Page 39 of 57

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Thu Aug 29, 2019 5:18 am
by Cedur
Eclipsed wrote:oh sweet, i was getting worried that I was about to hit the block limit at my current pace

Does that mean you're working on a big level?

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Thu Aug 29, 2019 10:32 am
by Archived
Cedur wrote:
Thu Aug 29, 2019 5:18 am
Eclipsed wrote:oh sweet, i was getting worried that I was about to hit the block limit at my current pace

Does that mean you're working on a big level?
I'm working on another Redux level. Should be pretty fun

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Fri Aug 30, 2019 11:21 pm
by ARKANUS_93
help the smbx 2.0 pal doesn't boot :oops: :oops: :oops:

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Sat Aug 31, 2019 1:55 pm
by Cedur
ARKANUS_93 wrote:
Fri Aug 30, 2019 11:21 pm
help the smbx 2.0 pal doesn't boot :oops: :oops: :oops:

very informative, in what way does it not boot (there are some common bugs which have been answered before)

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Sun Sep 01, 2019 2:12 am
by Hammerless Penguin
I found another incredibly annoying bug in the editor. For some reason the settings on star coins,crates and fire snakes all randomly get reset to default in the editor randomly and I have to reset all of them back which is really a chore when you have alot of them in a level. I hope this gets fixed soon.

edit: nvm I just Found out you have to convert normal lvl files into lvlx files.

ANOTHER edit: what will happen to the "deprecated" npcs in the editor? I have multiple downloaded episodes that used custom grahpics with them and I have a couple of my old custom levels that used them too. Are they going to be removed? because it could effect a lot of past episodes which could be a bad idea.

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Sun Sep 01, 2019 8:01 pm
by HenryRichard
mariosonicgamer55677 wrote:
Sun Sep 01, 2019 2:12 am
ANOTHER edit: what will happen to the "deprecated" npcs in the editor? I have multiple downloaded episodes that used custom grahpics with them and I have a couple of my old custom levels that used them too. Are they going to be removed? because it could effect a lot of past episodes which could be a bad idea.
Depreciated items are going to remain in the game, however there are newer versions of them that you should probably use instead if you're making a new level.

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Thu Sep 05, 2019 7:58 pm
by Ness-Wednesday
HenryRichard wrote:
Sun Sep 01, 2019 8:01 pm
Depreciated items are going to remain in the game, however there are newer versions of them that you should probably use instead if you're making a new level.
What if you still want to use the depreciated items for alternative purposes (i.e. bgo-100 being used for an extra animated bgo slot)?

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Thu Sep 05, 2019 8:21 pm
by Emral
Ness-Wednesday wrote:
Thu Sep 05, 2019 7:58 pm
HenryRichard wrote:
Sun Sep 01, 2019 8:01 pm
Depreciated items are going to remain in the game, however there are newer versions of them that you should probably use instead if you're making a new level.
What if you still want to use the depreciated items for alternative purposes (i.e. bgo-100 being used for an extra animated bgo slot)?
Go nuts if you have to. You can also make any other bgo animated, including the custom 751-1000 range, so it's not like there's a shortage, however.

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Fri Sep 06, 2019 6:50 pm
by Hoeloe
Enjl wrote:
Thu Sep 05, 2019 8:21 pm
Ness-Wednesday wrote:
Thu Sep 05, 2019 7:58 pm
HenryRichard wrote:
Sun Sep 01, 2019 8:01 pm
Depreciated items are going to remain in the game, however there are newer versions of them that you should probably use instead if you're making a new level.
What if you still want to use the depreciated items for alternative purposes (i.e. bgo-100 being used for an extra animated bgo slot)?
Go nuts if you have to. You can also make any other bgo animated, including the custom 751-1000 range, so it's not like there's a shortage, however.
As Enjl rightly says, we have background-#.txt files now, which are similar to npc-#.txt files and allow you to make any BGO animated.

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Fri Sep 06, 2019 8:45 pm
by Abrahamsitokun2004
Well, I'm Abraham, I'm new, I wanted to say that I wanted you to create the mysterious moon of Super Mario Maker 2 with all its effects plus the extra setting (let all enemies float,

Added in 1 minute 25 seconds:
also that makes them disappear touching the moon, and that the player is in zero gravity, like the moon) please

Added in 24 seconds:
also that makes them disappear touching the moon, and that the player is in zero gravity, like the moon) please

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Fri Sep 06, 2019 9:33 pm
by Emral
Abrahamsitokun2004 wrote:
Fri Sep 06, 2019 8:47 pm
Well, I'm Abraham, I'm new, I wanted to say that I wanted you to create the mysterious moon of Super Mario Maker 2 with all its effects plus the extra setting (let all enemies float,

also that makes them disappear touching the moon, and that the player is in zero gravity, like the moon) please
If we were to make the moon, it would certainly NOT exert special effects unto other enemies. It's FAR more sensible to implement custom enemy behaviour for existing enemies as new NPC slots. That said, no guarantee we'll be the ones to make any of these NPCs. The Moon NPC kinda sucks in Mario Maker already so I'm not particularly compelled to do the task myself. The team (or whatever fraction of it is active) is presently occupied with actually getting the remaining stuff for Beta 4 done.

