Page 44 of 80

Re: SMBX 2.0 Open Beta

Posted: Wed Jun 01, 2016 8:42 am
by Fuyu
S1eth wrote:But in the next Beta release of SMBX 2.0, starman specifically is going to be it's own NPC that you can place from the PGE inside the PGE editor, without needing to write any lua code at all.
Pretty close to what I was referring to. Thanks.

Re: SMBX 2.0 Open Beta

Posted: Wed Jun 01, 2016 10:00 am
by Quantumenace
migueeel wrote:
Quantumenace wrote:We need impressive stuff to show off so this version can get some attention back from 1.4.2.

Some of the modules (especially ones for custom NPCs) only require pasting a single line into a file.
Engines have their limits. You can't just add and add without ever reaching a top that you have to modify.
What? Where did I say anything to the contrary?

Isn't there currently an effort to run SMBX in Platform Game Engine? Hopefully that will make things more flexible, but if everyone puts all their effort into 1.4.2 (which will likely still be incompatible due to different physics) it could keep the base split long-term.

Re: SMBX 2.0 Open Beta

Posted: Wed Jun 01, 2016 1:05 pm
by fireflower30
FINNALLY managed to get 2.0 on Windows 10. Chrome's your best friend if you are experiencing problems with Mega.nz on Edge or Firefox.

Re: SMBX 2.0 Open Beta

Posted: Thu Jun 02, 2016 6:12 am
by migueeel
Quantumenace wrote:
migueeel wrote:
Quantumenace wrote:We need impressive stuff to show off so this version can get some attention back from 1.4.2.

Some of the modules (especially ones for custom NPCs) only require pasting a single line into a file.
Engines have their limits. You can't just add and add without ever reaching a top that you have to modify.
What? Where did I say anything to the contrary?

Isn't there currently an effort to run SMBX in Platform Game Engine? Hopefully that will make things more flexible, but if everyone puts all their effort into 1.4.2 (which will likely still be incompatible due to different physics) it could keep the base split long-term.
Well, you said "Some of the modules require pasting a single line into a file". You don't know all the problems a bit more of code can cause.

Re: SMBX 2.0 Open Beta

Posted: Thu Jun 02, 2016 4:09 pm
by FanofSMBX
Is Redigit still collaborating on this project?

Re: SMBX 2.0 Open Beta

Posted: Thu Jun 02, 2016 4:13 pm
by PixelPest
FanofSMBX wrote:Is Redigit still collaborating on this project?
I don't think he ever really was. He was suggesting handing off the source code at one point, but I haven't heard from him personally or from others who were in contact with him since about a week after we were discussing that

Re: SMBX 2.0 Open Beta

Posted: Thu Jun 02, 2016 5:45 pm
by migueeel
Redigit's like a damn ghost, we don't even hear about Terraria Otherworld.

Re: SMBX 2.0 Open Beta

Posted: Thu Jun 02, 2016 5:50 pm
by ArduinoPlatypus
migueeel wrote:Redigit's like a damn ghost, we don't even hear about Terraria Otherworld.
Well Terraria has just been updated.

Re: SMBX 2.0 Open Beta

Posted: Fri Jun 03, 2016 8:52 am
by HeroLinik
millahjovich wrote:It's happening...
It's time for me to take this baby for a spin.
Well, thanks for copying my post.

Re: SMBX 2.0 Open Beta

Posted: Fri Jun 03, 2016 4:59 pm
by ben
Today I have tried to start "SMBX 2.0 Open Beta".

After the click on "Play Episode" and on "Launch Legacy Editor" appeared the following error message:
"Using GDI renderer, so some advanced LunaDLL effects may not be present in some levels. Could not use OpenGL Renderer because: Missing EXT_blend_minmax"
I use Windows 10 Pro, 64 bit.

Can someone help me please?

