Share your completed SMBX episodes or play and discuss others.
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joelcanciones
- Buster Beetle

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Postby joelcanciones » Fri Feb 15, 2019 7:24 am
Cedur wrote: ↑Thu Feb 14, 2019 5:18 am
This was literally talked about in the recent posts. Daring Tombstone explained in full detail how to get it.
well even though it works the secret exit seems really hard
Thanks for your answer. please since I don't know anything of doing levels with SMBX, could you help me pleae to correct the level of world 10 called
"Unstable Cavern" (level 81 in the level editor). Mario isn't visible where you appear after you die after the second checkpoint.
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stageleft
- Chain Chomp

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Postby stageleft » Fri Feb 15, 2019 8:33 am
I gotta say, Drowned Ruins is the coolest water level I've ever seen. I normally find water levels boring and slow but thats how its done.
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Cedur
- Link

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Postby Cedur » Fri Feb 15, 2019 8:47 am
joelcanciones wrote:Thanks for your answer. please since I don't know anything of doing levels with SMBX, could you help me pleae to correct the level of world 10 called
"Unstable Cavern" (level 81 in the level editor). Mario isn't visible where you appear after you die after the second checkpoint.
This is weird. I asked around and got this response:
<Cedur> what's the cause of the glitch of the player not spawning correctly from a checkpoint
<waddle> sizable behind it
causes the player to spawn on top of said sizable
<Cedur> thxxx
however there is no sizable at the checkpoint you mentioned. Can you screenshot what's exactly happening?
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joelcanciones
- Buster Beetle

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Postby joelcanciones » Fri Feb 15, 2019 10:30 am
Cedur wrote: ↑Fri Feb 15, 2019 8:47 am
joelcanciones wrote:Thanks for your answer. please since I don't know anything of doing levels with SMBX, could you help me pleae to correct the level of world 10 called
"Unstable Cavern" (level 81 in the level editor). Mario isn't visible where you appear after you die after the second checkpoint.
This is weird. I asked around and got this response:
<Cedur> what's the cause of the glitch of the player not spawning correctly from a checkpoint
<waddle> sizable behind it
causes the player to spawn on top of said sizable
<Cedur> thxxx
however there is no sizable at the checkpoint you mentioned. Can you screenshot what's exactly happening?
Thanks for your answer. Look this is what happens to me. I recorded it and used cheats so I could get to the second checkpoint faster.
https://youtu.be/0D5FGfLSg5Q
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Cedur
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Postby Cedur » Fri Feb 15, 2019 11:26 am
Well I have to correct myself, there is a sizable not directly within the checkpoint but still above it.
This one is the culprit, so delete it. (thanks to Darkonius for pointing this out at codehaus)
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joelcanciones
- Buster Beetle

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Postby joelcanciones » Fri Feb 15, 2019 1:45 pm
Cedur wrote: ↑Fri Feb 15, 2019 11:26 am
Well I have to correct myself, there is a sizable not directly within the checkpoint but still above it.
This one is the culprit, so delete it. (thanks to Darkonius for pointing this out at codehaus)
Sorry to buther you again bit I did what you told me and still got stocked after dieing. This is what I did:
https://www.flickr.com/photos/127197436 ... 229824148/
Please, could you help me again? Thanks in advance.
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Cedur
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Postby Cedur » Sat Feb 16, 2019 7:13 am
Have you not only edited but also played this in 1.3.0.1?
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Daring Tombstone
- Blooper

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Postby Daring Tombstone » Sun Feb 17, 2019 6:50 pm
Seems like an error in the multipoints script for this one I will take a look at it.
Edit: Yes definitely a typo my apologies for this one. I will fix it and put up a new download for the fix. If you want to fix it yourself it's real easy if you have notepad++. In the 2.0 editor with this level (level81) loaded click the scripts tab, LunaLUA scripts, and Level local. This will bring up the small level script. On the third line you'll see "multipoints.addLuaCheckpoint (-119712, -120224, 5)". The problem is that you're spawning in the intended area, but the wrong section. So we change that "5" to a "4". Save and close and the problem is resolved. You may be able to do this using regular notepad if you don't have notepad++ but I haven't tried it.
I plan on having my new episode beta tested to hopefully avoid issues like this one. I tried doing everything myself with this episode that's too big for its own good and you can see the result haha. I know this episode is old at this point but appreciate you pointing this flaw out.
The new download link will be up shortly. New 2.0 link is updated with this fix.
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Cedur
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Postby Cedur » Wed Mar 06, 2019 6:01 am
There is a wiki page now.
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Daring Tombstone
- Blooper

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Postby Daring Tombstone » Sat Mar 09, 2019 6:43 pm
Didn't think this episode was good enough to have its own wiki page. Appreciate you taking the time to make it. I'll stick the link on the first post for anyone curious enough to check out the work you put into it.
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TheNewGuy
- Ninji

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Contact:
Postby TheNewGuy » Sun Mar 10, 2019 4:59 am
I remember playing it and one level was missing a warp to the secret exit. Looks like the level in the 4th screenshot
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Cedur
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Postby Cedur » Sun Mar 10, 2019 5:13 am
This warp was said to be added in the meantime, look over the prior posts
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dericobanjo
- Monty Mole

