Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Posted: Fri Aug 16, 2019 4:08 pm
i could but coding is where the extra good stuff are if you know what youre doing
Forums for SMBX
https://www.smbxgame.com/forums/
i could but coding is where the extra good stuff are if you know what youre doing
Gotta be honest here. All that "like Mario Maker" why you don't just play Mario Maker. You need to Zero LunaDllGOD_SAMA wrote: ↑Fri Aug 16, 2019 2:42 pmall i care about suggestion wise is that the editor becomes easier to use so that ppl without coding knowledge can get by
expanded animations so mario and others can have a ton of animation frames based on what the user needs or wants (smw mario moves weird than how he moves in his original game and mario maker)
more powerup options and an easier way to add more
mario maker like functionality or just make some things alot easier and intuitive like mario maker
and as for bloat , maybe if smbx2 gets big enough split the download into two or more parts
overall in summary just easier for the user to use without needing to code, even more so than now.
more powerups and more animation frames for the characters
and mario maker like functionality or just make smbx2 a lot more easier to use like mario maker is
in my opinion the amount of time for a complete noob to learn to use smbx would make said noob just say eff it
and move to mario maker 2 just cause it feels like you need a degree to use smbx and a lot of ppl dont or want to spend hours learning how to use this when in mario maker 2 or another pc fan game that will release someday ( mario multiverse) it takes a couple minutes to get the hang of everything
what im saying is
the learning curve for this is too high for ppl that just want something to do simple like i dunno
give link more animation frames for instance
Added in 13 minutes 53 seconds:
just a personal gripe i have with all game engines not just this one
but why on earth does everything need a lot of studying and hours of learning just to do some things
when it would be easier if devs of such engines take into account that some ppl are lazy and dont wanna spend hours upon hours doing that and would rather just point and click
drag and drop
and bang progress to make a thing in less time it would take to spend a long day learning how to do anything with said engine
what im saying is
lol
a game boy is pick up and play
while making a game boy game is a damn hassle and a half
its a dumb analogy but i dont know any other onehopefully ppl understand what im trying to convey ...i dont wanna sound like an idiot but i am one when it comes to these things
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i would if i owned a switch but i dont and mario multiverse isnt coming out anytime soonDrMekar wrote: ↑Fri Aug 16, 2019 9:31 pmGotta be honest here. All that "like Mario Maker" why you don't just play Mario Maker. You need to Zero LunaDllGOD_SAMA wrote: ↑Fri Aug 16, 2019 2:42 pmall i care about suggestion wise is that the editor becomes easier to use so that ppl without coding knowledge can get by
expanded animations so mario and others can have a ton of animation frames based on what the user needs or wants (smw mario moves weird than how he moves in his original game and mario maker)
more powerup options and an easier way to add more
mario maker like functionality or just make some things alot easier and intuitive like mario maker
and as for bloat , maybe if smbx2 gets big enough split the download into two or more parts
overall in summary just easier for the user to use without needing to code, even more so than now.
more powerups and more animation frames for the characters
and mario maker like functionality or just make smbx2 a lot more easier to use like mario maker is
in my opinion the amount of time for a complete noob to learn to use smbx would make said noob just say eff it
and move to mario maker 2 just cause it feels like you need a degree to use smbx and a lot of ppl dont or want to spend hours learning how to use this when in mario maker 2 or another pc fan game that will release someday ( mario multiverse) it takes a couple minutes to get the hang of everything
what im saying is
the learning curve for this is too high for ppl that just want something to do simple like i dunno
give link more animation frames for instance
Added in 13 minutes 53 seconds:
just a personal gripe i have with all game engines not just this one
but why on earth does everything need a lot of studying and hours of learning just to do some things
when it would be easier if devs of such engines take into account that some ppl are lazy and dont wanna spend hours upon hours doing that and would rather just point and click
drag and drop
and bang progress to make a thing in less time it would take to spend a long day learning how to do anything with said engine
what im saying is
lol
a game boy is pick up and play
while making a game boy game is a damn hassle and a half
its a dumb analogy but i dont know any other onehopefully ppl understand what im trying to convey ...i dont wanna sound like an idiot but i am one when it comes to these things
![]()
Knowledge to build level in PAL, without anythink Special. (I hope you talk about LunaDLL and not Layers and
Events, otherwise...)
GOD_SAMA wrote: ↑Fri Aug 16, 2019 3:54 pmsmbx could be a lot more user friendly for new comers who have no clue or no interest in stressing themselves over things like coding etc imo thats all im getting at
but since its in beta i guess thats a couple years from now before anyone sees that
meh ill wait
wouldnt be surprised if smbx couple years from now puts nintendo to shame cause fans did what they didnt and what have you
GOD_SAMA wrote:i dont wanna sound like an idiot
You just need a Star Coin to be placed in a level.
in Editor, right-click necessary NPC, and you'll see the "Set as boss" flag, and inside properties toolbox also the "Set as Boss" checkbox you'll see. It's the same "Legacy Boss" option as in Legacy Editor.Mr General Guy wrote: ↑Thu Aug 15, 2019 6:58 pm-Allow every boss, not just a few, to be set as a Legacy Boss. (I'm not sure this is currently in or not though).
