SMBX 2.0 Open Beta

Topics about events/announcements that are no longer relevant.

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stario
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Re: SMBX 2.0 Open Beta

Postby stario » Wed Feb 10, 2016 9:01 am

Planned release date for final version?

Shadow Yoshi
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Re: SMBX 2.0 Open Beta

Postby Shadow Yoshi » Wed Feb 10, 2016 9:05 am

No release date for the final version yet. Sorry.

ben
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Re: SMBX 2.0 Open Beta

Postby ben » Wed Feb 10, 2016 3:35 pm

CsTomi wrote:Planned release date for final version?
Joey wrote:No release date for the final version yet. Sorry.
This is sad. But it is good, if the final - version of SMBX 2.0 gets the time, which it requires. ;)
Last edited by ben on Thu Aug 04, 2016 3:43 pm, edited 1 time in total.

The Thwomp King
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Re: SMBX 2.0 Open Beta

Postby The Thwomp King » Wed Feb 10, 2016 5:39 pm

The Thwomp King wrote:This might have been asked already (I apologize for that), but will the final product no longer require making changes on our own to get characters, the starman, etc, to work?
I'll just assume the answer's yes. XD hahaha

FanofSMBX
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Re: SMBX 2.0 Open Beta

Postby FanofSMBX » Wed Feb 10, 2016 6:18 pm

That's interesting. Are you accepting costume submissions?

Also, will the game player be able to have you use different "recodes" of the same character (like Peach and Zelda) together and know which codes to load based on which option is picked?

Anthony Valle
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Re: SMBX 2.0 Open Beta

Postby Anthony Valle » Wed Feb 10, 2016 6:56 pm

The next beta, in the launcher, the legacy editor may not be able to access normaly, due PGE will have a way to test levels without pre-launched SMBX, or launching the main engine, several bugs being fixed, like in the lunalua characters, and several other stuff and a very easier way to place the characters in an episode, keep up your great work, Horikawa Otane!

HenryRichard
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Re: SMBX 2.0 Open Beta

Postby HenryRichard » Wed Feb 10, 2016 7:44 pm

Well for multiplayer support you can put everything in a for loop like this:

Code: Select all

for playerIndex, thePlayer in pairs(Player.get()) do
--code of specialness
end
It makes everything pretty easy - just use thePlayer in place of player and playerIndex as, well, the player index.

...I probably didn't need to explain that did I

FanofSMBX
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Re: SMBX 2.0 Open Beta

Postby FanofSMBX » Wed Feb 10, 2016 8:26 pm

Wow between Megaman and the layers this is really shaping up!

Edit: I forgot to say that the way Bowser handles climbing is a little bit unusual. He uses his standing sprite to climb vines, and he plain doesn't climb the pink fences. I looked into the fairy NPC in the level folder, and apparently it won't work without a full engine fix or at least some Bowser specific code. I know it's not that constructive, I guess I just wanted to make sure you didn't forget to review Bowser on this facet.

Hoeloe
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Re: SMBX 2.0 Open Beta

Postby Hoeloe » Thu Feb 11, 2016 3:35 am

HenryRichard wrote:Well for multiplayer support you can put everything in a for loop like this:

Code: Select all

for playerIndex, thePlayer in pairs(Player.get()) do
--code of specialness
end
It makes everything pretty easy - just use thePlayer in place of player and playerIndex as, well, the player index.

...I probably didn't need to explain that did I
This accounts for most custom behaviour, but doesn't account for hitboxes, which can only be set per-character currently. It also doesn't account for repurposed NPCs and any changes that happen on a more global scale (for example, one of the characters in SMBX 2.0 only works because grabbing is disabled. Currently this is only possible globally). There is also the HUD to consider.

So in principle, this covers some of what is necessary, but not even close to being enough to support multiplayer.

