Super Basic Mario Editor

This is the place for video games!

Moderator: Userbase Moderators

Chip Potato
Ninji
Ninji
Posts: 952
Joined: Mon Jun 09, 2014 12:05 pm

Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Chip Potato » Sun Sep 28, 2014 11:05 am

Natsu wrote:What about adding pushable-NPCs? That's something I'd like to see. It could lead to really unique puzzle gimmicks. Also, what about a stand-on-NPC trigger?
If you're talking about making an enemy so that you can stand on top of them, that already exists in playerblocktop.

Just create a .txt file with the npc number of the mook you want to have a standable head. (Ex. If you want to have the Goomba have a standable skull area, name the .txt file "npc-1") Then put down playerblocktop=1. Save the file, and you're done. Now all Goombas in your level are unable to be stomped, just like SMB2 enemies.

Replace the 1 with a 0 if you want to have an enemy be stompable.

Fuyu
Fry Guy
Fry Guy
Posts: 3137
Joined: Sat Dec 21, 2013 2:40 pm
Pronouns: He/Him

Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Fuyu » Sun Sep 28, 2014 11:37 am

No, I mean an NPC that triggers a certain event after you step on it. But I'm not talking about something like the SMW Detonator, and NPC that acts like a button that will trigger something while you stand on it, and will trigger something else while you're not standing on it.
Last edited by Fuyu on Sun Sep 28, 2014 12:08 pm, edited 1 time in total.

aero
Palom
Palom
Posts: 4787
Joined: Fri Mar 28, 2014 2:51 pm

Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Sun Sep 28, 2014 12:00 pm

Natsu wrote:What about adding pushable-NPCs? That's something I'd like to see. It could lead to really unique puzzle gimmicks. Also, what about a stand-on-NPC trigger?
Added to my suggestions list.

Enchlore
Spike
Spike
Posts: 272
Joined: Thu May 08, 2014 3:40 pm

Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Enchlore » Sun Sep 28, 2014 2:26 pm

I suggest a timer option that would function much like the original NES games' timer, except that when turned on it could either make the player die or trigger an event.

(This was probably suggested before, but I'm not going to read 48 pages again.)

Thundaga_T2
Ripper II
Ripper II
Posts: 352
Joined: Wed Jun 11, 2014 6:31 am

Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Thundaga_T2 » Sun Sep 28, 2014 4:54 pm

How about the option to change the hitpoints of boss npcs? Because the likes of Larry, Ludwing, Birdo, and Boom Boom go down too quickly sometimes.

Chip Potato
Ninji
Ninji
Posts: 952
Joined: Mon Jun 09, 2014 12:05 pm

Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Chip Potato » Sun Sep 28, 2014 5:19 pm

Thundaga_T2 wrote:How about the option to change the hitpoints of boss npcs? Because the likes of Larry, Ludwing, Birdo, and Boom Boom go down too quickly sometimes.
Agreed. On the flipside, Mother Brain reskins sometimes take too long to beat.

Fuyu
Fry Guy
Fry Guy
Posts: 3137
Joined: Sat Dec 21, 2013 2:40 pm
Pronouns: He/Him

Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Fuyu » Sun Sep 28, 2014 6:18 pm

What about an option that allows you to make an NPC appear in the same X and/or Y coordinates and follow his X and/or Y coordinates constantly?

xtremegamer51
Guest

Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby xtremegamer51 » Sun Sep 28, 2014 6:39 pm

I have a suggestion,how about the option to choose whether you want enemies to walk off cliffs or not?

Also how about having the option for Larry and Ludwig to change the way they act when inside there shells?So you can have Larry jump around in his shell,like in SMB3,or also have it more like NSMBWII/NSMB2/NSMBU,were he simply slides across the room.

Fuyu
Fry Guy
Fry Guy
Posts: 3137
Joined: Sat Dec 21, 2013 2:40 pm
Pronouns: He/Him

Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Fuyu » Sun Sep 28, 2014 6:48 pm

xtremegamer51 wrote:I have a suggestion,how about the option to choose whether you want enemies to walk off cliffs or not?
You can do that already on SMBX with NPC codes.