Re: SMBX 2.0 Open Beta

Posted: Fri Jun 03, 2016 5:05 pm
by Nerx
ben wrote:Today I have tried to start "SMBX 2.0 Open Beta".

After the click on "Play Episode" and on "Launch Legacy Editor" appeared the following error message:
"Using GDI renderer, so some advanced LunaDLL effects may not be present in some levels. Could not use OpenGL Renderer because: Missing EXT_blend_minmax"
I use Windows 10 Pro, 64 bit.

Can someone help me please?
Just click OK and you'll be fine most of the time. You won't be able to use some cool graphics effects because your graphics card can't support it

Re: SMBX 2.0 Open Beta

Posted: Fri Jun 03, 2016 5:21 pm
by ben
Nerx wrote:
ben wrote:Today I have tried to start "SMBX 2.0 Open Beta".

After the click on "Play Episode" and on "Launch Legacy Editor" appeared the following error message:
"Using GDI renderer, so some advanced LunaDLL effects may not be present in some levels. Could not use OpenGL Renderer because: Missing EXT_blend_minmax"
I use Windows 10 Pro, 64 bit.

Can someone help me please?
Just click OK and you'll be fine most of the time. You won't be able to use some cool graphics effects because your graphics card can't support it

If I click "OK", the game nevertheless does not start. :(

Re: SMBX 2.0 Open Beta

Posted: Sat Jun 04, 2016 6:48 am
by zxcv
About Redigit:

USER STATISTICS
Joined:Tue Feb 23, 2016 8:47 pm
Last active:Tue Mar 01, 2016 12:04 am
Total posts:0(0.00% of all posts / 0.00 posts per day)

He lived only 1 week in this place. He came here only to create false hope.

Re: SMBX 2.0 Open Beta

Posted: Sat Jun 04, 2016 8:38 am
by h2643
And that's for the better.

Re: SMBX 2.0 Open Beta

Posted: Sat Jun 04, 2016 8:41 am
by Mable
Prado wrote:About Redigit:

USER STATISTICS
Joined:Tue Feb 23, 2016 8:47 pm
Last active:Tue Mar 01, 2016 12:04 am
Total posts:0(0.00% of all posts / 0.00 posts per day)

He lived only 1 week in this place. He came here only to create false hope.
He will be back when Joey made the Announcement

But we don't need him actually.

Re: SMBX 2.0 Open Beta

Posted: Sat Jun 04, 2016 8:56 am
by Emral
Tinkerbell wrote:He will be back when Joey made the Announcement
Joey said he didn't hear from Redigit since the day he joined here. Don't count on any announcements.

Re: SMBX 2.0 Open Beta

Posted: Sat Jun 04, 2016 9:26 am
by Mable
That's the joke it will never happen therefore he will never come back.

Re: SMBX 2.0 Open Beta

Posted: Sat Jun 04, 2016 9:57 am
by Fuyu
You all worry too much about all of this Redigit/SMBX 2.0 thing. If we happen to have SMBX 2.0 all the better, but for now we already have two semi-functional engines, which are, PGE and SMBX 2.0 Beta + SMBX with LunaLua for testing. Just give Horikawa some time ok, the creation of an engine is by all means NOT natural, even less when you consider the limitations SMBX presents. And of course there's what we all call as real life, so please try to be a bit patient here. As for the whole Redigit, the same applies here. If we happen to get Redigit to join, which by the way I highly doubt, all the better, but again, for now, we already have two semi-functional engines.

So again, just be patient.

Re: SMBX 2.0 Open Beta

Posted: Sat Jun 04, 2016 10:00 am
by Emral
Natsu wrote:PGE and SMBX 2.0 Beta + SMBX with LunaLua for testing.
You can test in PGE since 0.3.10

Re: SMBX 2.0 Open Beta

Posted: Sat Jun 04, 2016 10:16 am
by Mable
Idk how i was unpatient as i never push Horikawa or even care about Redigit being here or not.