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Re: SMBX 2.0 Beta 3

Posted: Mon Apr 10, 2017 7:49 pm
by Matt_The_Slime
A question about snake blocks- could we have one snake block that branches off into multiple snake blocks?

Re: SMBX 2.0 Beta 3

Posted: Mon Apr 10, 2017 7:52 pm
by HenryRichard
All this new stuff is super exciting! and also makes me feel bad because I could never make anything nearly as cool
Could I request that several NPC ID's (ten or so) are reserved to remain as dummy NPCs so that people who aren't on the dev team could make custom NPCs and be sure that they don't have any weird behavior?
Amyrakunejo wrote:who tf are Princess Rinka and Uncle Broadsword?
Princess Rinka is a meme.

Uncle Broadsword is a character from ASMBXT (and its sequel A2MBXT), which is Talkhaus' SMBX episode series (which was based on a SMW hack I believe). I think he's a boss at some point (I've only played a bit of A2MBXT so I can't say anything with certainty).

Re: SMBX 2.0 Beta 3

Posted: Mon Apr 10, 2017 7:56 pm
by Hoeloe
HenryRichard wrote:All this new stuff is super exciting! and also makes me feel bad because I could never make anything nearly as cool
Could I request that several NPC ID's (ten or so) are reserved to remain as dummy NPCs so that people who aren't on the dev team could make custom NPCs and be sure that they don't have any weird behavior?
We are already planning to leave a set of NPC IDs as dummies solely for level and episode use. It's not confirmed how many yet, but we're looking around the 100 mark.

Re: SMBX 2.0 Beta 3

Posted: Mon Apr 10, 2017 7:58 pm
by HenryRichard
100? :shock: That's a lot of NPCs!
Just how far were you able to extend the limit?

Re: SMBX 2.0 Beta 3

Posted: Mon Apr 10, 2017 8:19 pm
by The0x539
Matt_The_Slime wrote:A question about snake blocks- could we have one snake block that branches off into multiple snake blocks?
EEEEE.

Currently we don't even have enough BGO slots for that (RED PLS). If we did, and if you're okay with only having ↔️ and ↕️ splitters, no diagonals or 90-degree angles, I might be able to look into it. I'd need to know people would use it, though, it'd definitely be a headache to add.

On second thought, if I were to scrap the diagonal redirectors we'd just be shy one slot for having UD and LR splitters as well as four two-direction splitters.

Re: SMBX 2.0 Beta 3

Posted: Mon Apr 10, 2017 9:19 pm
by PixelPest
HenryRichard wrote:100? :shock: That's a lot of NPCs!
Just how far were you able to extend the limit?
The last time I checked it was 400 but basically infinite. It's just the change of a variable now

Re: SMBX 2.0 Beta 3

Posted: Mon Apr 10, 2017 9:35 pm
by PersonNamedUser
Really though, i like how SMBX 2.0 is coming along! About what year do you think this will be finished?
EDIT:
Also, i really don't feel like looking through 48 pages, but i want to know how things are going, dang that sucks.

Re: SMBX 2.0 Beta 3

Posted: Mon Apr 10, 2017 9:39 pm
by Amyrakunejo
I had wondered what all the dummy objects, backgrounds and level tiles were for...

But then there's the custom section as well...

Re: SMBX 2.0 Beta 3

Posted: Mon Apr 10, 2017 10:09 pm
by Julia Pseudo
rockythechao wrote:I wouldn't mind doing blast barrels and other DKC stuff at some point, in fact I actually made a prototype of DK a while back and once 2.0 is out of beta I'll likely revisit him as a potential candidate for a full playable character. But right now my main focus is on SMB2 stuff and as others have said, content from the main Mario platformers is currently the 2.0 team's biggest priority.
I love this DK video, it seems so accurate to his games. Would be super cool to see him in a later release.

Re: SMBX 2.0 Beta 3

Posted: Mon Apr 10, 2017 10:10 pm
by Westretroman
Quantix wrote:
Westretroman wrote:The farting thunder sumos! Hell yeah!
What are you talking about, the lightning's clearly coming from their legs.
I like it when people can't tell if I'm joking or not.
When I was playing Super Mario World once, I thought it looked like they were farting thunder from under them, so I just made that joke.
MosaicMario wrote:Really though, i like how SMBX 2.0 is coming along! About what year do you think this will be finished?
EDIT:
Also, i really don't feel like looking through 48 pages, but i want to know how things are going, dang that sucks.
I estimate 2018 or 2019, but development times may vary, the answer is far away.

