Share your work-in-progress SMBX episode or browse and support others'.
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RhysOwens
- Buster Beetle

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Postby RhysOwens » Sat Oct 15, 2016 7:53 am
King of Eterity wrote:The project will be using SMBX 2.0. In the event that it is still in beta when the episode is released, then it will be updated when 2.0 gets updated until the full version is released.
But isn't SMBX 2.0 basically 1.3 with LunaLua?
I use a version of 1.3 with LunaLua built in.
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PixelPest
- Raccoon Mario

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Postby PixelPest » Sat Oct 15, 2016 7:54 am
RhysOwens wrote:King of Eterity wrote:The project will be using SMBX 2.0. In the event that it is still in beta when the episode is released, then it will be updated when 2.0 gets updated until the full version is released.
But isn't SMBX 2.0 basically 1.3 with LunaLua?
I use a version of 1.3 with LunaLua built in.
It's so much more now since Beta 3
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ElectriKong
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Postby ElectriKong » Sat Oct 15, 2016 8:16 am
PixelPest wrote:RhysOwens wrote:King of Eterity wrote:The project will be using SMBX 2.0. In the event that it is still in beta when the episode is released, then it will be updated when 2.0 gets updated until the full version is released.
But isn't SMBX 2.0 basically 1.3 with LunaLua?
I use a version of 1.3 with LunaLua built in.
It's so much more now since Beta 3
2.0 fixes crashes and many bugs. It will also add a lot more features in the future, and most likely be more like SMBX 1.4 with lunalua, plus there are new characters with 2.0, though they won't be used in the main story, I may use them in additional levels that are separate from the 11 worlds the game will have, though that won't likely happen until later on in development, and have been a result of crashes in the game (Which seems to have been a problem with SME2).
But I would suggest that you download 2.0 as that is what the community is moving to.
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PixelPest
- Raccoon Mario

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Postby PixelPest » Sat Oct 15, 2016 8:24 am
2.0 also has new NPCs and blocks built in, so those features when used in levels are solely compatible with 2.0
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RhysOwens
- Buster Beetle

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Postby RhysOwens » Sat Oct 15, 2016 8:57 am
King of Eterity wrote:PixelPest wrote:RhysOwens wrote:
But isn't SMBX 2.0 basically 1.3 with LunaLua?
I use a version of 1.3 with LunaLua built in.
It's so much more now since Beta 3
2.0 fixes crashes and many bugs. It will also add a lot more features in the future, and most likely be more like SMBX 1.4 with lunalua, plus there are new characters with 2.0, though they won't be used in the main story, I may use them in additional levels that are separate from the 11 worlds the game will have, though that won't likely happen until later on in development, and have been a result of crashes in the game (Which seems to have been a problem with SME2).
But I would suggest that you download 2.0 as that is what the community is moving to.
Can you still make a normal SMBX 1.3 level in 2.0?
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PixelPest
- Raccoon Mario

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Postby PixelPest » Sat Oct 15, 2016 9:41 am
Yes
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RhysOwens
- Buster Beetle

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Postby RhysOwens » Sat Oct 15, 2016 10:48 am
PixelPest wrote:Yes
So I can play the levels I made for this episode (All made with SMBX 1.3 and PGE) in 2.0?
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Snessy the duck
- Birdo

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Postby Snessy the duck » Sat Oct 15, 2016 11:41 am
RhysOwens wrote:PixelPest wrote:Yes
So I can play the levels I made for this episode (All made with SMBX 1.3 and PGE) in 2.0?
Yes, you can pretty much play every single level made in 1.3 in 2.0!
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ElectriKong
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Postby ElectriKong » Wed Oct 19, 2016 11:13 am
This is a poll for what the theme should be for world 4. World 1 is grass, world 2 is desert and world 3 is subcon.
In the event that multiple themes receive the same vote, and be more than the rest, then I will merge the themes.
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RhysOwens
- Buster Beetle

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Postby RhysOwens » Wed Oct 19, 2016 11:50 am
I'm going for Water because that's what I think suits a World 4 best.
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bossedit8
- Banned
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Postby bossedit8 » Thu Oct 20, 2016 5:08 pm
Forest is about to win! Anyway, this project looks nice so far even though it seems not much to be done here but well, projects that are work in progress, we will never know what's gonna happen here... looking forward to it.
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ElectriKong
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Postby ElectriKong » Thu Oct 20, 2016 5:43 pm
bossedit8 wrote:Forest is about to win!
We still have another month before the voting ends though, and it only has started. So plenty of opportunity for votes to change.
Anyway, I hope to release demo 2 on the 29th. I don't think it will require any lunalua extentions or 2.0 like demo 1, but remember that future demos most likely will.
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ElectriKong
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Postby ElectriKong » Sun Oct 23, 2016 4:14 pm
OK. I have a screenshot of the current map of World 1. Please note that this is an alpha version of the map and the LVs are placeholders for another GFX I don't have.

