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My Mario Graphics are not working?

Posted: Sun Jun 17, 2018 4:43 pm
by FireLock48
So I posted a Topic (on 6/2/2018) asking for help and well I got help but not in the right place? So in the Editor it works fine but in game/program it does not work?

Image
Image

And if your still not sure then here is a video in game/program but it's *ONLY FOR Super Mario Bros X Purposes*.


Re: My Mario Graphics are not working?

Posted: Sun Jun 17, 2018 5:11 pm
by FireyPaperMario
Dude, i had the same problem with my own Sega Mega Drive Mario sprites. Did you fill the complete sprite sheet with your custom sprites before booting up the editor? :idea:

Re: My Mario Graphics are not working?

Posted: Sun Jun 17, 2018 6:28 pm
by FireLock48
MarioRPGExpert93 wrote:
Sun Jun 17, 2018 5:11 pm
Dude, i had the same problem with my own Sega Mega Drive Mario sprites. Did you fill the complete sprite sheet with your custom sprites before booting up the editor? :idea:
Thank you for telling me this but I checked all of Mario's sprite sheets and there all filled. But hey at least this could be something I can refer back in the future :D

Re: My Mario Graphics are not working?

Posted: Sun Jun 17, 2018 7:15 pm
by PixelPest
Pretty sure that's a consistent 38A issue and haven't seen a fix yet

Re: My Mario Graphics are not working?

Posted: Sun Jun 17, 2018 7:19 pm
by FireLock48
PixelPest wrote:
Sun Jun 17, 2018 7:15 pm
Pretty sure that's a consistent 38A issue and haven't seen a fix yet
Is there ways to work around the issue?

Re: My Mario Graphics are not working?

Posted: Sun Jun 17, 2018 8:18 pm
by Hoeloe
FireLock48 wrote:
Sun Jun 17, 2018 7:19 pm
PixelPest wrote:
Sun Jun 17, 2018 7:15 pm
Pretty sure that's a consistent 38A issue and haven't seen a fix yet
Is there ways to work around the issue?
As far as I'm aware, the only way to work around it is to not use 38A.

Re: My Mario Graphics are not working?

Posted: Sun Jun 17, 2018 9:56 pm
by PixelPest
Hoeloe wrote:
Sun Jun 17, 2018 8:18 pm
FireLock48 wrote:
Sun Jun 17, 2018 7:19 pm
PixelPest wrote:
Sun Jun 17, 2018 7:15 pm
Pretty sure that's a consistent 38A issue and haven't seen a fix yet
Is there ways to work around the issue?
As far as I'm aware, the only way to work around it is to not use 38A.
This is also my understanding

Re: My Mario Graphics are not working?

Posted: Sun Jun 17, 2018 10:06 pm
by FireLock48
Hoeloe wrote:
Sun Jun 17, 2018 8:18 pm
FireLock48 wrote:
Sun Jun 17, 2018 7:19 pm
PixelPest wrote:
Sun Jun 17, 2018 7:15 pm
Pretty sure that's a consistent 38A issue and haven't seen a fix yet
Is there ways to work around the issue?
As far as I'm aware, the only way to work around it is to not use 38A.
Thank you, i'll just upgrade to the 2.0v(X2) :D

Re: My Mario Graphics are not working?

Posted: Fri Jul 06, 2018 3:16 pm
by FireLock48
FireLock48 wrote:
Sun Jun 17, 2018 10:06 pm
Hoeloe wrote:
Sun Jun 17, 2018 8:18 pm
FireLock48 wrote:
Sun Jun 17, 2018 7:19 pm


Is there ways to work around the issue?
As far as I'm aware, the only way to work around it is to not use 38A.
Thank you, i'll just upgrade to the 2.0v(X2) :D
That was a bad idea :oops:

Re: My Mario Graphics are not working?

Posted: Fri Jul 06, 2018 3:28 pm
by Emral
SMBX38A is a different engine to SMBX1.3/SMBX2 and it uses its own level file format. I presume that's the issue you ran into? You can open SMBX 38A levels with PGE and reconvert them back, I think. Or copy all the level objects out and into a new file or something.

