General discussion about Super Mario Bros. X.
Moderator: Userbase Moderators
|
|
|
|
-
Chanceux2
- Volcano Lotus

- Posts: 576
- Joined: Mon Dec 16, 2019 3:39 pm
- Flair: People don't care about my threads! :(
-
Contact:
Postby Chanceux2 » Mon Apr 27, 2020 2:18 pm
Dragon0307 wrote: ↑Mon Apr 27, 2020 2:14 pm
Would I be able to copy the PGE config into my personal PGE installation without breaking anything? It just seems a bit unnecessary to have two copies of PGE on the same computer.
Yeah is doing that gonna break the PGE engine or...
|
|
|
|
|
|
|
|
|
-
Taycamgame
- Gold Yoshi Egg

- Posts: 1483
- Joined: Mon Jun 19, 2017 11:35 am
- Flair: Stargard
-
Contact:
Postby Taycamgame » Mon Apr 27, 2020 2:30 pm
I'm genuinely impressed that you've managed to create this new engine (even if it's based on other pre-existing source code) in a matter of, what, 2-3 months? That's a pretty impressive achievement! Might check this out when I have the time.
|
|
|
|
|
|
|
|
|
-
Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Mon Apr 27, 2020 5:50 pm
Dragon0307 wrote: ↑Mon Apr 27, 2020 2:14 pm
Would I be able to copy the PGE config into my personal PGE installation without breaking anything? It just seems a bit unnecessary to have two copies of PGE on the same computer.
Yes, you can, however, it's integrational config pack, and to make it work, you should edit it's "main.ini": you need to replace the relative path "../game/" with an absolute path to the game directory.
P.S. You need to use the latest Laboratory build of PGE toolchain since here are some recent fixes and updates required to use TheXTech (NSMBX is based on it) for a level testing correctly.
Added in 2 minutes 57 seconds:
P.P.S. On macOS it's no way yet to deploy game together with PGE toolchain included, therefore you need to use a separately installed PGE toolchain: before that, you need to copy a config pack from ".app/Content/Resources/assets/PGE" folder into "~/Library/Application Support/PGE Project/configs" and change the main.ini to make it point the "/path/to/nsmbx.app/Content/Resources/assets/" folder to make it work.
|
|
|
|
|
|
|
|
|
-
Chanceux2
- Volcano Lotus

- Posts: 576
- Joined: Mon Dec 16, 2019 3:39 pm
- Flair: People don't care about my threads! :(
-
Contact:
Postby Chanceux2 » Mon Apr 27, 2020 6:06 pm
So I'm gonna make an episode for NSMBX called Super Mario Advance X
|
|
|
|
|
|
|
|
|
-
FatalPepper66
- Koopa

- Posts: 16
- Joined: Tue Apr 24, 2018 6:56 am
Postby FatalPepper66 » Mon Apr 27, 2020 10:13 pm
New NPCs that are added to NSMBX, are they not related to those of SMBX2? In the sense you encoded them from scratch, or what?
Also I'm glad that you continued the project, which was cancelled 8 years ago.
|
|
|
|
|
|
|
|
|
-
Teemster2
- Rocky Wrench

- Posts: 622
- Joined: Sat Jan 18, 2014 11:56 am
Postby Teemster2 » Mon Apr 27, 2020 10:34 pm
Core wrote: ↑Sun Apr 26, 2020 5:31 am
ShadowStarX wrote: ↑Sun Apr 26, 2020 5:29 am
Core wrote: ↑Sun Apr 26, 2020 5:27 am
Well, it's compatible with smbx 1.3 at least, which is a great thing. As for confusion, i can always clear it up, if it happens.
Perhaps emphasize the fact that this is rather good as an alternative for those who cannot run SMBX2 but otherwise SMBX2 is the officially endorsed version?
Just an idea.
None of any smbx continuations are official.
For the people complaining Smbx2 is not copyrighted and 1.3 is the last official version so I don't understand why some people have a problem with this. Anyone can make new versions of 1.3. Nothing wrong with that. If anyone could have a legit problem it would be Nintendo but they don't.
I think this is cool but how big is your dev team? A project like this takes A lot of work and I'm sure enjl or hoeloe can tell you that burn out can happen easily.
With so much work done for 2.0 it will be hard to try something else but I'm not against this at all.
I'm going to check your spreadsheet right now. Thanks for letting me know.
Added in 16 minutes 31 seconds:
Hey core I was wondering why you never joined the dev team for 2.0? You have cool stuff that 2.0 does not have so you clearly have coding skills.
Ps. Seeing Wendy as a finished boss was cool and tryclyde.
|
|
|
|
|
|
|
|
|
-
ShadowXeldron
- Snifit

