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Re: SMBX 2.0 Open Beta

Posted: Mon Jan 25, 2016 4:35 pm
by The Thwomp King
PixelPest wrote:
The Thwomp King wrote:Is it too late to request DKC Barrel Cannons as something in 2.0? XD hahaha
Make them yourself with Lua.
Still have no experience with Luna Lua, PGE, or any other related programs, so I'll pass until I have an opportunity to get into it.

I actually remember Kyo mentioning a while back that they're mad hard and annoying to make too. XP

Re: SMBX 2.0 Open Beta

Posted: Mon Jan 25, 2016 8:04 pm
by HenryRichard
They actually wouldn't be that hard to make. Maybe I'll do them at some point.

Re: SMBX 2.0 Open Beta

Posted: Tue Jan 26, 2016 12:37 am
by underFlo
Wasn't Kyo trying to recreate them w/o Lua tho

Re: SMBX 2.0 Open Beta

Posted: Tue Jan 26, 2016 5:26 am
by zxcv
Horikawa Otane wrote: They're actually absurdly easy to make, really... But I kind of don't want to make them because I've literally never seen them used well in a Mario context ever.
Drama Mystery has a good use of DKC barrels.

Re: SMBX 2.0 Open Beta

Posted: Tue Jan 26, 2016 5:43 am
by The Thwomp King
Prado wrote:
Horikawa Otane wrote: They're actually absurdly easy to make, really... But I kind of don't want to make them because I've literally never seen them used well in a Mario context ever.
Drama Mystery has a good use of DKC barrels.
Could I see a link to that actually?

And yeah I could definitely try to learn how to make barrels once I get used to Luna and all that later down the road. How much variety in the barrels could you make out of the large assortment found in the original trilogy.
If not many that's fine. I'll work with whatever I can get.

Re: SMBX 2.0 Open Beta

Posted: Tue Jan 26, 2016 9:43 am
by migueeel
As a Garry's Mod player, I can see the potential of Lua in this. It'll be scary XD

Re: SMBX 2.0 Open Beta

Posted: Tue Jan 26, 2016 10:45 am
by zxcv
The Thwomp King wrote:
Prado wrote:
Horikawa Otane wrote: They're actually absurdly easy to make, really... But I kind of don't want to make them because I've literally never seen them used well in a Mario context ever.
Drama Mystery has a good use of DKC barrels.
Could I see a link to that actually?
The name of the hack is Drama Mistery, and not "Mystery" like I said.

Look one of the best hacks ever made:

http://www.smwcentral.net/?p=viewthread&t=56455

Re: SMBX 2.0 Open Beta

Posted: Wed Jan 27, 2016 11:40 am
by stario
I'm waiting the final release! Good work! :)

Re: SMBX 2.0 Open Beta

Posted: Wed Jan 27, 2016 12:36 pm
by Creepermon
I've found an issue with the editor. You always play as peach, you start at small, then a glitchy tanooki, then small again, and you can't pluck stuff.

Re: SMBX 2.0 Open Beta

Posted: Wed Jan 27, 2016 1:12 pm
by Enchlore
Creepermon wrote:I've found an issue with the editor. You always play as peach, you start at small, then a glitchy tanooki, then small again, and you can't pluck stuff.
You have to use the legacy test option.

Re: SMBX 2.0 Open Beta

Posted: Wed Jan 27, 2016 1:32 pm
by PixelPest
Creepermon wrote:I've found an issue with the editor. You always play as peach, you start at small, then a glitchy tanooki, then small again, and you can't pluck stuff.
The New Editor (PGE) does not yet have full testing capabilities. Use "Test in Editor (LunaDLL Required)" instead of "Test in PGE Alpha".

Re: SMBX 2.0 Open Beta

Posted: Wed Jan 27, 2016 2:13 pm
by migueeel
I tried the lunaDLL required thing but it needs a SMBX window open and well IDK where to go from there O.o
Thanks for warning about using the legacy one!

Re: SMBX 2.0 Open Beta

Posted: Wed Jan 27, 2016 2:16 pm
by underFlo
step 1: open smbx level editor
step 2: open pge
step 3: do that test in smbx thing using pge

(you can do steps 1-2 in any order)

Re: SMBX 2.0 Open Beta

Posted: Wed Jan 27, 2016 3:03 pm
by Wohlstand
Fresh update of PGE (in the repo) now can launch SMBX Test directly without pre-launched SMBX, also, that required you to use "SMBX Integration" config pack (if you uses PGE outside SMBX 2.0, where it already uses "SMBX Integration" pack)

Re: SMBX 2.0 Open Beta

Posted: Wed Jan 27, 2016 6:38 pm
by PixelPest
Wohlstand wrote:Fresh update of PGE (in the repo) now can launch SMBX Test directly without pre-launched SMBX, also, that required you to use "SMBX Integration" config pack (if you uses PGE outside SMBX 2.0, where it already uses "SMBX Integration" pack)
That's going to be a very useful feature.

Re: SMBX 2.0 Open Beta

Posted: Thu Jan 28, 2016 6:17 pm
by RubberParasite
I think the boss sample in cinematiX is bugged. When he does his pogo attack, the shockwave he makes kills the NPCs that should keep track of it's health, and halting the battle. I fixed it by removing the shockwave from the attack, but I can't do anything in Lua to make the boss do the shockwave and NOT kill the NPCs.

... this is a futile problem though, it was just a sample boss...

Re: SMBX 2.0 Open Beta

Posted: Thu Jan 28, 2016 6:21 pm
by zxcv
This example is outdated. There's another one, but I don't remember where.

Re: SMBX 2.0 Open Beta

Posted: Fri Jan 29, 2016 2:06 am
by himemiya
This is forreal, not for play? If so, will the other popular powerups (like the cape) that hasn't been added yet make it in? what about the older episodes, will be compatible with this update?

Re: SMBX 2.0 Open Beta

Posted: Fri Jan 29, 2016 2:40 am
by Emral
himemiya wrote:This is forreal, not for play? If so, will the other popular powerups (like the cape) that hasn't been added yet make it in? what about the older episodes, will be compatible with this update?
Backwards compatibility with 1.3 and older levels is no issue.

Re: SMBX 2.0 Open Beta

Posted: Fri Jan 29, 2016 5:18 am
by zxcv
himemiya wrote:This is forreal, not for play? If so, will the other popular powerups (like the cape) that hasn't been added yet make it in? what about the older episodes, will be compatible with this update?
Cape is just an OP leaf.

I think that they will add new power-ups in future updates. The problem now is that we can't have a new power-up without replacing an old one, but I hope that it will be fixed in the future. At least we have the Starman in 2.0, and it doesn't replace any power-up, it only replaces a para-goomba :)