Re: My Mario Graphics are not working?

Posted: Sat Jul 07, 2018 2:03 am
by Teemster2
FireLock48 wrote:
Fri Jul 06, 2018 3:16 pm
FireLock48 wrote:
Sun Jun 17, 2018 10:06 pm
Hoeloe wrote:
Sun Jun 17, 2018 8:18 pm


As far as I'm aware, the only way to work around it is to not use 38A.
Thank you, i'll just upgrade to the 2.0v(X2) :D
That was a bad idea :oops:
Why was it a bad idea to download 2.0 and give it a try?

Re: My Mario Graphics are not working?

Posted: Sat Jul 07, 2018 5:08 am
by ElectriKong
Staying on 38A is a bad idea.

Re: My Mario Graphics are not working?

Posted: Mon Jul 09, 2018 8:43 pm
by ReptilianBro
The workaround to fixing 38A is not using 38A haha. Unfortunate

Re: My Mario Graphics are not working?

Posted: Fri Jul 13, 2018 11:41 pm
by FireLock48
Teemster2 wrote:
Sat Jul 07, 2018 2:03 am
FireLock48 wrote:
Fri Jul 06, 2018 3:16 pm
FireLock48 wrote:
Sun Jun 17, 2018 10:06 pm

Thank you, i'll just upgrade to the 2.0v(X2) :D
That was a bad idea :oops:
Why was it a bad idea to download 2.0 and give it a try?
Because I could not convert my 38A levels into 2.0 levels, plus 2.0's editor is confusing to learn and had problems finding tutorials.

Added in 2 minutes 41 seconds:
Electriking wrote:
Sat Jul 07, 2018 5:08 am
Staying on 38A is a bad idea.
yeah it probably is but I just thank its simpler use.

Re: My Mario Graphics are not working?

Posted: Sat Jul 14, 2018 3:15 am
by Westretroman
FireLock48 wrote:
Fri Jul 13, 2018 11:44 pm
Teemster2 wrote:
Sat Jul 07, 2018 2:03 am
FireLock48 wrote:
Fri Jul 06, 2018 3:16 pm


That was a bad idea :oops:
Why was it a bad idea to download 2.0 and give it a try?
Because I could not convert my 38A levels into 2.0 levels, plus 2.0's editor is confusing to learn and had problems finding tutorials.

Added in 2 minutes 41 seconds:
Electriking wrote:
Sat Jul 07, 2018 5:08 am
Staying on 38A is a bad idea.
yeah it probably is but I just thank its simpler use.
I don't want to come off as defensive, here, but is it, probably, that you don't want to learn to actually use the editor. I've used it for quite while, it takes time to adjust, maybe try using it more and exploring the surroundings and don't give up, when beta 4 arrives, that is. Also, I've heard of a plugin or something that allows 38A to be used on PGE.

Re: My Mario Graphics are not working?

Posted: Sat Jul 14, 2018 10:38 am
by FireLock48
Westretroman wrote:
Sat Jul 14, 2018 3:15 am
FireLock48 wrote:
Fri Jul 13, 2018 11:44 pm
Teemster2 wrote:
Sat Jul 07, 2018 2:03 am


Why was it a bad idea to download 2.0 and give it a try?
Because I could not convert my 38A levels into 2.0 levels, plus 2.0's editor is confusing to learn and had problems finding tutorials.

