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PixelPest's video showed me that one of the things that needs to be fixed is that Venus Fire Traps accidentally don't come up as much as they should - one pixel is cut off at the bottom.
FanofSMBX wrote:PixelPest's video showed me that one of the things that needs to be fixed is that Venus Fire Traps accidentally don't come up as much as they should - one pixel is cut off at the bottom.
Isn't this a general error that existed in SMBX before though?
FanofSMBX wrote:PixelPest's video showed me that one of the things that needs to be fixed is that Venus Fire Traps accidentally don't come up as much as they should - one pixel is cut off at the bottom.
Isn't this a general error that existed in SMBX before though?
Yes, but 2.0 fixes bugs like the mushroom bug and decimal points in NPC texts bugs, so that's why it's ok to do bug reports now.
PixelPest wrote:That sounds pretty useless to be honest and just more of a joke. You could do that easily though with LunaLua if you mean something like this:
PixelPest wrote:That sounds pretty useless to be honest and just more of a joke. You could do that easily though with LunaLua if you mean something like this:
PixelPest wrote:That sounds pretty useless to be honest and just more of a joke. You could do that easily though with LunaLua if you mean something like this:
This is probably a question that can really easily be answered, but how exactly do I go about testing standalone levels in SMBX 2.0? I kind of want to play with the new blocks (I'm looking at you, TNT Crate). I can't seem to find any documentation and it seems less straight forward than what the original game offered.
The issue is that PGE Editor uses the PGE Engine, which seemingly can't use the TNT Crate properly (I assume it relies on LunaLua with it's implementation?). It just cycles rapidly through it's animations and doesn't react to Mario when he jumps on it.
I can't use the original level editor either. The TNT crate does nothing, and even stranger is that there's absolutely no sound coming from the game if I launch it through smbx.exe rather than SMBXLauncher.exe.
Any easy way to test levels on 2.0, and can the sound issue I mentioned earlier be fixed with the original level editor/1.3.0.1?
Cornholio309 wrote:This is probably a question that can really easily be answered, but how exactly do I go about testing standalone levels in SMBX 2.0? I kind of want to play with the new blocks (I'm looking at you, TNT Crate). I can't seem to find any documentation and it seems less straight forward than what the original game offered.
The issue is that PGE Editor uses the PGE Engine, which seemingly can't use the TNT Crate properly (I assume it relies on LunaLua with it's implementation?). It just cycles rapidly through it's animations and doesn't react to Mario when he jumps on it.
I can't use the original level editor either. The TNT crate does nothing, and even stranger is that there's absolutely no sound coming from the game if I launch it through smbx.exe rather than SMBXLauncher.exe.
Any easy way to test levels on 2.0, and can the sound issue I mentioned earlier be fixed with the original level editor/1.3.0.1?
Hit f5 in pge and it should open "lunatester" which is the 2.0 test mode. It'll be more clear in the next beta.
Cornholio309 wrote:This is probably a question that can really easily be answered, but how exactly do I go about testing standalone levels in SMBX 2.0? I kind of want to play with the new blocks (I'm looking at you, TNT Crate). I can't seem to find any documentation and it seems less straight forward than what the original game offered.
The issue is that PGE Editor uses the PGE Engine, which seemingly can't use the TNT Crate properly (I assume it relies on LunaLua with it's implementation?). It just cycles rapidly through it's animations and doesn't react to Mario when he jumps on it.
I can't use the original level editor either. The TNT crate does nothing, and even stranger is that there's absolutely no sound coming from the game if I launch it through smbx.exe rather than SMBXLauncher.exe.
Any easy way to test levels on 2.0, and can the sound issue I mentioned earlier be fixed with the original level editor/1.3.0.1?
Use the Lunatester. It is the original SMBX engine, with the new elements.
The engine needs to load first.
Thank you both for the quick replies! I actually ended up figuring out what I was doing wrong on my own and was about to edit my post, but I'm really glad to see support!
I love everything else though. This has come a long way from the Open Beta I played a while back before Klonoa was added - definitely keeping this as my "main" (and only) SMBX installation!
Cornholio309 wrote:Thank you both for the quick replies! I actually ended up figuring out what I was doing wrong on my own and was about to edit my post, but I'm really glad to see support!
I love everything else though. This has come a long way from the Open Beta I played a while back before Klonoa was added - definitely keeping this as my "main" (and only) SMBX installation!
I hope you expand NPCs/other arrays way beyond what is needed to implement 1.4 stuff so we can add our own as well.
Also a question: Are those "dummy" blocks/backgrounds/etc. that show up in PGE possible to use with SMBX? Kinda want to add few additional backgrounds/blocks to my levels, but don't want to replace existing ones.
darkhog wrote:I hope you expand NPCs/other arrays way beyond what is needed to implement 1.4 stuff so we can add our own as well.
Also a question: Are those "dummy" blocks/backgrounds/etc. that show up in PGE possible to use with SMBX? Kinda want to add few additional backgrounds/blocks to my levels, but don't want to replace existing ones.
The dummies are being used for 2.0. All dummy blocks and NPCs have been used, but there are a few dummy BGOs left.
I see. Don't want to sound needy or anything, but could you add block config data, similar to npc configs? So we can edit parameters of each block - whether it is "pushable" from the bottom when no stuff is inside, collision type (bridge, etc.) whether collision is simple box or a slope and so on.