Page 24 of 45
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Mon Sep 29, 2014 9:28 am
by BMatSantos
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Mon Sep 29, 2014 2:43 pm
by aero
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Mon Sep 29, 2014 3:21 pm
by Sluigi123
I was thinking of being able to edit the jumping height for the Podoboos (Jumping fireballs), as an advanced NPC option. It might work.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Mon Sep 29, 2014 4:44 pm
by Thundaga_T2
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Mon Sep 29, 2014 6:13 pm
by TTTTTsd
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Mon Sep 29, 2014 7:40 pm
by aero
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Mon Sep 29, 2014 7:44 pm
by zioy
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.
Seriously, this is legendary!
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Mon Sep 29, 2014 8:27 pm
by Lunar Chris
KoolKat wrote:
Seriously, this is legendary!
Yup. Couldn't have said it better.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Mon Sep 29, 2014 9:14 pm
by Julia Pseudo
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!
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Mon Sep 29, 2014 9:58 pm
by TangledLion
Looking forward to this, I... Can't... hold in...excitement... much... longer!
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Tue Sep 30, 2014 4:21 am
by Sluigi123
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Tue Sep 30, 2014 8:17 am
by Magna
Just to be clear, does this come with a partially complete engine?
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Tue Sep 30, 2014 12:09 pm
by aero
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Tue Sep 30, 2014 1:33 pm
by Lunar Chris
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?
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Tue Sep 30, 2014 1:53 pm
by aero
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Tue Sep 30, 2014 7:13 pm
by BMatSantos
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?
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Tue Sep 30, 2014 8:10 pm
by Julia Pseudo
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Wed Oct 01, 2014 1:57 am
by aero
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Wed Oct 01, 2014 2:05 am
by Squishy Rex
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.
Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Wed Oct 01, 2014 2:58 am
by Julia Pseudo
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.