Added in 7/13/2018:
Electriking wrote:
Sat Jul 07, 2018 5:08 am
Staying on 38A is a bad idea.
yeah it probably is but I just thank its simpler use.
I don't want to come off as defensive, here, but is it, probably, that you don't want to learn to actually use the editor. I've used it for quite while, it takes time to adjust, maybe try using it more and exploring the surroundings and don't give up, when beta 4 arrives, that is. Also, I've heard of a plugin or something that allows 38A to be used on PGE.
well, It's not that I did not want to learn it, it was just very difficult to do so and don't get me wrong I did kind of dread it. I tried to learn it but I search everywhere online, and could not find a tutorial so the only things that I could do is the straight basics and that was it, and that makes a bland level (in my opinion) because the way I like to make a level is that I have to have something 'custom', like custom gfx, custom music, or the use of layers and events. A really good reason why I do stay with 38A is that it had lots of stuff going for it, like different ways to edit. Now that's not to say that there's not different was to edit in 2.0 because there is and when I first heard of 2.0 (which that was before I heard of 38A) I wanted to use it because there was all sorts of thing like new characters and stuff but then I figured out that the editor was built like lunar magic (a Super Mario World editor), which at the time I was learning lunar magic but the difference is that I was able to find a tutorial for lunar magic but not 2.0 and as I was looking every where for a tutorial, I stumbled upon a trailer for 38A and I immediately wanted to use it because there were new power-ups, new npcs, and baby yoshis. 38A focused on ways that you could spice up levels where 2.0 only focused on changing up the physics, and editing in 2.0 feels like a hassle but 38A's editor actually feels fun to edit, like you can ride a shell in 38A just think of some spicy levels to make with that :) .

sorry for the long paragraph, I'm just very passionate about this kind of stuff.

And what 2.0 needs to do is a way to convert 38A levels!

Re: My Mario Graphics are not working?

Posted: Sat Jul 14, 2018 10:53 am
by Emral
FireLock48 wrote:
Sat Jul 14, 2018 10:38 am
I tried to learn it but I search everywhere online, and could not find a tutorial
https://wohlsoft.ru/pgewiki/PGE_Editor
Protip: Open the tileset itembox. The standard level itembox is very limited.
FireLock48 wrote:
Sat Jul 14, 2018 10:38 am
figured out that the editor was built like lunar magic (a Super Mario World editor)
Having used lunar magic... Kinda? Lunar Magic is a lot more clunky though. The only similarities I can see is having the menu bar at the top and being able to have several windows open at once, which are both positives IMO.
FireLock48 wrote:
Sat Jul 14, 2018 10:38 am
38A focused on ways that you could spice up levels where 2.0 only focused on changing up the physics
SMBX2 doesn't change the game's physics at all. 38A does.
FireLock48 wrote:
Sat Jul 14, 2018 10:38 am
and editing in 2.0 feels like a hassle but 38A's editor actually feels fun to edit
Weird, for me it's exactly the opposite. It's almost like experience in an editor makes alternatives cumbersome and harder to adapt to.
FireLock48 wrote:
Sat Jul 14, 2018 10:38 am
like you can ride a shell in 38A just think of some spicy levels to make with that
You can ride rainbow shells in SMBX 1.3 and SMBX2 as well. The possibilities are honestly very limited.
FireLock48 wrote:
Sat Jul 14, 2018 10:38 am
And what 2.0 needs to do is a way to convert 38A levels!
Enjl wrote:
Fri Jul 06, 2018 3:28 pm
SMBX38A is a different engine to SMBX1.3/SMBX2 and it uses its own level file format. I presume that's the issue you ran into? You can open SMBX 38A levels with PGE and reconvert them back, I think. Or copy all the level objects out and into a new file or something.

Re: My Mario Graphics are not working?

