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Re: SMBX 2.0 Open Beta
Posted: Sat Jun 25, 2016 9:47 am
by Emral
andreepika11233 wrote:ey, should you put in smb2 versions of walking Ninjis, smw versions of jumping Ninjis, porcupos, smw version of Pokeys, and gray goombas and also smb3 hammer bros. So we don't have to replace the gfx of the npc and modify the npc with txt files or lunalua?
IMO it's more worthwhile to add npcs which add new AI into the game, rather than reskins of existing ones with maybe a different hitbox or other npc txt stuff.
Re: SMBX 2.0 Open Beta
Posted: Sat Jun 25, 2016 9:49 am
by PixelPest
andreepika11233 wrote:ey, should you put in smb2 versions of walking Ninjis, smw versions of jumping Ninjis, porcupos, smw version of Pokeys, and gray goombas and also smb3 hammer bros. So we don't have to replace the gfx of the npc and modify the npc with txt files or lunalua?
- Custom graphics
- Custom graphics
- Custom graphics
- Custom graphics
- Custom graphics
- Custom graphics
Why can't you just use them?
Re: SMBX 2.0 Open Beta
Posted: Sat Jun 25, 2016 9:58 am
by andreepika11233
PixelPest wrote:andreepika11233 wrote:ey, should you put in smb2 versions of walking Ninjis, smw versions of jumping Ninjis, porcupos, smw version of Pokeys, and gray goombas and also smb3 hammer bros. So we don't have to replace the gfx of the npc and modify the npc with txt files or lunalua?
- Custom graphics
- Custom graphics
- Custom graphics
- Custom graphics
- Custom graphics
- Custom graphics
Why can't you just use them?
Example, someone is making a level with goombas but he has all goombas with custom gfx, he wants another one with custom gfx, so if they add another npc, then they can have another goomba with custom gfx and that is it.
Re: SMBX 2.0 Open Beta
Posted: Sat Jun 25, 2016 10:10 am
by Emral
andreepika11233 wrote:PixelPest wrote:andreepika11233 wrote:ey, should you put in smb2 versions of walking Ninjis, smw versions of jumping Ninjis, porcupos, smw version of Pokeys, and gray goombas and also smb3 hammer bros. So we don't have to replace the gfx of the npc and modify the npc with txt files or lunalua?
- Custom graphics
- Custom graphics
- Custom graphics
- Custom graphics
- Custom graphics
- Custom graphics
Why can't you just use them?
Example, someone is making a level with goombas but he has all goombas with custom gfx, he wants another one with custom gfx, so if they add another npc, then they can have another goomba with custom gfx and that is it.
There are 9 types of goombas.
If you occupy all of them you can modify shy guys and spinies.
If you have all of these replaced too you're approaching your level the wrong way.
Re: SMBX 2.0 Open Beta
Posted: Sat Jun 25, 2016 10:10 am
by Gameinsky
If you're using so many different NPC's that you're running out of unique NPC then you're doing something wrong...
[edit]I got Ninji'd by Enjl
Re: SMBX 2.0 Open Beta
Posted: Sat Jun 25, 2016 10:15 am
by Westretroman
2.0 adding new NPCS is coolio! Can't wait for levels using Maverick Thwomps.
Re: SMBX 2.0 Open Beta
Posted: Sat Jun 25, 2016 10:56 am
by andreepika11233
So, let's make a vote to either we get npc reskins in the next update or not.
http://www.strawpoll.me/embed_1/10584108
Re: SMBX 2.0 Open Beta
Posted: Sat Jun 25, 2016 11:06 am
by snoruntpyro
there's not going to be reskins regardless of your strawpoll. not only are reskins stupid and pointless, we also ran out of npc slots, so if you want any new npcs you're gonna have to wait until the npc range is extended...
Re: SMBX 2.0 Open Beta
Posted: Sat Jun 25, 2016 12:13 pm
by PixelPest
I love it when people think that a poll will magically make something happen.
There is a possibility though that by using pNPC.lua, you could apply a graphic only to a certain NPC in the array
Re: SMBX 2.0 Open Beta
Posted: Sat Jun 25, 2016 12:24 pm
by Emral
PixelPest wrote:
I love it when people think that a poll will magically make something happen.
