get it to load...(Hence my idea Being posted here)

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

Postby Blck_Guy » Thu Sep 18, 2014 8:29 pm

TangledLion wrote:If you have cheats, Don't make them the same as in SMBX. Especially the save cheat, Because EVERYONE knows it (I knew Before the spam MSG, which shows how commonplace it is on other parts of the Internets)

Also Is VSMBX forums not loading for anyone else? I can't seem to get it to load...(Hence my idea Being posted here)

Nor it will load for me: Ping 501 problem

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

Postby aero » Thu Sep 18, 2014 9:36 pm

TangledLion wrote:If you have cheats, Don't make them the same as in SMBX. Especially the save cheat, Because EVERYONE knows it (I knew Before the spam MSG, which shows how commonplace it is on other parts of the Internets)

Also Is VSMBX forums not loading for anyone else? I can't seem to get it to load...(Hence my idea Being posted here)
Cheats can be discovered through the source code anyway. And the prophpbb servers are down. I really wish I had better options for forum hosting, so this will be something to be dealt with until I can afford paid hosting.

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

Postby zioy » Thu Sep 18, 2014 9:37 pm

GhostHawk wrote:
TangledLion wrote:If you have cheats, Don't make them the same as in SMBX. Especially the save cheat, Because EVERYONE knows it (I knew Before the spam MSG, which shows how commonplace it is on other parts of the Internets)

Also Is VSMBX forums not loading for anyone else? I can't seem to get it to load...(Hence my idea Being posted here)
Cheats can be discovered through the source code anyway. And the prophpbb servers are down. I really wish I had better options for forum hosting, so this will be something to be dealt with until I can afford paid hosting.
I like prophpbb for free hosting. Their paid hosting is actually nice as well. The servers only really go down once a month or less.


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