Re: SMBX 2.0 Beta 3

Posted: Mon Apr 10, 2017 10:25 pm
by PixelPest
At the current rate NPCs are being grinded out at I'd say within a month or so for another release maybe? Dunno. Don't quote me on that. However I feel like the general development of 2.0, 2.1, etc. will continue for quite a while

Re: SMBX 2.0 Beta 3

Posted: Mon Apr 10, 2017 10:55 pm
by Rixitic
HenryRichard wrote:Uncle Broadsword is a character from ASMBXT (and its sequel A2MBXT), which is Talkhaus' SMBX episode series (which was based on a SMW hack I believe). I think he's a boss at some point (I've only played a bit of A2MBXT so I can't say anything with certainty).
Broadsword is only in part 2 of A2MBXT (which is currently in development.) All folks really need to know about him outside of the ASMBXT series is that he's a treasure-hunting alien with a magic sword who gets additional powers from cool hats. Also one of his brothers is a toaster.
Pseudo wrote:I love this DK video, it seems so accurate to his games. Would be super cool to see him in a later release.
Glad to hear! Actually, since I posted that video I thought of something I could do to make my full plans for him work as a costume, so I may try that as soon as I'm done with all the SMB2 stuff...

Re: SMBX 2.0 Beta 3

Posted: Tue Apr 11, 2017 9:02 am
by MECHDRAGON777
Hoeloe wrote:
HenryRichard wrote:All this new stuff is super exciting! and also makes me feel bad because I could never make anything nearly as cool
Could I request that several NPC ID's (ten or so) are reserved to remain as dummy NPCs so that people who aren't on the dev team could make custom NPCs and be sure that they don't have any weird behavior?
We are already planning to leave a set of NPC IDs as dummies solely for level and episode use. It's not confirmed how many yet, but we're looking around the 100 mark.
Currently, I think I would need all of those for Super Metroid enemies, bosses, items, ectera.

Re: SMBX 2.0 Beta 3

Posted: Tue Apr 11, 2017 10:25 am
by The0x539
MECHDRAGON777 wrote:
Hoeloe wrote:We are already planning to leave a set of NPC IDs as dummies solely for level and episode use. It's not confirmed how many yet, but we're looking around the 100 mark.
Currently, I think I would need all of those for Super Metroid enemies, bosses, items, ectera.
If you really need that many, you should be comfortable with local null APIs anyway to get back dummy slots :P

Re: SMBX 2.0 Beta 3

Posted: Tue Apr 11, 2017 10:51 am
by Snessy the duck
I also think some more Zelda 2 and Super Metroid enemies would be nice to have.

Re: SMBX 2.0 Beta 3

Posted: Tue Apr 11, 2017 11:22 am
by PixelPest
Snessy the duck wrote:I also think some more Zelda 2 and Super Metroid enemies would be nice to have.
I think the plan for now is to try to do all of the enemies from SMB1, 2, 3 and SMW before straying from these original four

Re: SMBX 2.0 Beta 3

Posted: Tue Apr 11, 2017 11:26 am
by Snessy the duck
PixelPest wrote:
Snessy the duck wrote:I also think some more Zelda 2 and Super Metroid enemies would be nice to have.
I think the plan for now is to try to do all of the enemies from SMB1, 2, 3 and SMW before straying from these original four
Well, Zelda 2 and Super Metroid were big parts of SMBX, so I thought some more NPCs from those would be cool.

Re: SMBX 2.0 Beta 3

Posted: Tue Apr 11, 2017 11:32 am
by Emral
Snessy the duck wrote:
PixelPest wrote:
Snessy the duck wrote:I also think some more Zelda 2 and Super Metroid enemies would be nice to have.
I think the plan for now is to try to do all of the enemies from SMB1, 2, 3 and SMW before straying from these original four
Well, Zelda 2 and Super Metroid were big parts of SMBX, so I thought some more NPCs from those would be cool.
The logic is having the mario stuff all in a big block and not having singular zelda or metroid stuff littered in between. And, of course, the fact literally noone ever uses metroid and zelda stuff (aside from motherbatron and rinkas) so they take a sliiiightly lower priority.

Re: SMBX 2.0 Beta 3

Posted: Tue Apr 11, 2017 11:46 am
by ElectriKong
Enjl wrote:
Snessy the duck wrote:
PixelPest wrote: I think the plan for now is to try to do all of the enemies from SMB1, 2, 3 and SMW before straying from these original four
Well, Zelda 2 and Super Metroid were big parts of SMBX, so I thought some more NPCs from those would be cool.
The logic is having the mario stuff all in a big block and not having singular zelda or metroid stuff littered in between. And, of course, the fact literally noone ever uses metroid and zelda stuff (aside from motherbatron and rinkas) so they take a sliiiightly lower priority.
True, maybe when more of these are included, more people may make levels with these styles. But it definitely makes sense to do Mario stuff first since this is generally seen as a Mario editor.

Re: SMBX 2.0 Beta 3

Posted: Tue Apr 11, 2017 12:23 pm
by Amyrakunejo
My first thoughts when I encountered SMBX were...

'Oh, neat! This is way better than any of the NES/SNES rom editors I've come across!'

'The Battle Mode is way better and sweeter than the one in All-Stars...'

'Oh yeah, being able to play as Link is a ton of fun.'

'Ice Flower?? That's new...' (Seriously-I had never encountered that particular power-up before)

'Cool, I can turn a bunch of baddies into talkative towns people.' (I did this in a testing ground project in SMBX 1.4)

'lmfao I can make currency cannons that fire Red Rupees!'