- Posts: 232
- Joined: Sun Dec 08, 2019 8:21 am
- Flair: phpBB > ProBoards
- Pronouns: He/Him
-
Contact:
Postby ShadowXeldron » Tue Apr 28, 2020 3:52 am
Wohlstand wrote: ↑Mon Apr 27, 2020 5:53 pm
Dragon0307 wrote: ↑Mon Apr 27, 2020 2:14 pm
Would I be able to copy the PGE config into my personal PGE installation without breaking anything? It just seems a bit unnecessary to have two copies of PGE on the same computer.
Yes, you can, however, it's integrational config pack, and to make it work, you should edit it's "main.ini": you need to replace the relative path "../game/" with an absolute path to the game directory.
P.S. You need to use the latest Laboratory build of PGE toolchain since here are some recent fixes and updates required to use TheXTech (NSMBX is based on it) for a level testing correctly.
Added in 2 minutes 57 seconds:
P.P.S. On macOS it's no way yet to deploy game together with PGE toolchain included, therefore you need to use a separately installed PGE toolchain: before that, you need to copy a config pack from ".app/Content/Resources/assets/PGE" folder into "~/Library/Application Support/PGE Project/configs" and change the main.ini to make it point the "/path/to/nsmbx.app/Content/Resources/assets/" folder to make it work.
Thanks. I'll get the labratory build now.
|
|
|
|
|
|
|
|
|
-
FireyPaperMario
- Toad

- Posts: 6206
- Joined: Sat Sep 27, 2014 1:39 pm
- Flair: 90's kid born in late 1993 ^_^"
- Pronouns: He/Him
-
Contact:
Postby FireyPaperMario » Tue Apr 28, 2020 6:05 am
I got a very curious question about NEW SMBX?
Does it have controller support built-in the actual game?
|
|
|
|
|
|
|
|
|
-
Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Tue Apr 28, 2020 11:41 am
FireyPaperMario wrote: ↑Tue Apr 28, 2020 6:05 am
Does it have controller support built-in the actual game?
Since the thing uses SDL2, yes. However, you just now reminded me one thing I must to fix: I must to provide an ability to configure arrow keys like that possible on PGE Engine!
Here one guy had to report me that arrow keys won't work in TheXTech, but everything works perfect on PGE Engine (because of an ability to setup all keys).
https://wohlsoft.ru/forum/viewtopic.php?p=19959#p19959
|
|
|
|
|
|
|
|
|
-
KateBulka
- Dolphin

- Posts: 1112
- Joined: Tue Apr 15, 2014 8:29 am
- Pronouns: she/her
Postby KateBulka » Tue Apr 28, 2020 11:41 am
Teemster2 wrote: ↑Mon Apr 27, 2020 10:51 pm
I think this is cool but how big is your dev team? A project like this takes A lot of work and I'm sure enjl or hoeloe can tell you that burn out can happen easily.
My dev team consists of four people. Specifically me, Wohlstand, Josh Oliver and SetaYoshi
Teemster2 wrote: ↑Mon Apr 27, 2020 10:51 pm
Hey core I was wondering why you never joined the dev team for 2.0? You have cool stuff that 2.0 does not have so you clearly have coding skills.
This is a type of question that i can't answer.
FireyPaperMario wrote:Does it have controller support built-in the actual game?
I think it does?
|
|
|
|
|
|
|
|
|
-
Chanceux2
- Volcano Lotus