Axiom
Phanto
Phanto
Posts: 1471
Joined: Tue Dec 24, 2013 2:23 pm

Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Axiom » Sun Sep 28, 2014 7:00 pm

Natsu wrote:
xtremegamer51 wrote:I have a suggestion,how about the option to choose whether you want enemies to walk off cliffs or not?
You can do that already on SMBX with NPC codes.
cliffturn=1 or cliffturn=0

aero
Palom
Palom
Posts: 4787
Joined: Fri Mar 28, 2014 2:51 pm

Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Sun Sep 28, 2014 8:19 pm

Natsu wrote:What about an option that allows you to make an NPC appear in the same X and/or Y coordinates and follow his X and/or Y coordinates constantly?
What do you mean by this, I'm not getting what exactly you're trying to say.
SnifitGuy wrote:3 days till the public beta is released! Heck yeah I'll download asap!
It will be uploaded here, and on the VSMBX in the "Updates and Info" subforum under "General". Running the game should make all the directories for you if they don't exist on your computer yet. I haven't made an installer yet for the content so you'll either need to copy and paste SMBX's content into the right VSMBX directories, but I made it a bit easier by including the content directories in the install zip which can be directly copied and pasted without the need to put the content in the right directories manually.

aero
Palom
Palom
Posts: 4787
Joined: Fri Mar 28, 2014 2:51 pm

Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Sun Sep 28, 2014 9:28 pm

Update:

Began work on debugger.

Added icons for the project.

Began work on Test Settings window.

Fixed a few animation problems.
Spoiler: show
Image

Fuyu
Fry Guy
Fry Guy
Posts: 3137
Joined: Sat Dec 21, 2013 2:40 pm
Pronouns: He/Him

Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Fuyu » Sun Sep 28, 2014 9:30 pm

Let's say the player is in Y -192 and is currently moving to the left at -2 per second. Then a NPC catches at the same Y coordinates as the player is and moves at the same speed as the player, which is -2 per second. If you want a better explanation of what I mean is another way to track the player's movement, but also include his coordinates.

xtremegamer51
Guest

Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby xtremegamer51 » Sun Sep 28, 2014 9:36 pm

Natsu wrote:
xtremegamer51 wrote:I have a suggestion,how about the option to choose whether you want enemies to walk off cliffs or not?
You can do that already on SMBX with NPC codes.
Yeah but wouldn't it be easier to just click on a button,instead of having to drag a text file into a folder with the cliff turn stuff on it?

But anyways....nice to know that this is still coming along well Ghosthawk!So great job on that mate!

Thundaga_T2
Ripper II
Ripper II
Posts: 352
Joined: Wed Jun 11, 2014 6:31 am

Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Thundaga_T2 » Sun Sep 28, 2014 11:29 pm

xtremegamer51 wrote:
Natsu wrote:
xtremegamer51 wrote:I have a suggestion,how about the option to choose whether you want enemies to walk off cliffs or not?
You can do that already on SMBX with NPC codes.
Yeah but wouldn't it be easier to just click on a button,instead of having to drag a text file into a folder with the cliff turn stuff on it?

But anyways....nice to know that this is still coming along well Ghosthawk!So great job on that mate!
Everything from npc codes should be part of the editor imo.

aero
Palom
Palom
Posts: 4787
Joined: Fri Mar 28, 2014 2:51 pm

Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Mon Sep 29, 2014 12:23 am

Update:

Finished, and re-styled Test Settings window. An improvement to Redigit's design imo.

Image
Thundaga_T2 wrote:Everything from npc codes should be part of the editor imo.
They will.

Julia Pseudo
Luigi
Luigi
Posts: 5609
Joined: Wed Jan 08, 2014 12:04 am
Flair: gay gaymer girl
Pronouns: She/her

Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Julia Pseudo » Mon Sep 29, 2014 1:20 am

Looks great, GhostHawk! Those menus probably will work better than the checkboxes in SMBX, yeah. I like.

On that note, could you allow both player 1 and player 2 to use the same character in multiple character episodes? That's kind of an annoying limitation in SMBX.

aero
Palom
Palom
Posts: 4787
Joined: Fri Mar 28, 2014 2:51 pm

Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Mon Sep 29, 2014 1:47 am

Pseudo-dino wrote:Looks great, GhostHawk! Those menus probably will work better than the checkboxes in SMBX, yeah. I like.

On that note, could you allow both player 1 and player 2 to use the same character in multiple character episodes? That's kind of an annoying limitation in SMBX.
Sure. Added to the suggestions list.

Lnik3500
Guest

Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Lnik3500 » Mon Sep 29, 2014 6:23 am

Don't give up no matter what! :D (naruto's quote here lol)

Fuyu
Fry Guy
Fry Guy
Posts: 3137
Joined: Sat Dec 21, 2013 2:40 pm
Pronouns: He/Him

Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Fuyu » Mon Sep 29, 2014 8:28 am

Natsu wrote:Let's say the player is in Y -192 and is currently moving to the left at -2 per second. Then a NPC catches at the same Y coordinates as the player is and moves at the same speed as the player, which is -2 per second. If you want a better explanation of what I mean is another way to track the player's movement, but also include his coordinates.
Just to corroborate you actually either considered this idea or not.


Return to “Video Games”

Who is online

Users browsing this forum: No registered users and 5 guests

SMWCentralTalkhausMario Fan Games GalaxyKafukaMarioWikiSMBXEquipoEstelari