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Re: SMBX 2.0 Beta 3
Posted: Fri Jan 20, 2017 2:34 pm
by Emral

This is as close to the original GUI as you can get. However, I encourage toying around with PGE's options and trying out some of the new features like the tileset creator in the tileset itembox.
Re: SMBX 2.0 Beta 3
Posted: Sat Jan 21, 2017 11:48 am
by Angelus
Does this version have something wrong with world maps? Sometimes I try replacing some path or level graphics, but once I playtest it, they're nowhere to be found, or just can't be replaced... On the other hand, the editor display them just fine. These are the paths/levels numbers: level-2, level-8, level-13, path-5.
Re: SMBX 2.0 Beta 3
Posted: Sat Jan 21, 2017 8:29 pm
by timocomsmbx2345
sorry if i posted something like this once, but when do we all get our hands on the checkers?
Re: SMBX 2.0 Beta 3
Posted: Sat Jan 21, 2017 8:40 pm
by loop
timocomsmbx2345 wrote:sorry if i posted something like this once, but when do we all get our hands on the checkers?
Next β, my friend. That, along with the P Switch Blocks (the ones that appear/disappear when a P Switch is active), the, and the Torpedo Teds.
Re: SMBX 2.0 Beta 3
Posted: Sun Jan 22, 2017 2:45 am
by Nope
Every time I try to play it says 'SMBX2.exe is not a valid win32 application'
I've tried downloading both the main and the mirros.
Re: SMBX 2.0 Beta 3
Posted: Sun Jan 22, 2017 9:59 am
by timocomsmbx2345
Nope wrote:Every time I try to play it says 'SMBX2.exe is not a valid win32 application'
I've tried downloading both the main and the mirros.
well maybe you should of extracted all the files and put them on the C drive. then smbx 2.0 will work.
Re: SMBX 2.0 Beta 3
Posted: Sun Jan 22, 2017 3:12 pm
by Enchlore
Why does the Magikoopa revert to its standard graphic when teleporting even if he has a custom one over it?
Re: SMBX 2.0 Beta 3
Posted: Sun Jan 22, 2017 3:14 pm
by Emral
Angelus wrote:Does this version have something wrong with world maps? Sometimes I try replacing some path or level graphics, but once I playtest it, they're nowhere to be found, or just can't be replaced... On the other hand, the editor display them just fine. These are the paths/levels numbers: level-2, level-8, level-13, path-5.
Sounds like you have a save file where they already were uncovered. Try typing "imtiredofallthiswalking" and see if they show up. This has been a thing in 1.3 too.
Re: SMBX 2.0 Beta 3
Posted: Sun Jan 22, 2017 7:57 pm
by Nope
timocomsmbx2345 wrote:Nope wrote:Every time I try to play it says 'SMBX2.exe is not a valid win32 application'
I've tried downloading both the main and the mirros.
well maybe you should of extracted all the files and put them on the C drive. then smbx 2.0 will work.
I did. I probably should have been more specific in that post.
Re: SMBX 2.0 Beta 3
Posted: Sun Jan 22, 2017 8:00 pm
by timocomsmbx2345
Nope wrote:timocomsmbx2345 wrote:Nope wrote:Every time I try to play it says 'SMBX2.exe is not a valid win32 application'
I've tried downloading both the main and the mirros.
well maybe you should of extracted all the files and put them on the C drive. then smbx 2.0 will work.
I did. I probably should have been more specific in that post.
And all of that data should be in folder on the C drive.
Re: SMBX 2.0 Beta 3
Posted: Sun Jan 22, 2017 8:41 pm
by Nope
timocomsmbx2345 wrote:Nope wrote:timocomsmbx2345 wrote:
well maybe you should of extracted all the files and put them on the C drive. then smbx 2.0 will work.
I did. I probably should have been more specific in that post.
And all of that data should be in folder on the C drive.
Never mind, fixed it. Just used a different program for extracting. Thanks for trying to help anyway

Re: SMBX 2.0 Beta 3
Posted: Mon Jan 23, 2017 9:40 am
by Angelus
Enjl wrote:Angelus wrote:Does this version have something wrong with world maps? Sometimes I try replacing some path or level graphics, but once I playtest it, they're nowhere to be found, or just can't be replaced... On the other hand, the editor display them just fine. These are the paths/levels numbers: level-2, level-8, level-13, path-5.
Sounds like you have a save file where they already were uncovered. Try typing "imtiredofallthiswalking" and see if they show up. This has been a thing in 1.3 too.
Thanks for the help! But I've figured out that I had to save the level files in GIF instead of PNG for some reason... Everything else works fine in PNG though.
Re: SMBX 2.0 Beta 3
Posted: Tue Jan 24, 2017 12:04 pm
by HeroLinik
This may have been asked before, but when I collect the Starman, I become invincible as usual. However, it remains like this forever and doesn't wear off; not even the length of the Starman track that I used is doing it justice because it'll just loop (it's the NES theme, being used in a level for my episode). Is the Starman meant to wear off on its own or do you have to do some fancy LunaLua stuff if you're using a custom Starman track?
Re: SMBX 2.0 Beta 3
Posted: Tue Jan 24, 2017 12:14 pm
by Snessy the duck
So, I've found a big error, namely in worldmaps. The player is able to chose any character they want on the worldmap, even the new ones. This could break a lot of 1.3. episodes and I don't think there's a non-lua way to prevent those characters from being selectable.
Re: SMBX 2.0 Beta 3
Posted: Tue Jan 24, 2017 12:20 pm
by Emral
yeah this error has been reported a million times. we're working on it :3
as for starman... i think i found that one ages ago? but starman is dark sorcery to me so i think someone else can give more insight
Re: SMBX 2.0 Beta 3
Posted: Wed Jan 25, 2017 3:12 am
by MarioKirby101
Umm... is anyone else having a problem with the SMBX Mario Challenge crashing the game upon losing your last life? It's happening pretty consistently...
Re: SMBX 2.0 Beta 3
Posted: Thu Jan 26, 2017 7:36 pm
by timocomsmbx2345
But how about a block that will spawn a random useful item in the air?
Like:
5% Mushroom
12% Flower
5% Ice Flower
8% Leaf
3% Tanooki Suit
1% Hammer Suit
9% Shoe
6% Red Shoe
3% Blue Shoe
10% Yoshi
1% Blue Yoshi
8% Yellow Yoshi
7% Cyan Yoshi
4% Purple Yoshi
1% Black Yoshi
0.5% Bowser (or a punishment for abusing said block)
Re: SMBX 2.0 Beta 3
Posted: Thu Jan 26, 2017 8:49 pm
by PixelPest
Instead of something exactly like that, it might be interesting to implement something like the multi power-up block found in SMW and NSMBDS. It's less random, you have more of a chance of hitting what you want, and it could be interesting if you could customize what is inside. (Btw the block I'm referring to is the glass one which has the power-up images cycle through it)
Re: SMBX 2.0 Beta 3
Posted: Thu Jan 26, 2017 8:56 pm
by Emral
Yeah that one's neat. The other suggestion is terrible for several reasons. (RNG, random punishment, etc..)
Re: SMBX 2.0 Beta 3
Posted: Fri Jan 27, 2017 1:35 pm
by Dato24
I have a question: SMBX 2.0 is the original sequel of SMBX 1.3.0.1 by redigit or is developed by another programmer, as SMBX 1.4.x?