- Posts: 576
- Joined: Mon Dec 16, 2019 3:39 pm
- Flair: People don't care about my threads! :(
-
Contact:
Postby Chanceux2 » Tue Apr 28, 2020 11:48 am
Core wrote: ↑Tue Apr 28, 2020 11:41 am
Teemster2 wrote: ↑Mon Apr 27, 2020 10:51 pm
I think this is cool but how big is your dev team? A project like this takes A lot of work and I'm sure enjl or hoeloe can tell you that burn out can happen easily.
My dev team consists of four people. Specifically me, Wohlstand, Josh Oliver and SetaYoshi
Teemster2 wrote: ↑Mon Apr 27, 2020 10:51 pm
Hey core I was wondering why you never joined the dev team for 2.0? You have cool stuff that 2.0 does not have so you clearly have coding skills.
This is a type of question that i can't answer.
FireyPaperMario wrote:Does it have controller support built-in the actual game?
I think it does?
Yeah Teemster is right. You have great coding skills you might look great in the dev team for 2.0
|
|
|
|
|
|
|
|
|
-
Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Tue Apr 28, 2020 1:46 pm
FireyPaperMario wrote: ↑Tue Apr 28, 2020 6:05 am
Does it have controller support built-in the actual game?
Just now I made an update to improve support for controllers: https://github.com/Wohlstand/TheXTech/c ... 508e7a8791
Vanillish one was clunky and didn't supported controllers fully, so, thank you very much for a remind to fix it! This patch will appear in NSMBX too.
|
|
|
|
|
|
|
|
|
-
Keroro04
- Swooper

- Posts: 63
- Joined: Tue Apr 21, 2020 7:59 pm
Postby Keroro04 » Tue Apr 28, 2020 7:24 pm
Oh man NSMBX has Triclyde? Someone port him over to SMBX2 plz, that's the one boss we missing aside from Robot Birdo and Clawglip/Clawgrip from SMB2.
|
|
|
|
|
|
|
|
|
-
KateBulka
- Dolphin

- Posts: 1112
- Joined: Tue Apr 15, 2014 8:29 am
- Pronouns: she/her
Postby KateBulka » Tue Apr 28, 2020 7:28 pm
Keroro04 wrote: ↑Tue Apr 28, 2020 7:24 pm
Oh man NSMBX has Triclyde? Someone port him over to SMBX2 plz, that's the one boss we missing aside from Robot Birdo and Clawglip/Clawgrip from SMB2.
It's not a Triclyde, but rather a Tryclyde. Also "robot birdo" is robirdo and clawgrip is clawgrip, there is no alt. names for him.
Just wanted to point it out. As for porting... I could code Tryclyde in SMBX2, but i have no interest in this.
|
|
|
|
|
|
|
|
|
-
Keroro04
- Swooper

- Posts: 63
- Joined: Tue Apr 21, 2020 7:59 pm
Postby Keroro04 » Tue Apr 28, 2020 7:39 pm
Ah, I did not know Robirdo's name so thank's on that. Also the Clawglip was intentional because it was a joke of the mistranslation of Clawgrip in SMB2 credits.
|
|
|
|
|
|
|
|
|
-
Teemster2
- Rocky Wrench