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Postby dericobanjo » Fri Jan 10, 2020 12:44 am
I just beated the last level 3 time to see 3 ending (There probably 4 but re-doing the very last level alot is just meh...) I did every secret exit and all 10 stars but why does my % is at 95?
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Cedur
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Postby Cedur » Fri Jan 10, 2020 3:47 am
dericobanjo wrote:I did every secret exit and all 10 stars but why does my % is at 95?
because SMBX' progress counter is not always reliable.
Also I thought there are only 2 endings?
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dericobanjo
- Monty Mole

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Postby dericobanjo » Fri Jan 10, 2020 9:58 am
Cedur wrote: ↑Fri Jan 10, 2020 3:47 am
dericobanjo wrote:I did every secret exit and all 10 stars but why does my % is at 95?
because SMBX' progress counter is not always reliable.
Also I thought there are only 2 endings?
There is the bowser clone switch that get you a different ending and if you dont have 10 stars, you can talk to calebi so he appear a free star door and is it a another ending.
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Daring Tombstone
- Blooper

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Postby Daring Tombstone » Fri Jan 10, 2020 6:45 pm
Noooo don't revive this bad episode.
Yes there's 3 endings. Beating bowser with the stars, beating bowser without the necessary stars and talking to Celebi to open another portal, or hitting the switch to release the dark bowsers and proceeding to beat the level.
What cedur said sounds accurate. Getting 100% isn't possible. There may be some leftover unused pathing on the world map. One example I can think of is in the swamp world. If you take the editor into the swamp world you'll probably see a star level at the top of the map that was never used. This was part of a scrapped idea I had and if you're curious enough I'm pretty sure you can still access this level via cheat code "imtiredofallthiswalking". There's also an unused island north of the starting area on the world map as well. I can't remember if there are still levels on this island or not but you can't access them since those levels don't exist in the files anymore. This was also a scrapped idea where near the beginning of this episode you were given a choice of going down the easy path (current existing playthrough path) or the hard path which consisted of a number of kaizo like levels. There were fewer kaizo levels than normal levels so a very skilled player could get through the episode quicker via the kaizo path. Thankfully by the end I decided to scrap it regardless of the 20 ish kaizo levels I had already built and still remain on my computer to this day, never to see the light of day again.
Perhaps I should have removed the remnants of this scrapped idea but I just didn't bother.
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dericobanjo
- Monty Mole

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Postby dericobanjo » Sat Jan 11, 2020 9:49 am
Daring Tombstone wrote: ↑Fri Jan 10, 2020 6:45 pm
Noooo don't revive this bad episode.
Yes there's 3 endings. Beating bowser with the stars, beating bowser without the necessary stars and talking to Celebi to open another portal, or hitting the switch to release the dark bowsers and proceeding to beat the level.
What cedur said sounds accurate. Getting 100% isn't possible. There may be some leftover unused pathing on the world map. One example I can think of is in the swamp world. If you take the editor into the swamp world you'll probably see a star level at the top of the map that was never used. This was part of a scrapped idea I had and if you're curious enough I'm pretty sure you can still access this level via cheat code "imtiredofallthiswalking". There's also an unused island north of the starting area on the world map as well. I can't remember if there are still levels on this island or not but you can't access them since those levels don't exist in the files anymore. This was also a scrapped idea where near the beginning of this episode you were given a choice of going down the easy path (current existing playthrough path) or the hard path which consisted of a number of kaizo like levels. There were fewer kaizo levels than normal levels so a very skilled player could get through the episode quicker via the kaizo path. Thankfully by the end I decided to scrap it regardless of the 20 ish kaizo levels I had already built and still remain on my computer to this day, never to see the light of day again.
Perhaps I should have removed the remnants of this scrapped idea but I just didn't bother.
Yea, I checked for the ending that you hit the free bowser block and went to the star less small door but is it the same ending as without hitting the free bowser block, but I liked the episode, btw how many level it has? It look like to have like 90-100 level, it was pretty long.
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Cedur
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Postby Cedur » Sat Jan 11, 2020 4:13 pm
Yes it's about 100 levels. And there's no reason to depreciate it, Daring Tombstone. This is still one of the most adventurous and fulfilling episodes out there, and I'd also say, one of the most creative ones as well.
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dericobanjo
- Monty Mole

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Postby dericobanjo » Sat Jan 11, 2020 8:52 pm
Cedur wrote: ↑Sat Jan 11, 2020 4:13 pm
Yes it's about 100 levels. And there's no reason to depreciate it, Daring Tombstone. This is still one of the most adventurous and fulfilling episodes out there, and I'd also say, one of the most creative ones as well.
Yes, this episode is very good and creative, the only bad thing is some of later level are pretty long, there should have more level instead of more part in level so it can have more checkpoint (Kinda) and the other bad thing is I beated the game and I can't return to world 0 so world 0 is only accesible from the start.
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Cedur
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Postby Cedur » Sun Jan 12, 2020 6:12 am
dericobanjo wrote: ↑Sat Jan 11, 2020 8:52 pm
Cedur wrote: ↑Sat Jan 11, 2020 4:13 pm
Yes it's about 100 levels. And there's no reason to depreciate it, Daring Tombstone. This is still one of the most adventurous and fulfilling episodes out there, and I'd also say, one of the most creative ones as well.
Yes, this episode is very good and creative, the only bad thing is some of later level are pretty long, there should have more level instead of more part in level so it can have more checkpoint (Kinda) and the other bad thing is I beated the game and I can't return to world 0 so world 0 is only accesible from the start.
the most recent update for X2 Beta 3 already added some multipoints. And why would you want to return to the first two levels, there aren't any stars there?
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