Page 37 of 208
Re: SMBX 2.0 Beta 3
Posted: Wed Mar 15, 2017 2:53 pm
by FirestarPlays
Hi, I have a bug that makes me unable to carry items and spinjump in PGE. Basically, I can't use certain controls for whatever reason. Do I need to wait for the next version, or can I fix it myself?
Firestar
Re: SMBX 2.0 Beta 3
Posted: Wed Mar 15, 2017 3:04 pm
by CynicHost
FirestarPlays wrote:Hi, I have a bug that makes me unable to carry items and spinjump in PGE. Basically, I can't use certain controls for whatever reason. Do I need to wait for the next version, or can I fix it myself?
Firestar
Two questions:
1. Which character(s) does this happen on?
1. Are you using PGE testing, or SMBX (LunaTester)?
Re: SMBX 2.0 Beta 3
Posted: Wed Mar 15, 2017 4:05 pm
by ElectriKong
FirestarPlays wrote:Hi, I have a bug that makes me unable to carry items and spinjump in PGE. Basically, I can't use certain controls for whatever reason. Do I need to wait for the next version, or can I fix it myself?
Firestar
The PGE tester is still in alpha and is as inaccurate as fuck. You may end up with a few misconceptions about how your level plays using it. Use the luna tester.
Re: SMBX 2.0 Beta 3
Posted: Wed Mar 15, 2017 4:08 pm
by FireyPaperMario
FirestarPlays wrote:Hi, I have a bug that makes me unable to carry items and spinjump in PGE. Basically, I can't use certain controls for whatever reason. Do I need to wait for the next version, or can I fix it myself?
Firestar
Explain this in full details please!

Re: SMBX 2.0 Beta 3
Posted: Wed Mar 15, 2017 4:46 pm
by TLtimelord
NintendoOtaku93 wrote:FirestarPlays wrote:Hi, I have a bug that makes me unable to carry items and spinjump in PGE. Basically, I can't use certain controls for whatever reason. Do I need to wait for the next version, or can I fix it myself?
Firestar
Explain this in full details please!