- Posts: 622
- Joined: Sat Jan 18, 2014 11:56 am
Postby Teemster2 » Tue Apr 28, 2020 9:42 pm
Chanceux2 wrote: ↑Tue Apr 28, 2020 11:48 am
Core wrote: ↑Tue Apr 28, 2020 11:41 am
Teemster2 wrote: ↑Mon Apr 27, 2020 10:51 pm
I think this is cool but how big is your dev team? A project like this takes A lot of work and I'm sure enjl or hoeloe can tell you that burn out can happen easily.
My dev team consists of four people. Specifically me, Wohlstand, Josh Oliver and SetaYoshi
Teemster2 wrote: ↑Mon Apr 27, 2020 10:51 pm
Hey core I was wondering why you never joined the dev team for 2.0? You have cool stuff that 2.0 does not have so you clearly have coding skills.
This is a type of question that i can't answer.
FireyPaperMario wrote:Does it have controller support built-in the actual game?
I think it does?
Yeah Teemster is right. You have great coding skills you might look great in the dev team for 2.0
She said she could not answer the question so that explains it all for me. I won't say no more.
Added in 3 minutes 18 seconds:
Core wrote: ↑Tue Apr 28, 2020 7:28 pm
Keroro04 wrote: ↑Tue Apr 28, 2020 7:24 pm
Oh man NSMBX has Triclyde? Someone port him over to SMBX2 plz, that's the one boss we missing aside from Robot Birdo and Clawglip/Clawgrip from SMB2.
It's not a Triclyde, but rather a Tryclyde. Also "robot birdo" is robirdo and clawgrip is clawgrip, there is no alt. names for him.
Just wanted to point it out. As for porting... I could code Tryclyde in SMBX2, but i have no interest in this.
That's to much work. People don't understand how time consuming it is just to work on a single editor let alone two.
If the dev team for 2.0 wanted him in 2.0 They would have finished him by now anyways.
|
|
|
|
|
|
|
|
|
-
Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Wed Apr 29, 2020 12:34 am
More like "if anyone wanted it in smbx2 they could navigate to the point of the nsmbx source code where triclydes code is written and copy it 1:1 to lua syntax and make an npc pack"
|
|
|
|
|
|
|
|
|
-
FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Wed Apr 29, 2020 12:53 am
Chanceux2 wrote: ↑Tue Apr 28, 2020 11:48 am
Core wrote: ↑Tue Apr 28, 2020 11:41 am
Teemster2 wrote: ↑Mon Apr 27, 2020 10:51 pm
I think this is cool but how big is your dev team? A project like this takes A lot of work and I'm sure enjl or hoeloe can tell you that burn out can happen easily.
My dev team consists of four people. Specifically me, Wohlstand, Josh Oliver and SetaYoshi
Teemster2 wrote: ↑Mon Apr 27, 2020 10:51 pm
Hey core I was wondering why you never joined the dev team for 2.0? You have cool stuff that 2.0 does not have so you clearly have coding skills.
This is a type of question that i can't answer.
FireyPaperMario wrote:Does it have controller support built-in the actual game?
I think it does?
Yeah Teemster is right. You have great coding skills you might look great in the dev team for 2.0
Well let's not forget that NSMBX is open-source and can be easily compiled to other platforms. So that is probably one reason Core is working on NSMBX
|
|
|
|
|
|
|
|
|
-
Teemster2
- Rocky Wrench

- Posts: 622
- Joined: Sat Jan 18, 2014 11:56 am
Postby Teemster2 » Wed Apr 29, 2020 12:55 am
Enjl wrote: ↑Wed Apr 29, 2020 12:34 am
More like "if anyone wanted it in smbx2 they could navigate to the point of the nsmbx source code where triclydes code is written and copy it 1:1 to lua syntax and make an npc pack"
That's another good point. I did not think about that. Thanks.
Added in 4 minutes 14 seconds:
FanofSMBX wrote: ↑Wed Apr 29, 2020 12:53 am
Chanceux2 wrote: ↑Tue Apr 28, 2020 11:48 am
Core wrote: ↑Tue Apr 28, 2020 11:41 am
My dev team consists of four people. Specifically me, Wohlstand, Josh Oliver and SetaYoshi
This is a type of question that i can't answer.
I think it does?
Yeah Teemster is right. You have great coding skills you might look great in the dev team for 2.0
Well let's not forget that NSMBX is open-source and can be easily compiled to other platforms. So that is probably one reason Core is working on NSMBX
I like nsmbx. It has a lot of potential and I'm glad it's open sourced like 2.0.
|
|
|
|
|
|
|
|
|
-
Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Wed Apr 29, 2020 1:15 am
FanofSMBX wrote: ↑Wed Apr 29, 2020 12:53 am
Well let's not forget that NSMBX is open-source
Just before this half-sentence gets buried: SMBX2 is open source, too, with lunalua and the launcher on the lunalua repository, the edtior on the PGE repository, and the source code for the lua side included with every release.
|
|
|
|
|
Return to “General”
Users browsing this forum: No registered users and 2 guests
|