Page 23 of 57

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Posted: Wed May 15, 2019 4:50 pm
by MECHDRAGON777
Sednaiur wrote:
Wed May 15, 2019 12:57 pm
So, after some days, I tried to see if the package itself would not work for me, by pressing F5 (lua tester) in PGE on a random TI2 level and everything worked fine. The debug-menu popping up when pressing the ESC-key worked without problems and the game runs just fine. So, for some reason, the SMBX2exe does not start the launcher, no matter what.
I also scanned the .exe with an anti virus, just to see how it reacts and it does not react negative to the .exe, either.

Maybe anyone has any idea how I could fix the problem of the SMBX2exe not working?
This sounds a lot like the problem I had and still have had since the release. (I usually open SMBX via Moondust from my programs bar at the bottom of my screen, so I never really use the launcher to get to the editor.) Seems a bit weird; however I did get the launcher to come up three different times I believe.

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Posted: Thu May 16, 2019 2:11 pm
by DrMekar
I have a question about the Dummy Blocks, I want to use the Custom Dummy Blocks to make a Tileset, which is a pretty big one since
I'm trying to do a 3D Tileset. I wondered if there're any Size limitations for the Block, because I would like to make the Tileset easily usable,
without placing 50 diffrent Tiles for One Screen.

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Posted: Thu May 16, 2019 2:45 pm
by Emral
blocks resize automatically. even vanilla ones. make sure to stay within the 751-1000 range.

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Posted: Fri May 17, 2019 2:49 pm
by Hatster
For me, the screen's black after loading everything.

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Posted: Fri May 17, 2019 5:40 pm
by DrMekar
Enjl wrote:
Thu May 16, 2019 2:45 pm
blocks resize automatically. even vanilla ones. make sure to stay within the 751-1000 range.
Thanks. Sure Think

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Posted: Sat May 18, 2019 12:43 am
by cato
PandaToniiK wrote:
Sun May 05, 2019 2:43 am
Hello, i have a new question for you. Is it normal that when i run in a direction, i can't jump while i keep the running's button pushed ? i dont know if u understand my question but i'm pretty sure i can't press 3 buttons at the same time when i try a level i'm editin.
The SMBX default key-binds are no good as you cannot hold left, run and jump at the same time. I suggest you rebind your keys such as WASD, running, jumping, spinning would be else where besides ASZX

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Posted: Sun May 19, 2019 7:53 am
by DrMekar
I tried using the Darkness, but when I want to run the level, I get this notification and it doesn't work.
Image
This is how the lua looks
Image

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Posted: Sun May 19, 2019 9:05 am
by Emral

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Posted: Wed May 22, 2019 11:30 pm
by Archived
Enjl wrote: ping
I was looking into p-switch jumps.
There are some inconsistencies with how the new red, blue, green, yellow (npcs 451-454) switches work
While testing the old switches (dynamite plunger, p-switch, green p-switch), in order to do a switch jump, you have to press jump one frame after pressing the switch.
In the cases of the new switches (npcs 451-454), you have to press jump at the same frame as you press the switch (This point has a minor impact due to cognitive dissonance in times this becomes relevant in speedrunning/kaizo, since even a one frame difference can throw muscle memory off)

Also, peach regains her float after pressing any switches except in one case
For the old switches, you can p-switch jump and peach regains her floats in all cases
For the new switches, you cannot p-switch jump and peach will not regain her float if you land on (npcs 451-454) that are positioned on top of block-665s. (This point has a most major impact since p-switch jumps and floats combined with block switches could be setups prevalent in future (kaizo) levels, while for now, they're impossible)

Due to there being inconsistencies, do you think that these would be updated to be consistent or it would remain as is? Since I would like my guide for future versions to hold true and don't know if I can start it now or not.

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Posted: Thu May 23, 2019 5:25 am
by Emral
Heck if I know/care. 0x539 made the switches.

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Posted: Thu May 23, 2019 5:02 pm
by WindowsOnAMac
check the next post

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Posted: Thu May 23, 2019 5:10 pm
by Emral
winonamac wrote:
Thu May 23, 2019 5:02 pm
Baby Yoshi's Are pretty glitchy today now aren't they.
The video is entirely black.

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Posted: Thu May 23, 2019 5:19 pm
by WindowsOnAMac
Heres the vid sorry lol

Baby Yoshis are pretty glitchy today now aren't they

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Posted: Thu May 23, 2019 5:31 pm
by Emral
fixed

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Posted: Thu May 23, 2019 11:12 pm
by Archived
I think this is an unintentional bug, if you throw a switch onto a gliding rail and it is not snapped to a grid square position wise while playing you fall through green and blue p-switches. However, the SMBX 2 switches don't exhibit this property

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Posted: Thu May 23, 2019 11:32 pm
by MECHDRAGON777
Eclipsed wrote:
Thu May 23, 2019 11:12 pm
I think this is an unintentional bug, if you throw a switch onto a gliding rail and it is not snapped to a grid square position wise while playing you fall through green and blue p-switches. However, the SMBX 2 switches don't exhibit this property
If I understand the way SMBX is coded, I believe the first one is intentional and it is becuase the NPCs never touch the ground (Block-668 is not treated as solid by any means, it just stops "Y" speed and Velocity when anything collide with the top of it.)

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Posted: Sat May 25, 2019 5:31 pm
by Mushroom King
Some of the switches are lacking the Y offset of 2.

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Posted: Sat May 25, 2019 5:51 pm
by TheNightingale
Hatster wrote:
Fri May 17, 2019 2:49 pm
For me, the screen's black after loading everything.
Same for me. Any thoughts?

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Posted: Sun May 26, 2019 10:08 am
by timocomsmbx2345
I wonder if the rest of what Mario Maker 1 and 2 can do will added anytime soon...

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Posted: Sun May 26, 2019 9:04 pm
by Quantumenace
If you select exit from the menu to close the game window while running the game from the editor, and then close the editor, the episode's GameData won't be deleted when you open it again. It doesn't have this issue if you force the game to close by closing the editor.