As for floating, just use the player_grav and gravity defines https://wohlsoft.ru/pgewiki/SMBX_Fields

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Fri Sep 06, 2019 10:13 pm
by Troopa Koopa321
Enjl wrote:
Fri Sep 06, 2019 9:33 pm
Abrahamsitokun2004 wrote:
Fri Sep 06, 2019 8:47 pm
Well, I'm Abraham, I'm new, I wanted to say that I wanted you to create the mysterious moon of Super Mario Maker 2 with all its effects plus the extra setting (let all enemies float,

also that makes them disappear touching the moon, and that the player is in zero gravity, like the moon) please
If we were to make the moon, it would certainly NOT exert special effects unto other enemies. It's FAR more sensible to implement custom enemy behaviour for existing enemies as new NPC slots. That said, no guarantee we'll be the ones to make any of these NPCs. The Moon NPC kinda sucks in Mario Maker already so I'm not particularly compelled to do the task myself. The team (or whatever fraction of it is active) is presently occupied with actually getting the remaining stuff for Beta 4 done.

As for floating, just use the player_grav and gravity defines https://wohlsoft.ru/pgewiki/SMBX_Fields
Just wondering. Is the smbx2 development team going to add npcs like the angry sun,chain chomps and the koopa car from mm2?

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Fri Sep 06, 2019 11:44 pm
by Abrahamsitokun2004
Look, will it be possible if I can be a beta tester? although I don't know how to program lua files (because I'm 15) I help them in another way. Please

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Sat Sep 07, 2019 4:56 am
by Amyrakunejo
The Angry Sun from SMB3 I do believe is in the works, last I heard. Could be wrong.
(I also know that said NPC/BG Enemy has a name but I've long since forgotten lolz)

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Sat Sep 07, 2019 5:04 am
by Abrahamsitokun2004
If I saw it, and it doesn't work, I wanted to add it to my project, it's called: sm: adventure

Added in 1 minute 12 seconds:
I need several lua and help

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Sat Sep 07, 2019 6:26 am
by Cedur
Abrahamsitokun2004 wrote:
Fri Sep 06, 2019 11:44 pm
Look, will it be possible if I can be a beta tester? although I don't know how to program lua files (because I'm 15) I help them in another way. Please

The devs do all required testing by themselves. If you want to be a beta-tester for something, you should volunteer for an ongoing project (Scroll just asked for some for his project)
[EDIT: also good point by Enjl]

As for getting to know Lua, you should watch Enjl's tutorial series on Youtube

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Sat Sep 07, 2019 6:34 am
by Emral
Amyrakunejo wrote:
Sat Sep 07, 2019 4:56 am
The Angry Sun from SMB3 I do believe is in the works, last I heard. Could be wrong.
(I also know that said NPC/BG Enemy has a name but I've long since forgotten lolz)
If it's not on the progress sheet, the SMBX2 team aren't thinking about it. That said, anyone can make NPC packs. Our focus right now is NOT on NPCs.
Abrahamsitokun2004 wrote:
Fri Sep 06, 2019 11:44 pm
Look, will it be possible if I can be a beta tester? although I don't know how to program lua files (because I'm 15) I help them in another way. Please
Everyone who uses SMBX2 at the moment is technically a beta tester. It's open-beta after all!

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Sat Sep 07, 2019 12:06 pm
by Abrahamsitokun2004
Thank you

Added in 24 minutes 53 seconds:
SM: Adventure
Image

Image

Image

Image

It's my proyect

Added in 4 minutes 52 seconds:
And need help please

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Sat Sep 07, 2019 4:52 pm
by Mr General Guy
Okay, I've been playing a bit more, and throwing Birdo's eggs dosen't quite feel right. Like, the eggs don't fly very far at all when you throw them, and they often miss when thrown close to her (especially in the air). It'd be nice if they could go like, say, 2 blocks farther.

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Posted: Sat Sep 07, 2019 4:53 pm
by Emral
Mr General Guy wrote:
Sat Sep 07, 2019 4:52 pm
Okay, I've been playing a bit more, and throwing Birdo's eggs dosen't quite feel right. Like, the eggs don't fly very far at all when you throw them, and they often miss when thrown close to her (especially in the air). It'd be nice if they could go like, say, 2 blocks farther.
Feel free to make your own per-level or per-episode code that adjusts the throw arc of birdo eggs. We're keeping throw arcs from 1.3 for compatibility's sake.