He must be talking about the leveltesting feature. It's still in early beta and very glitchy. I suggest using the LunaTesting feature instead. It takes a bit longer to load but it works.
Re: SMBX 2.0 Beta 3
Posted: Wed Mar 15, 2017 4:55 pm
by Emral
TLtimelord wrote:NintendoOtaku93 wrote:FirestarPlays wrote:Hi, I have a bug that makes me unable to carry items and spinjump in PGE. Basically, I can't use certain controls for whatever reason. Do I need to wait for the next version, or can I fix it myself?
Firestar
Explain this in full details please! :shock:
He must be talking about the leveltesting feature. It's still in early beta and very glitchy. I suggest using the LunaTesting feature instead. It takes a bit longer to load but it works.
LunaTester is literally the SMBX Engine. PGE Alpha Test, as the name implies, is still in Alpha. Just hit F5 and you'll load LunaTester.
Re: SMBX 2.0 Beta 3
Posted: Wed Mar 15, 2017 6:49 pm
by TLtimelord
Enjl wrote:LunaTester is literally the SMBX Engine. PGE Alpha Test, as the name implies, is still in Alpha. Just hit F5 and you'll load LunaTester.
Exactly. I'm still learning about PGE myself so I discovered the LunaTesting like a week ago. It's the recommended way to test.
Re: SMBX 2.0 Beta 3
Posted: Wed Mar 15, 2017 7:20 pm
by Emral
It's not the recommended way, it's the only way because PGE testing is literally unfinished.
Re: SMBX 2.0 Beta 3
Posted: Wed Mar 15, 2017 7:22 pm
by Thehelmetguy1
I myself have my problem. Basically, Luatester crashes whenever I try to use it
Re: SMBX 2.0 Beta 3
Posted: Wed Mar 15, 2017 9:52 pm
by FirestarPlays
I am using Mario and PGE tester. I will try Lunatester soon (hopefully).
Re: SMBX 2.0 Beta 3
Posted: Thu Mar 16, 2017 8:23 am
by PixelPest
FirestarPlays wrote:I am using Mario and PGE tester. I will try Lunatester soon (hopefully).
Use LunaTester
instead. The PGE engine is really only experimental and has many issues so you should avoid it entirely
Re: SMBX 2.0 Beta 3
Posted: Thu Mar 16, 2017 3:49 pm
by wrldwzrd89
Horikawa Otane wrote:Yeah don't use the PGE engine. It's called Alpha for a reason. Eventually, that will replace SMBX 2.0 entirely - but it's a WAYS off from that.
Thank you for this PSA, Horikawa Otane. Very easy to get mislead into thinking PGE is stable enough for testing use when the reality is anything but.
Re: SMBX 2.0 Beta 3
Posted: Thu Mar 16, 2017 6:59 pm
by Emral
It's been said like 5 times on the past page lmao
Re: SMBX 2.0 Beta 3
Posted: Fri Mar 17, 2017 2:47 am
by Tiger Festival
So seeing that 6 months has passed since the release of the current beta, should we be expecting some interesting surprises for the next beta?(I'm aware the next beta's release is in the air,but I'm only asking out of curiosity)
Re: SMBX 2.0 Beta 3
Posted: Fri Mar 17, 2017 9:55 am
by Emral
Tiger Festival wrote:So seeing that 6 months has passed since the release of the current beta, should we be expecting some interesting surprises for the next beta?(I'm aware the next beta's release is in the air,but I'm only asking out of curiosity)
Our plan for Beta 4 from the start was "catch up to 38A in terms of NPCs!"
That goal however required research about the NPC array table and modifying it to allow for numbers above 300. We're getting there, but while it's true that we've been mostly busy with other things up until now, there are some neat features added that don't directly relate to new npcs. Sorry for another really long wait between releases. If you wanna peek into what's being discussed and how things are going I suggest joining the codehaus discord. The link is in a topic here in the general forum.
Re: SMBX 2.0 Beta 3
Posted: Sun Mar 19, 2017 2:05 am
by Tiger Festival
Enjl wrote:Tiger Festival wrote:So seeing that 6 months has passed since the release of the current beta, should we be expecting some interesting surprises for the next beta?(I'm aware the next beta's release is in the air,but I'm only asking out of curiosity)
Our plan for Beta 4 from the start was "catch up to 38A in terms of NPCs!"
That goal however required research about the NPC array table and modifying it to allow for numbers above 300. We're getting there, but while it's true that we've been mostly busy with other things up until now, there are some neat features added that don't directly relate to new npcs. Sorry for another really long wait between releases. If you wanna peek into what's being discussed and how things are going I suggest joining the codehaus discord. The link is in a topic here in the general forum.
Alright thanks for informing me. I may look into the discord now and then to see what surprises might be revealed. Also there's no reason for an apology for the wait between releases, everyone know this isn't easy to do on top of having other obligations outside of the community. So take as much time as you need to get things taken care of. The current beta has enough content to hold ppl over for years.
Anyway thanks for answering my question. Cheers!
Re: SMBX 2.0 Beta 3
Posted: Sun Mar 19, 2017 10:52 am
by timocomsmbx2345
Enjl wrote:Tiger Festival wrote:So seeing that 6 months has passed since the release of the current beta, should we be expecting some interesting surprises for the next beta?(I'm aware the next beta's release is in the air,but I'm only asking out of curiosity)
Our plan for Beta 4 from the start was "catch up to 38A in terms of NPCs!"
That goal however required research about the NPC array table and modifying it to allow for numbers above 300. We're getting there, but while it's true that we've been mostly busy with other things up until now, there are some neat features added that don't directly relate to new npcs. Sorry for another really long wait between releases. If you wanna peek into what's being discussed and how things are going I suggest joining the codehaus discord. The link is in a topic here in the general forum.
I'm curious to see what's accomplished with the "catch up to 38A in terms of NPCs!" thing too.
Re: SMBX 2.0 Beta 3
Posted: Mon Mar 20, 2017 3:58 am
by Quantumenace
I want to use Audio.SfxPlayObj but it keeps randomly freezing the game. I know it's a new feature, is that being worked on?
Edit: It just freezes like this, it looks like it's far more likely when all the sound channels are being used. This is what happens when I use this with a fairly short ~0.8 sec or so sound loaded to "sndchunk":
Code: Select all
sndchunk = Audio.SfxOpen("rocketloop.ogg")
counter = 0
function onCameraUpdate()
snd = Audio.SfxPlayObj(sndchunk, 0)
if snd:IsPlaying() then counter = counter + 1 end
Text.print(counter,0,0)
end
The number of sounds successfully played before it freezes appears random.

Re: SMBX 2.0 Beta 3
Posted: Wed Mar 22, 2017 5:08 pm
by timocomsmbx2345
What's the progress with the
Enjl wrote:Our plan for Beta 4 from the start was "catch up to 38A in terms of NPCs!"
Re: SMBX 2.0 Beta 3
Posted: Thu Mar 23, 2017 2:49 am
by Wohlstand
Quantumenace wrote:I want to use Audio.SfxPlayObj but it keeps randomly freezing the game. I know it's a new feature, is that being worked on?
Edit: It just freezes like this, it looks like it's far more likely when all the sound channels are being used. This is what happens when I use this with a fairly short ~0.8 sec or so sound loaded to "sndchunk":
Code: Select all
sndchunk = Audio.SfxOpen("rocketloop.ogg")
counter = 0
function onCameraUpdate()
snd = Audio.SfxPlayObj(sndchunk, 0)
if snd:IsPlaying() then counter = counter + 1 end
Text.print(counter,0,0)
end
The number of sounds successfully played before it freezes appears random.

Your mistake you calling SfxPlayObj every loop! You have to spawn lots of copies of same sound player, and causing memory overflow!