Need help with any SMBX game-related issues? Ask your questions here.
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TheKidCodee
- Snifit

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Postby TheKidCodee » Mon Aug 07, 2017 10:32 am
PixelPest wrote:- A lot of animations like that are small and pointless in the big picture and aren't too hard for a user to make themselves for a single episode since it'll probably only be used and even noticed by a few people
- 2 player mode isn't supported much in SMBX2 at this point although it will be later. Would probably be doable and maybe kinda fun but definitely super-low priority rn
- Make sure if you want to suggest things that you keep up with the claims sheet. There are already existing scripts for Green and Red Birdos since they're just small changes and Clawgrip is a claimed NPC on the claims sheet (I think by Rocky) which means there's plans for it to be in SMBX2 as it's own NPC
- Honestly another obsolete thing that's just configuring a sounds.ini file if I understand what you're referring to.
I forgot that SMB3 Menu thing should be on the World map. It should apper after getting World Items. It will look and act like the original. But the inventory should have much more space like the Gameboy Advance Version.
There should also be a LunaLua Script to make it visible at all times
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Radiance
- Boomerang Bro

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Postby Radiance » Mon Aug 07, 2017 5:18 pm
World map events in SMW
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TheKidCodee
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Postby TheKidCodee » Mon Aug 07, 2017 5:56 pm
Mr Briney wrote:World map events in SMW
Thank you for joining the aliance.
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MrPunchia
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Postby MrPunchia » Mon Aug 07, 2017 6:15 pm
would the types of Eeries that move in wave patterns be up for consideration?
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The0x539
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Postby The0x539 » Mon Aug 07, 2017 7:39 pm
MrPunchia wrote:would the types of Eeries that move in wave patterns be up for consideration?
yeah sure
the code is trivial, just a matter of deciding how to implement 'em
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Trace
- Buster Beetle

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Postby Trace » Mon Aug 07, 2017 8:10 pm
LET GROOSE BE LOOOSE 2k17
MAKE IT HAPPEN VALATERRIA
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The0x539
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Postby The0x539 » Tue Aug 08, 2017 11:53 pm
MrPunchia wrote:would the types of Eeries that move in wave patterns be up for consideration?
Done. You can now write any valid LunaLua expression, with the NPC's x position in blocks, and a timer that counts seconds, being provided, and it will be offset by that many blocks from its source position. Currently uses NPC messages, and I'm not comfortable actually releasing it without plugins.
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HenryRichard
- Birdo

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Postby HenryRichard » Wed Aug 09, 2017 3:01 am
Man, once plugins are implemented basically anything will be possible without any coding knowledge at all. Is changing the amount of hitpoints a boss has planned? It would be really easy to code iirc.
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PixelPest
- Raccoon Mario

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Postby PixelPest » Wed Aug 09, 2017 6:37 am
HenryRichard wrote:Man, once plugins are implemented basically anything will be possible without any coding knowledge at all. Is changing the amount of hitpoints a boss has planned? It would be really easy to code iirc.
I know I do it in my project and could probably write an API for it
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TheKidCodee
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Postby TheKidCodee » Wed Sep 06, 2017 6:07 pm
PixelPest wrote:HenryRichard wrote:Man, once plugins are implemented basically anything will be possible without any coding knowledge at all. Is changing the amount of hitpoints a boss has planned? It would be really easy to code iirc.
I know I do it in my project and could probably write an API for it
So i have more suggestions, all in these spoilers.
original water physics: show Back in SMB3, If you held an item, you'll move freely. SMBX 1.3/2.0B3/1.4 Just does the same as swiming, Just with an item in your hand, I really want to see this in B4, cause i loved using it to get through water sections alot easier. Alot of other people would like to aswell. Unlike the rest of the of the stuff ive requested, this should be default, its been default since SMB3. And it should be here.
nsmbu/sm3dw 2p mode: show This mode switches the normal 2P mode with the NSMB/SM3DW type of 2P. Idividual lives, bubbles, 2P in same section, Etc Etc.
These are stuff i dont really "want" but somethings that really need to get fixed.
1. Custom Transperency.
So some stuff like overworld blocks have no transperency right? Well when adding transperency, it still shows the entire image. it may not seem like a big deal, but a lot of inportant stuff like dummy bocks have no transperency. So this needs to get fixed.
2. Down glitch
Whenever the player crouches down. He does this weird out of boundaries thing.
He should stay down, (unless theres a brick ontop of him.)
Just repsones to the first 2 suggestions.
1. Ok fine, can you atleast add extra franes as an option.
2. You said it yourself, they're fun. It can also be useful for that secret 2P LBP level design (Stuff you can acess with only 2P grabbing.)
Some other stuff too, but ill discuss them later.
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Hoeloe
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Postby Hoeloe » Wed Sep 06, 2017 8:41 pm
TheKidCodee wrote:
1. Custom Transperency.
So some stuff like overworld blocks have no transperency right? Well when adding transperency, it still shows the entire image. it may not seem like a big deal, but a lot of inportant stuff like dummy bocks have no transperency. So this needs to get fixed.
This is literally already fixed and has been for a while. Any .png graphics (and you should be using .png and not .gif) allow you to use transparency and semitransparency on any graphics. You don't even need a mask file, as .png supports transparency as part of the image.
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HenryRichard
- Birdo

