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Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Sun Sep 28, 2014 11:05 am
by Chip Potato
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Sun Sep 28, 2014 11:37 am
by Fuyu
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Sun Sep 28, 2014 12:00 pm
by aero
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Sun Sep 28, 2014 2:26 pm
by Enchlore
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.)
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Sun Sep 28, 2014 4:54 pm
by Thundaga_T2
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Sun Sep 28, 2014 5:19 pm
by Chip Potato
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Sun Sep 28, 2014 6:18 pm
by Fuyu
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?
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Sun Sep 28, 2014 6:39 pm
by xtremegamer51
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Sun Sep 28, 2014 6:48 pm
by Fuyu
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Sun Sep 28, 2014 7:00 pm
by Axiom
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
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Sun Sep 28, 2014 8:19 pm
by aero
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Sun Sep 28, 2014 9:28 pm
by aero
Update:
Began work on debugger.
Added icons for the project.
Began work on Test Settings window.
Fixed a few animation problems.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Sun Sep 28, 2014 9:30 pm
by Fuyu
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Sun Sep 28, 2014 9:36 pm
by xtremegamer51
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!
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Sun Sep 28, 2014 11:29 pm
by Thundaga_T2
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Mon Sep 29, 2014 12:23 am
by aero
Update:
Finished, and re-styled Test Settings window. An improvement to Redigit's design imo.
Thundaga_T2 wrote:Everything from npc codes should be part of the editor imo.
They will.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Mon Sep 29, 2014 1:20 am
by Julia Pseudo
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Mon Sep 29, 2014 1:47 am
by aero
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Mon Sep 29, 2014 6:23 am
by Lnik3500
Don't give up no matter what!

(naruto's quote here lol)
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Mon Sep 29, 2014 8:28 am
by Fuyu
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.