Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ
Posted: Thu Dec 10, 2015 6:44 am
by aero
Prado wrote:If Nintendo shut down SMBX again, I will buy a machine gun from the Deep Web and invade Nintendo headquarters!
Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ
Posted: Thu Dec 10, 2015 7:22 am
by h2643
I got a couple suggestions before you'll release the beta:
1) Screen fading in and out when you enter and exit the warp. I think it would be nice if this option would be always turned on automatically for all the levels or something (if it's possible).
I know for a fact that screen fading is possible with LunaLua:
2) Some NPCs from old Mario games. Again, it'd be nice to have them in SMBX without coding them yourself. It's for those who don't want to code stuff and just want to enjoy the new stuff that SMBX 2.0 provides.
Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ
Posted: Thu Dec 10, 2015 9:03 am
by TheSaturnyoshi
I think that a good NPC to add would be Bony Beetle from SMW, because lots of people like using them but there are no NPCs to replace that you can get accurate AI with, same with Spikes from SMB3.
I think if you add a new power up it should be the blue shell, it could work similarly to Samus' Morph Ball.
Also
Harvey36Dice wrote:yay more characters added! can't wait to play the full product!
Question : how you can make the custom HUD? did you use lunalua or something?
Uh, this is ALL lunalua...
Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ
Posted: Thu Dec 10, 2015 9:13 am
by Mable
Prado wrote:If Nintendo shut down SMBX again, I will buy a machine gun from the Deep Web and invade Nintendo headquarters!
Wow so cool dude such gangster.
Nintendo shut down smbx for a reason. You shall not make money with copyright stuff.
Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ
Posted: Thu Dec 10, 2015 9:21 am
by Jacob Turbo
h2643 wrote:2) Some NPCs from old Mario games. Again, it'd be nice to have them in SMBX without coding them yourself. It's for those who don't want to code stuff and just want to enjoy the new stuff that SMBX 2.0 provides.
I pray for Sledge brother, the Angry Sun, and Boney beetle.
Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ
Posted: Thu Dec 10, 2015 9:59 am
by Emral
Jacob Turbo wrote:
h2643 wrote:2) Some NPCs from old Mario games. Again, it'd be nice to have them in SMBX without coding them yourself. It's for those who don't want to code stuff and just want to enjoy the new stuff that SMBX 2.0 provides.
I pray for Sledge brother, the Angry Sun, and Boney beetle.
Praying is not likely to accomplish much. Coding, on the other hand...
Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ
Posted: Thu Dec 10, 2015 1:00 pm
by MrPancakeGuy__
Ok so you have stated that there will be no more image masks. What about collision masks, how will they work with custom graphics? Will they be the same as the image or a perhaps shape, or will they not change at all? This is more of a programmer question since I don't know how LunaLua works nor how does the entire project work.
-MrPancakeGuy
Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ
Posted: Thu Dec 10, 2015 2:28 pm
by dagget10
Will there be a playable Yoshi like in YI?
Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ
Posted: Thu Dec 10, 2015 2:31 pm
by TheSaturnyoshi
No. all the playables have been revealed.
Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ
Posted: Thu Dec 10, 2015 2:40 pm
by underFlo
man cant wait for that mechdragon playable
Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ
Posted: Thu Dec 10, 2015 3:18 pm
by MrPancakeGuy__
Here's my list of enemies that I'd like to see, if possible but unless it is too complex to code.
Amp, Fire Chomp, Fire Snake, Broozer, Wiggler, Dino Rhino and Dino Torch and Super Koopas.
I'm thinking Amp would be the easiest to do because it's a stationary enemy. On the other hand, Fire Snake seems like the toughest one since it has the trail and an unique A.I., but it would fit when doing a SMB3 desert level.
Anyway, good luck and best wishes in further development.
-MrPancakeGuy
Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ
Posted: Thu Dec 10, 2015 4:05 pm
by h2643
Horikawa Otane wrote:1) I'll poke rocky to see how he did fading, though I have some ideas. I refuse to make it default though. I don't know if it would break a level that already exists in some way and I don't want there to be a version of SMBX out there that can't play a legacy level for some reason.
But I can make it super easy to include in a level or episode of your choice.
2) Working on that - see the Starman
1) Okay Anyway I don't get why would a simple screen fading break the level, but I guess you know what you're talking about.
2) Nice
Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ
Posted: Thu Dec 10, 2015 4:15 pm
by TheSaturnyoshi
MrPancakeGuy__ wrote:Here's my list of enemies that I'd like to see, if possible but not too complex to code.
Amp, Fire Chomp, Fire Snake, Broozer, Wiggler, Dino Rhino and Dino Torch and Super Koopas.
I'll try to do all of these, but I can't promise anything! (That is a lot of stuff...)
Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ
Posted: Thu Dec 10, 2015 4:39 pm
by FanofSMBX
So if you have to replace something to make new enemies, I dunno how I feel about that. I've always thought SMBX had a deficit of projectile shooting enemies, and if you have to replace one to get another, that's not more variety per level. Sorry to rain on your parade if I am doing so. Is this breakthrough on the plate?
Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ
Posted: Thu Dec 10, 2015 4:46 pm
by TheSaturnyoshi
Nothing is getting replaced...
Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ
Posted: Thu Dec 10, 2015 4:47 pm
by Emral
You wouldn't even have to replace a projectile shooting enemy to get a new enemy shooting a projectile, if the enemy was coded to shoot the projectile regardless of what they replace.
Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ
Posted: Thu Dec 10, 2015 8:34 pm
by Flumpty Bumpty
I am riding the hype train at full speed right now
Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ
Posted: Thu Dec 10, 2015 11:03 pm
by Chip Potato
I kind of wish Wario worked like in the later Wario Land games, and I don't think the concept for Bowser's playstyle fits him very well. Other than that, this seems like a really neat update! I've been meaning to get LunaLua for some time, now, and I guess this 2.0 thing'll just slam dunk it into my lap or something.
also if you're still looking for ways to make Waluigi a unique character, why not bring back that charge-jump from Super Mario Bros 2? i think with the way waluigi's shaped and how he moves, it could fit in with his personality and all that.
Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ
Posted: Fri Dec 11, 2015 8:53 am
by Shadow Yoshi
The SMBX 2.0 open beta will be released today.
However, there's one puzzle that you haven't yet figured out, and it will lead you to the download link. Come to the Chat around 10:30 AM EST (about an hour and 40 minutes from the time of writing this post) to help solve the puzzle.
Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