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Postby HenryRichard » Wed Sep 06, 2017 10:13 pm
Yeah that was around like a year before SMBX2 was even announced.
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The0x539
- Eerie

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Postby The0x539 » Wed Sep 06, 2017 10:36 pm
TheKidCodee wrote:Unlike the rest of the of the stuff ive requested, this should be default, its been default since SMB3. And it should be here.
This kills the compatibility.
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TheKidCodee
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Postby TheKidCodee » Thu Sep 07, 2017 5:03 pm
The0x539 wrote:TheKidCodee wrote:Unlike the rest of the of the stuff ive requested, this should be default, its been default since SMB3. And it should be here.
This kills the compatibility.
Compatibility?
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arcade999
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Postby arcade999 » Thu Sep 07, 2017 5:05 pm
Actually, original characters can't be modified, since adding more frame or anything else to them could break things that were made in older levels, so yeah, the only solution is using lua scripts.
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TheKidCodee
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Postby TheKidCodee » Thu Sep 07, 2017 5:11 pm
arcade999 wrote:Actually, original characters can't be modified, since adding more frame or anything else to them could break things that were made in older levels, so yeah, the only solution is using lua scripts.
I dont really care if its a lua script. and 2.0 has already modified a bunch of characters (With the new ones) So i dont see how this is a problem.
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underFlo
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Postby underFlo » Thu Sep 07, 2017 5:35 pm
TheKidCodee wrote:arcade999 wrote:Actually, original characters can't be modified, since adding more frame or anything else to them could break things that were made in older levels, so yeah, the only solution is using lua scripts.
I dont really care if its a lua script. and 2.0 has already modified a bunch of characters (With the new ones) So i dont see how this is a problem.
while the new characters are all based off the original smbx characters, no changes has been made to the original characters in order to, as arcade999 said, retain compatibility.
adding new frames to existing characters would mess up any levels/episodes that used custom graphics to change the player sprites.
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Chaotic Gaming
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Postby Chaotic Gaming » Thu Sep 07, 2017 9:15 pm
Walljumping can be implemented, I did so by accident. I made a modification to the MarioChallengev2 lua file in the loadnextlevel function. I had it call an api from here that did NSMB style wall jumping. Since the modification ALL characters can wall jump in ANY installed episode not just Mario Challenge. Megaman can even scale up a wall by jumping against it!
Bare in mind I think I uncovered a bug by doing this, I only intended to add the wall jumping ability to the Mario Challenge not the entire game. XD
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PixelPest
- Raccoon Mario

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Postby PixelPest » Thu Sep 07, 2017 9:34 pm
Don't edit anything in the basegame folders (except worlds); why would you do that. There's literally instructions on the API page iirc that tell you to put that code in a specific file that you should create in your custom graphics/assets folder
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TheKidCodee
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Postby TheKidCodee » Thu Sep 07, 2017 10:28 pm
Spinda wrote:TheKidCodee wrote:arcade999 wrote:Actually, original characters can't be modified, since adding more frame or anything else to them could break things that were made in older levels, so yeah, the only solution is using lua scripts.
I dont really care if its a lua script. and 2.0 has already modified a bunch of characters (With the new ones) So i dont see how this is a problem.
while the new characters are all based off the original smbx characters, no changes has been made to the original characters in order to, as arcade999 said, retain compatibility.
adding new frames to existing characters would mess up any levels/episodes that used custom graphics to change the player sprites.
Just use the last swiming sprite (Mario spreading his arms out)
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