HenryRichard
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Re: SMBX 2.0 Open Beta

Postby HenryRichard » Thu Feb 11, 2016 5:50 pm

I guess that's true. I wasn't expecting multiplayer support until at least 2.1, if not even later.
Plus there are the annoying issues with drawing things on the screen when it's split up, so we'll have to wait for a new version of lua.

lotus006
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Re: SMBX 2.0 Open Beta

Postby lotus006 » Fri Feb 12, 2016 5:05 pm

HenryRichard wrote:I guess that's true. I wasn't expecting multiplayer support until at least 2.1, if not even later.
Plus there are the annoying issues with drawing things on the screen when it's split up, so we'll have to wait for a new version of lua.
Yup I will love to see a new system of multiplayer it will be a dream for me to play on a LAN system without to have splitting screen
and if it happend I will start soon a project based on zelda 2 multiplayer :D but maybe It's just a dream will never happening :(

zxcv
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Re: SMBX 2.0 Open Beta

Postby zxcv » Fri Feb 12, 2016 6:13 pm

Online mode is possible, but it will be added only in 3.0 or 4.0, if not later, because it is too hard to program. Never lose your hope.

superhammerbros100
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Re: SMBX 2.0 Open Beta

Postby superhammerbros100 » Fri Feb 12, 2016 6:42 pm

Prado wrote:Online mode is possible, but it will be added only in 3.0 or 4.0, if not later, because it is too hard to program. Never lose your hope.
Yeah.

SMBX's 1.3 Online mode is so laggy that you can't even play at all.

zxcv
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Re: SMBX 2.0 Open Beta

Postby zxcv » Sat Feb 13, 2016 5:04 am

The editor online mode is intended only to edit levels together.

Anthony Valle
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Re: SMBX 2.0 Open Beta

Postby Anthony Valle » Sat Feb 13, 2016 2:23 pm

I found a bug with Peach, if she uses a powerup on the floor, she will clip through the floor and lose a life. This only happens if she uses the powerup if the floor is near the bottomless pit. The bug is random...

PixelPest
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Re: SMBX 2.0 Open Beta

Postby PixelPest » Sat Feb 13, 2016 2:26 pm

Anthony Valle wrote:I found a bug with Peach, if she uses a powerup on the floor, she will clip through the floor and lose a life. This only happens if she uses the powerup if the floor is near the bottomless pit. The bug is random...
Are you using PGE's test?

Anthony Valle
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Re: SMBX 2.0 Open Beta

Postby Anthony Valle » Sat Feb 13, 2016 2:33 pm

PixelPest wrote:
Anthony Valle wrote:I found a bug with Peach, if she uses a powerup on the floor, she will clip through the floor and lose a life. This only happens if she uses the powerup if the floor is near the bottomless pit. The bug is random...
Are you using PGE's test?
No, i can't access to PGE Test (which launches PGE Engine) because of my old PC, the bug i mentioned was found on the Legacy Editor, when i was testing a level...

Fennor
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Re: SMBX 2.0 Open Beta

Postby Fennor » Sun Feb 14, 2016 1:25 pm

Do you mean Peach or Rosalina (who replaces Peach)?

Because I know that there is such a glitch with Rosalina. That's because big Rosalina's width is higher than the width of small Rosalina. (The other characters always have the same witdh for all powerup states and only differ in height) If you get big while standing close to a wall, you will grow into the wall which makes you gltich through the floor.

SkyFan2004
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Angry Sun

Postby SkyFan2004 » Sun Feb 14, 2016 10:06 pm

I want SMBX 2.0 to have the Angry Sun (MLG kids pronounce it Angry Son and I'm an MLG kid). If it doesn't happen, that's ok, even though my life will be no-scoped.
Anyways, the Angry Sun will be under the SMB3 column.
#REKT

TDK
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Re: Angry Sun

Postby TDK » Mon Feb 15, 2016 10:55 am

SkyFan2004 wrote:I want SMBX 2.0 to have the Angry Sun (MLG kids pronounce it Angry Son and I'm an MLG kid). If it doesn't happen, that's ok, even though my life will be no-scoped.
Anyways, the Angry Sun will be under the SMB3 column.
#REKT
You can already make an Angry Sun using LunaLua.


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