The LV south of the start will be a house which contains the start of the story and some other information, and will be an optional level (Though you should go there to make sure the game does make sense)
The LV south of 1-4 will be an enemy blockade like the ones found in Super Mario 3D World (Probably an ! will do)
The LV on the island will be an airship
The LV on south west of the flag will be a mystery house
Also note that I have not used scenery 33 and up (The ones that crash the game) yet.
And also here is a screenshot for 1-4
If you have suggestions for improvement then please post them here.
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RhysOwens
- Buster Beetle

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Postby RhysOwens » Mon Oct 24, 2016 3:05 am
Are there gonna be bosses on the airships gonna have bosses on them?
Also where are the warp pipes gonna be?
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ElectriKong
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Postby ElectriKong » Mon Oct 24, 2016 8:01 am
RhysOwens wrote:Are there gonna be bosses on the airships gonna have bosses on them?
Also where are the warp pipes gonna be?
There are no warp pipes in world 1. You travel between World 1 and 2 using the airship (You won't have to replay it every time). I may include a boss on the airship.
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RhysOwens
- Buster Beetle

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Postby RhysOwens » Mon Oct 24, 2016 11:13 am
King of Eterity wrote:RhysOwens wrote:Are there gonna be bosses on the airships gonna have bosses on them?
Also where are the warp pipes gonna be?
There are no warp pipes in world 1. You travel between World 1 and 2 using the airship (You won't have to replay it every time). I may include a boss on the airship.
How is that going to work? Do we play the level and when we complete it, we go to the next world? What if we are going back to World 1 and then back to World 2?
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RudeGuy
- Fry Guy

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Postby RudeGuy » Mon Oct 24, 2016 11:21 am
The world map isn't that good. It's really squarish and there is a lack of sceneries. By the way, the ? blocks and other blocks have a shadow graphic that you should put under them.
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ElectriKong
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Postby ElectriKong » Mon Oct 24, 2016 11:49 am
RhysOwens wrote:King of Eterity wrote:RhysOwens wrote:Are there gonna be bosses on the airships gonna have bosses on them?
Also where are the warp pipes gonna be?
There are no warp pipes in world 1. You travel between World 1 and 2 using the airship (You won't have to replay it every time). I may include a boss on the airship.
How is that going to work? Do we play the level and when we complete it, we go to the next world? What if we are going back to World 1 and then back to World 2?
There will an airship at the start of world 2, which you enter and you play a really short level. It basically works like 5-Tower, though you won't have have to replay the level going back to World 2, although it will be possible to do so.
RudeGuy07 wrote:The world map isn't that good. It's really squarish and there is a lack of sceneries. By the way, the ? blocks and other blocks have a shadow graphic that you should put under them.
1) The GFX pack that is used does not have any curved or diagonal tiles, so I can't really make it better in the department you are trying to criticize
2) I can't use the custom Sceneries 33 and up until I have the world map complete, due to those causing crashes, so there will be more.
3) I will see if shadows are available for Sceneries 32 and down
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RudeGuy
- Fry Guy

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Postby RudeGuy » Mon Oct 24, 2016 12:23 pm
1. It's possible not to make world maps squarish even without the use of diagonal tiles. Here's an example. Besides, world maps like yours would still look squarish even with diagonal tiles.
2 and 3. This problem is fixed by using PGE. Why aren't you using it?
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ElectriKong
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Postby ElectriKong » Mon Oct 24, 2016 1:08 pm
RudeGuy07 wrote:1. It's possible not to make world maps squarish even without the use of diagonal tiles. Here's an example. Besides, world maps like yours would still look squarish even with diagonal tiles.
2 and 3. This problem is fixed by using PGE. Why aren't you using it?
1) OK
2 + 3) I do use it but there are instructions saying both that I should use PGE and not use Sceneries 33 and up. So maybe you should blame sednaiur and criticize his instructions rather than my following of them.
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