Re: SMBX 2.0 Open Beta
Posted: Sat Jun 25, 2016 6:58 pm
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I don't think they've been revealed yet (and possibly not created).
I don't think they've been revealed yet (and possibly not created).
When the time comes; I will be excited to see what new npcs to use!Pseudo-dino wrote:^
I don't think they've been revealed yet (and possibly not created).
Isn't an Arrow Lift in YI the same thing as a Springboard? And if you mean a Magikoopa when you said "wizard", someone already made that in LunaLuaandreepika11233 wrote:I could hope there will be a yoshi's island Arrow Lift and even the wizard from smw, because they are experimental.
That's pointless.andreepika11233 wrote: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.
if you grab a dummy npc in smbx 1.3 while the player tests the level, it may give you a error, that is the reason why we have to improve smbx 2.0's editor.h2643 wrote:That's pointless.andreepika11233 wrote: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.
Any suggestions about how to improve it?andreepika11233 wrote:if you grab a dummy npc in smbx 1.3 while the player tests the level, it may give you a error, that is the reason why we have to improve smbx 2.0's editor.h2643 wrote:That's pointless.andreepika11233 wrote: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.
maybe if we add the dummy (and the new upcoming) npcs into the npc list of the smbx 2.0 editor, this could solve the problem and another solution is that we can make it count as hidden npcs from the lakitus are throwing lakitus npc list easter egg.h2643 wrote:Any suggestions about how to improve it?andreepika11233 wrote:if you grab a dummy npc in smbx 1.3 while the player tests the level, it may give you a error, that is the reason why we have to improve smbx 2.0's editor.h2643 wrote: That's pointless.
It sounds more like a easier way to open smbx and then open the level and test it, this doesn't count.h2643 wrote:Well you won't have to... by what I heard testing works now, you don't even have to open SMBX.
you sure are hard to please considering how this is literally one of the least important featuresandreepika11233 wrote:It sounds more like a easier way to open smbx and then open the level and test it, this doesn't count.h2643 wrote:Well you won't have to... by what I heard testing works now, you don't even have to open SMBX.
In PGE 0.3.1.10 you can use the SMBXInt config pack. http://wohlsoft.ru/config_packs/andreepika11233 wrote:It sounds more like a easier way to open smbx and then open the level and test it, this doesn't count.h2643 wrote:Well you won't have to... by what I heard testing works now, you don't even have to open SMBX.
That's literally how you do it in PGE too.andreepika11233 wrote:It sounds more like a easier way to open smbx and then open the level and test it, this doesn't count.h2643 wrote:Well you won't have to... by what I heard testing works now, you don't even have to open SMBX.
I had fun placing npcs while testing the level with the legacy editorHorikawa Otane wrote:None of us are going to work on this as we don't see it being a good use of our time. And it's rather a lot of work. Moreover, as of the next beta, the legacy editor is gone (by default - I still need to write the code to re-enable it if you want to use it still).h2643 wrote:That's pointless.andreepika11233 wrote: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.