There is a possibility though that by using pNPC.lua, you could apply a graphic only to a certain NPC in the array
Yeah, that's another thing. That's super easy to do.
Re: SMBX 2.0 Open Beta
Posted: Sat Jun 25, 2016 3:12 pm
by aero
Oh wow, this is looking better than I expected.
Re: SMBX 2.0 Open Beta
Posted: Sat Jun 25, 2016 3:37 pm
by Xirix
Damn, nice job guys, looking forward to proper maverick thwomps.

Then the only thing left on my dream list will be diagonal projectile spawns.
Re: SMBX 2.0 Open Beta
Posted: Sat Jun 25, 2016 5:28 pm
by andreepika11233
Anyways, there are some custom api npcs made with lunalua before the ability to add npcs with without using lunalua was possible, like
this and
this.
Re: SMBX 2.0 Open Beta
Posted: Sat Jun 25, 2016 5:31 pm
by Emral
andreepika11233 wrote:Anyways, there are some custom api npcs made with lunalua before the ability to add npcs with without using lunalua was possible, like
this and
this.
We're looking into adding these as as well as some other previously created enemies in the future. However, like snoruntpyro said, we ran out of npc slots for now.
Re: SMBX 2.0 Open Beta
Posted: Sat Jun 25, 2016 5:46 pm
by andreepika11233
Enjl wrote:andreepika11233 wrote:Anyways, there are some custom api npcs made with lunalua before the ability to add npcs with without using lunalua was possible, like
this and
this.
We're looking into adding these as as well as some other previously created enemies in the future. However, like snoruntpyro said, we ran out of npc slots for now.
How did it ran out? It is by the amount of npc slots in smbx 2.0?
But 38a made new npc slots for his npcs in smbx 1.4.2, if we could figure how to add new npc slots, then we will get it in.
By the way, smbx 2.0's editor should be improved to be a remake of smbx 1.3's like smbx 1.4.2 did, maybe as a substitute of pge editor.
Re: SMBX 2.0 Open Beta
Posted: Sat Jun 25, 2016 5:54 pm
by underFlo
The devs behind thid and especially LunaLua itself have been trying to expand the NPC array for a while now, however without the source code that'd be rather difficult.
Also, you can't really compare this to 1.4.2, after all that one was made from scratch as opposed to 2.0 which modifies 1.3.
Also, editing the editor wouldn't really be feasible since practically no research has been done on it and PGE is already really good so it's definitely not as important as actual features.
Re: SMBX 2.0 Open Beta
Posted: Sat Jun 25, 2016 5:57 pm
by Lyrin
andreepika11233 wrote:
How did it ran out? It is by the amount of npc slots in smbx 2.0?
But 38a made new npc slots for his npcs in smbx 1.4.2, if we could figure how to add new npc slots, then we will get it in.
By the way, smbx 2.0's editor should be improved to be a remake of smbx 1.3's like smbx 1.4.2 did, maybe as a substitute of pge editor.
1.4.2 isn't a modification of 1.3, it's a completely new thing that breaks compatibility with 1.3's levels, and any levels made in it can't be used in 1.3 or 2.0, and it's not supported. And you can't edit the 1.3 editor without the smbx source code which only redigit has.
Re: SMBX 2.0 Open Beta
Posted: Sat Jun 25, 2016 6:10 pm
by snoruntpyro
andreepika11233 wrote:How did it ran out? It is by the amount of npc slots in smbx 2.0?
We're using the hidden, dummy NPC slots for these new npcs. Unfortunately there's only 8. Finding a way to add more slots is a top priority for the beta after this one.
By the way, smbx 2.0's editor should be improved to be a remake of smbx 1.3's like smbx 1.4.2 did, maybe as a substitute of pge editor.
no
Re: SMBX 2.0 Open Beta
Posted: Sat Jun 25, 2016 6:55 pm
by Julia Pseudo
The only reason NPC reskins exist as separate NPCs in the first place is (almost certainly) because they were added before custom graphics were implemented. Now that we have custom graphics
and Lua there's really no good reason to add any more.
This is all looking extremely cool by the way, Horikawa. Thanks for being great.
Re: SMBX 2.0 Open Beta
Posted: Sat Jun 25, 2016 6:56 pm
by FanofSMBX
What new NPCs use the eight slots? I know there's the 4 Horikawa showed, but I don't know about the rest.