Super Basic Mario Editor

This is the place for video games!

Moderator: Userbase Moderators

BMatSantos
Guest

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

Postby BMatSantos » Mon Sep 29, 2014 9:28 am

GhostHawk wrote:
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.
Remember to use another palette for Player 2's sprites, so they won't be confused.

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 2:43 pm

Natsu wrote:
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.
If I'm getting what you're saying, this should be possible if I make the player coordinates accessible in the events window.

Sluigi123
Hoopster
Hoopster
Posts: 45
Joined: Tue May 20, 2014 4:44 pm
Pronouns: He/Him
Contact:

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

Postby Sluigi123 » Mon Sep 29, 2014 3:21 pm

I was thinking of being able to edit the jumping height for the Podoboos (Jumping fireballs), as an advanced NPC option. It might work.

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 » Mon Sep 29, 2014 4:44 pm

Sluigi123 wrote:I was thinking of being able to edit the jumping height for the Podoboos (Jumping fireballs), as an advanced NPC option. It might work.
I think a better solution would be to just have them jump to whatever height they are placed at like Lunar Magic does.

TTTTTsd
Guest

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

Postby TTTTTsd » Mon Sep 29, 2014 6:13 pm

My apologies if this has been asked(don't have the time to sift through 50 or so pages as real life is killing me), but are there plans for any additional enemies that were forgotten, such as Boomerang Bros, etc.?

Beyond that, it's awesome to see general engine improvements and advanced flexibility.

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 7:40 pm

Mini-Update:
Fixed regular Mario's collision, and animation.

Enabled the creation of desktop shortcuts when VSMBX is installed.

I think this will be the last of the work I'll do until VSMBX is released on October 1st. Until then, I'll be looking for maps of smbx save files to figure out how it works so I can create a converter. Other than that I'll be planning out more of the course VSMBX will take.

zioy
Reznor
Reznor
Posts: 2760
Joined: Thu Jul 17, 2014 4:47 pm
Pronouns: he/him
Contact:

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

Postby zioy » Mon Sep 29, 2014 7:44 pm

GhostHawk wrote:Mini-Update:
Fixed regular Mario's collision, and animation.

Enabled the creation of desktop shortcuts when VSMBX is installed.

I think this will be the last of the work I'll do until VSMBX is released on October 1st. Until then, I'll be looking for maps of smbx save files to figure out how it works so I can create a converter. Other than that I'll be planning out more of the course VSMBX will take.
Image

Seriously, this is legendary!

Lunar Chris
Tweeter
Tweeter
Posts: 134
Joined: Mon Jan 06, 2014 9:51 pm
Flair: Moon Lord's Servant
Contact:

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

Postby Lunar Chris » Mon Sep 29, 2014 8:27 pm

KoolKat wrote:
Image

Seriously, this is legendary!
Yup. Couldn't have said it better.

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 9:14 pm

Thundaga_T2 wrote:
Sluigi123 wrote:I was thinking of being able to edit the jumping height for the Podoboos (Jumping fireballs), as an advanced NPC option. It might work.
I think a better solution would be to just have them jump to whatever height they are placed at like Lunar Magic does.
I agree with this.

Also, this is hella hype, as the others said! This has come so far, GhostHawk!

TangledLion
Spike
Spike
Posts: 267
Joined: Sun Jul 06, 2014 9:57 pm

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

Postby TangledLion » Mon Sep 29, 2014 9:58 pm

Looking forward to this, I... Can't... hold in...excitement... much... longer!

Sluigi123
Hoopster
Hoopster
Posts: 45
Joined: Tue May 20, 2014 4:44 pm
Pronouns: He/Him
Contact:

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

Postby Sluigi123 » Tue Sep 30, 2014 4:21 am

Thundaga_T2 wrote:
Sluigi123 wrote:I was thinking of being able to edit the jumping height for the Podoboos (Jumping fireballs), as an advanced NPC option. It might work.
I think a better solution would be to just have them jump to whatever height they are placed at like Lunar Magic does.
Well... That's what I meant. Just worded it differently.

Magna
Banned
Posts: 1493
Joined: Fri Jun 06, 2014 9:17 pm

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

Postby Magna » Tue Sep 30, 2014 8:17 am

Just to be clear, does this come with a partially complete engine?

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

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

Postby aero » Tue Sep 30, 2014 12:09 pm

Blue Bomber wrote:Just to be clear, does this come with a partially complete engine?
It comes with a started engine, not a partially complete one. Mario can only walk left, right, and fall right now.

Lunar Chris
Tweeter
Tweeter
Posts: 134
Joined: Mon Jan 06, 2014 9:51 pm
Flair: Moon Lord's Servant
Contact:

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

Postby Lunar Chris » Tue Sep 30, 2014 1:33 pm

GhostHawk wrote:
Blue Bomber wrote:Just to be clear, does this come with a partially complete engine?
It comes with a started engine, not a partially complete one. Mario can only walk left, right, and fall right now.
So for the beta, he won't be able to jump?

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

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

Postby aero » Tue Sep 30, 2014 1:53 pm

PikaChris wrote:
GhostHawk wrote:
Blue Bomber wrote:Just to be clear, does this come with a partially complete engine?
It comes with a started engine, not a partially complete one. Mario can only walk left, right, and fall right now.
So for the beta, he won't be able to jump?
No, not yet I'm still working on that. This is an editor beta, but you can play around just a bit in levels.

BMatSantos
Guest

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

Postby BMatSantos » Tue Sep 30, 2014 7:13 pm

GhostHawk wrote:
PikaChris wrote: So for the beta, he won't be able to jump?
No, not yet I'm still working on that. This is an editor beta, but you can play around just a bit in levels.
OMG, I just had an idea: just like the Force Button in Events, what about a option to disable one of the moves, so for instance he can't walk left, or jump, or run, etc., in that specific level?

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 » Tue Sep 30, 2014 8:10 pm

Hmm, perhaps not the best time for suggestions, but when you implement Hammer Bros., could you make them work like they do in the actual Mario games (i.e. they can jump up and down through rows of ? blocks and brick blocks)? It feels a lot more fluid than how they work 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 » Wed Oct 01, 2014 1:57 am

VSMBX is available now!

Select the file sharing site you wish to download with below-
Download 1 (Sendspace): https://www.sendspace.com/file/ii7lwv
Download 2 (MEGA): https://mega.co.nz/#!VBdXwZyK!_1Zw0q7u5 ... fZdtdBC5_g

Be sure to check the readme.txt, and if there's any problems with the program be sure to ask here or on the VSMBX forums. Also let me know if any of the links stop working so I can fix them.

Squishy Rex
Tellah
Tellah
Posts: 1986
Joined: Sat Dec 21, 2013 4:30 am
Pronouns: he/him
Contact:

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

Postby Squishy Rex » Wed Oct 01, 2014 2:05 am

Congratulations on the release of Beta 1 GhostHawk! I'll be sure to try this out. It's good to see all of your hard work pay off.

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 » Wed Oct 01, 2014 2:58 am

Holy shit, it's here! This is so exciting! Unfortunately I don't have access to a Windows image now but you can be assured that this will be the first thing I do when I do, which will be soon. You are a wonderful person.


Return to “Video Games”

Who is online

Users browsing this forum: No registered users and 5 guests

SMWCentralTalkhausMario Fan Games GalaxyKafukaMarioWikiSMBXEquipoEstelari