Thanks. The problem with this is, the level names on the world map get hidden too. I guess I'll have to print text instead based on the player's coordinates.Enjl wrote: ↑Sun Aug 18, 2019 2:09 pmGraphics.activateHud(false) is the standard way of hiding the HUD since Beta 3 and it still works, to my knowledge.
Graphics.activateOverworldHud(WHUD_NONE/WHUD_ONLY_OVERLAY) handles the same for the overworld. NONE hides the border too, while ONLY_OVERLAY keeps the border around.
https://wohlsoft.ru/pgewiki/LunaLua_glo ... _functions
If the player is standing on a level tile, the world.levelTitle field will be available.Reign wrote: ↑Sun Aug 18, 2019 2:31 pmThanks. The problem with this is, the level names on the world map get hidden too. I guess I'll have to print text instead based on the player's coordinates.Enjl wrote: ↑Sun Aug 18, 2019 2:09 pmGraphics.activateHud(false) is the standard way of hiding the HUD since Beta 3 and it still works, to my knowledge.
Graphics.activateOverworldHud(WHUD_NONE/WHUD_ONLY_OVERLAY) handles the same for the overworld. NONE hides the border too, while ONLY_OVERLAY keeps the border around.
https://wohlsoft.ru/pgewiki/LunaLua_glo ... _functions
You didn't set the ID in the NPC properties.Animebryan wrote: ↑Sun Aug 18, 2019 3:44 pmI have 5 Star Coins in the level. I'm play-testing it, I collect a Star Coin, but no counter to keep track of them, so no, it's not that simple.
What do you mean?Enjl wrote: ↑Sun Aug 18, 2019 3:45 pmYou didn't set the ID in the NPC properties.Animebryan wrote: ↑Sun Aug 18, 2019 3:44 pmI have 5 Star Coins in the level. I'm play-testing it, I collect a Star Coin, but no counter to keep track of them, so no, it's not that simple.
You didn't set the ID in the NPC properties.Animebryan wrote: ↑Sun Aug 18, 2019 3:55 pmWhat do you mean?Enjl wrote: ↑Sun Aug 18, 2019 3:45 pmYou didn't set the ID in the NPC properties.Animebryan wrote: ↑Sun Aug 18, 2019 3:44 pm
I have 5 Star Coins in the level. I'm play-testing it, I collect a Star Coin, but no counter to keep track of them, so no, it's not that simple.
When I do it for the non-Legacy Bosses and normal enemies, it does absolutely nothing to my knowledge tho.Wohlstand wrote: ↑Sun Aug 18, 2019 7:46 amin Editor, right-click necessary NPC, and you'll see the "Set as boss" flag, and inside properties toolbox also the "Set as Boss" checkbox you'll see. It's the same "Legacy Boss" option as in Legacy Editor.Mr General Guy wrote: ↑Thu Aug 15, 2019 6:58 pm-Allow every boss, not just a few, to be set as a Legacy Boss. (I'm not sure this is currently in or not though).
Yep. I never noticed that before, damn.Enjl wrote: ↑Fri Aug 16, 2019 5:06 amThe editor remembers your opened windows and window positions whenever you open it again. Is that what you mean?Mr General Guy wrote: ↑Thu Aug 15, 2019 6:58 pmGeneral
-Not sure how feasible this is, but it would be neat if we could save our preferred editor layouts like in Adobe Animate and other similar products. (Does something like this exist already though? I haven't found anything like it so far...)
Nice.We haven't expanded the IDs for world map items yet. In the future, world maps will also have a custom range (751-1000) and more basegame options will be available.
I'd picture setting the bosses that don't drop items as Legacy Bosses to just make the level end immediately after defeat (and make the respective bosses' music play during the fight like any other Legacy Boss). Maybe Wart and SMB1 Bowser could trigger an end-of-game like SMB3 Bowser does.Legacy Boss only spawns objects on death. Layers and events can do this easily for the ones that don't have it. More precise instructions and ideas would be good for knowing what you expect those settings to do for those bosses.
What the heck am I supposed to set it to? I don't know how it works & can't find any info on the stupid help file.
Set it to the ID based on which order you want each star coin to be set (the first star coin should be one, the last star coin should be the total number of star coins in the level).Animebryan wrote: ↑Sun Aug 18, 2019 7:18 pmWhat the heck am I supposed to set it to? I don't know how it works & can't find any info on the stupid help file.