General discussion about Super Mario Bros. X.
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TheGamingCats
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Postby TheGamingCats » Sat Jun 10, 2017 7:16 pm
Snessy the duck wrote:TheGamingCats wrote:DJFMHD wrote:What SMBX feature have you always wanted? Even features you wanted before 1.4 and 2.0 came out. My answer: every single powerup in the Mario franchise. It may be a little bit unrealistic but i have always wanted it.
More dummy blocks for graphics and stuff.
You don't really need to quote the op like you did here.
oops, ok.
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Radiance
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Postby Radiance » Sat Jun 10, 2017 8:29 pm
Snessy the duck wrote:I've always wanted world map events like SMW.
Same.
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ElectriKong
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Postby ElectriKong » Sun Jun 11, 2017 4:08 am
Mr Briney wrote:Snessy the duck wrote:I've always wanted world map events like SMW.
Same.
Yep
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TheGamingCats
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Postby TheGamingCats » Sun Jun 11, 2017 5:02 am
Snessy the duck wrote:I've always wanted world map events like SMW.
What do you mean by that?
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Snessy the duck
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Postby Snessy the duck » Sun Jun 11, 2017 5:13 am
TheGamingCats wrote:Snessy the duck wrote:I've always wanted world map events like SMW.
What do you mean by that?
If you've ever playes SMW, you know that sometimes the enviroment moves when a path is revealed, and the castles crumble when you beat them. That's what I meant.
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TheGamingCats
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Postby TheGamingCats » Sun Jun 11, 2017 5:31 am
Snessy the duck wrote:TheGamingCats wrote:Snessy the duck wrote:I've always wanted world map events like SMW.
What do you mean by that?
If you've ever playes SMW, you know that sometimes the enviroment moves when a path is revealed, and the castles crumble when you beat them. That's what I meant.
I see. That would be hard to add without a LunaLua script if you want it advanced.
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Cetus808
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Postby Cetus808 » Sun Jun 11, 2017 9:37 am
I hope that we get a working sorting priority system soon enough. It sucks whenever you wanna make a hill emerge from the ground, but then a chunk of the moving blocks just overlaps the foreground blocks during transition.
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TheGamingCats
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Postby TheGamingCats » Sun Jun 11, 2017 9:45 am
Cetus808 wrote:I hope that we get a working sorting priority system soon enough. It sucks whenever you wanna make a hill emerge from the ground, but then a chunk of the moving blocks just overlaps the foreground blocks during transition.
You mean with events and stuff?
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Cetus808
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Postby Cetus808 » Sun Jun 11, 2017 10:31 am
TheGamingCats wrote:Cetus808 wrote:I hope that we get a working sorting priority system soon enough. It sucks whenever you wanna make a hill emerge from the ground, but then a chunk of the moving blocks just overlaps the foreground blocks during transition.
You mean with events and stuff?
Yeah, that's what I meant. You can kind of fix this too by applying some of the blocks to a new moving layer, and adding additional events where they disappear as soon as they go through the foreground blocks. But to be honest, I find this solution to be a bit convoluted.
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TheGamingCats
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Postby TheGamingCats » Sun Jun 11, 2017 10:34 am
Cetus808 wrote:TheGamingCats wrote:Cetus808 wrote:I hope that we get a working sorting priority system soon enough. It sucks whenever you wanna make a hill emerge from the ground, but then a chunk of the moving blocks just overlaps the foreground blocks during transition.
You mean with events and stuff?
Yeah, that's what I meant. You can kind of fix this too by applying some of the blocks to a new moving layer, and adding additional events where they disappear as soon as they go through the foreground blocks. But to be honest, I find this solution to be a bit convoluted.
Cant you have 3 events?
1 moves hill up.
1 does nothing (delay of the time it takes to move hill up)
then moves blocks.
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The0x539
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Postby The0x539 » Sun Jun 11, 2017 10:49 am
Cetus808 wrote:I hope that we get a working sorting priority system soon enough. It sucks whenever you wanna make a hill emerge from the ground, but then a chunk of the moving blocks just overlaps the foreground blocks during transition.
For now, just keep an eye on your placement order.
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DJFMHD
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Postby DJFMHD » Mon Jun 12, 2017 11:41 am
Well here is my first flower i should have expected that when I make a thread every other day
(I need to take a break)
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IAmPlayer
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Postby IAmPlayer » Tue Jun 13, 2017 8:51 am
Things that i'd want for 2.0 is Propeller Suit just because i had a good time using it in 1.4.x but i wanted it in 2.0 and of course a new notepad NPCs command like for example : Unable to hit by hammer, unable to hit by Starman,NPCs had more than 3 times or less to be defeated, NPCs able to move-up and down frequently (for flying objects like Eeries, Coins and Bullet Bills), NPC Platform that are able to rotate (when entered 1, The Center is 1 block after the platform,etc.), and NPCs Projectiles could bounce, go backwards, roatate, homing and fall-flat (will fall like coins when POW is triggered).
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superfido2
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Postby superfido2 » Tue Jul 25, 2017 1:29 am
Yoshi's flutter.
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MacDuckBeat
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Postby MacDuckBeat » Tue Jul 25, 2017 1:59 am
SMB3/NSMBWii power-up system.. not sure about it.
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Cedur
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Postby Cedur » Tue Jul 25, 2017 6:00 am
SM64's power stars (invincibility / metal / wing cap)
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ElectriKong
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Postby ElectriKong » Tue Jul 25, 2017 6:20 am
Cedur wrote:SM64's power stars (invincibility / metal / wing cap)
SM64 Power Stars do none of that
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PixelPest
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Postby PixelPest » Tue Jul 25, 2017 6:30 am
superfido2 wrote:Yoshi's flutter.
RSupertheGreat wrote:SMB3/NSMBWii power-up system.. not sure about it.
I've made both. The power-up system is on Beta 3 and the flutter jump should be in Beta 4
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Cedur
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Postby Cedur » Tue Jul 25, 2017 6:43 am
Cedur wrote:SM64's wing cap, metal cap, vanish cap
ftfm (I just saw the misunderstanding; either way they're also known from SM63)
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