Posted: Sat Jul 14, 2018 6:50 pm
by FireLock48
Enjl wrote:
Sat Jul 14, 2018 10:53 am
FireLock48 wrote:
Sat Jul 14, 2018 10:38 am
I tried to learn it but I search everywhere online, and could not find a tutorial
https://wohlsoft.ru/pgewiki/PGE_Editor
Protip: Open the tileset itembox. The standard level itembox is very limited.
FireLock48 wrote:
Sat Jul 14, 2018 10:38 am
figured out that the editor was built like lunar magic (a Super Mario World editor)
Having used lunar magic... Kinda? Lunar Magic is a lot more clunky though. The only similarities I can see is having the menu bar at the top and being able to have several windows open at once, which are both positives IMO.
FireLock48 wrote:
Sat Jul 14, 2018 10:38 am
38A focused on ways that you could spice up levels where 2.0 only focused on changing up the physics
SMBX2 doesn't change the game's physics at all. 38A does.
FireLock48 wrote:
Sat Jul 14, 2018 10:38 am
and editing in 2.0 feels like a hassle but 38A's editor actually feels fun to edit
Weird, for me it's exactly the opposite. It's almost like experience in an editor makes alternatives cumbersome and harder to adapt to.
FireLock48 wrote:
Sat Jul 14, 2018 10:38 am
like you can ride a shell in 38A just think of some spicy levels to make with that
You can ride rainbow shells in SMBX 1.3 and SMBX2 as well. The possibilities are honestly very limited.
FireLock48 wrote:
Sat Jul 14, 2018 10:38 am
And what 2.0 needs to do is a way to convert 38A levels!
Enjl wrote:
Fri Jul 06, 2018 3:28 pm
SMBX38A is a different engine to SMBX1.3/SMBX2 and it uses its own level file format. I presume that's the issue you ran into? You can open SMBX 38A levels with PGE and reconvert them back, I think. Or copy all the level objects out and into a new file or something.
Thank you for telling me this but I'm just more comfortable with 38A right know plus I'm working on some episodes and I don't really feel like converting them but when I have the time I will give it another try and this time I'll put a little more 'backbone' into it! And 2.0 REALLY needs to add the additions that 38A made like the powerups, the baby Yoshi's, and what not. And also 2.0 does change some physics, they change the spin jump to a more SMG spin jump (well at least from what I've seen). But again thank you, I'll use this to refer back to in the future.

Re: My Mario Graphics are not working?

Posted: Sat Jul 14, 2018 7:47 pm
by Emral
FireLock48 wrote:
Sat Jul 14, 2018 6:50 pm
And also 2.0 does change some physics, they change the spin jump to a more SMG spin jump (well at least from what I've seen).
This is false.
FireLock48 wrote:
Sat Jul 14, 2018 6:50 pm
And 2.0 REALLY needs to add the additions that 38A made like the powerups, the baby Yoshi's, and what not
https://docs.google.com/spreadsheets/d/ ... JmsYM1_vOI
Beta 4 development sheet.

Re: My Mario Graphics are not working?

Posted: Sat Jul 14, 2018 11:51 pm
by Teemster2
FireLock48 wrote:
Sat Jul 14, 2018 6:50 pm
Enjl wrote:
Sat Jul 14, 2018 10:53 am
FireLock48 wrote:
Sat Jul 14, 2018 10:38 am
I tried to learn it but I search everywhere online, and could not find a tutorial
https://wohlsoft.ru/pgewiki/PGE_Editor
Protip: Open the tileset itembox. The standard level itembox is very limited.
FireLock48 wrote:
Sat Jul 14, 2018 10:38 am
figured out that the editor was built like lunar magic (a Super Mario World editor)
Having used lunar magic... Kinda? Lunar Magic is a lot more clunky though. The only similarities I can see is having the menu bar at the top and being able to have several windows open at once, which are both positives IMO.
FireLock48 wrote:
Sat Jul 14, 2018 10:38 am
38A focused on ways that you could spice up levels where 2.0 only focused on changing up the physics
SMBX2 doesn't change the game's physics at all. 38A does.
FireLock48 wrote:
Sat Jul 14, 2018 10:38 am
and editing in 2.0 feels like a hassle but 38A's editor actually feels fun to edit
Weird, for me it's exactly the opposite. It's almost like experience in an editor makes alternatives cumbersome and harder to adapt to.
FireLock48 wrote:
Sat Jul 14, 2018 10:38 am
like you can ride a shell in 38A just think of some spicy levels to make with that
You can ride rainbow shells in SMBX 1.3 and SMBX2 as well. The possibilities are honestly very limited.
FireLock48 wrote:
Sat Jul 14, 2018 10:38 am
And what 2.0 needs to do is a way to convert 38A levels!
Enjl wrote:
Fri Jul 06, 2018 3:28 pm
SMBX38A is a different engine to SMBX1.3/SMBX2 and it uses its own level file format. I presume that's the issue you ran into? You can open SMBX 38A levels with PGE and reconvert them back, I think. Or copy all the level objects out and into a new file or something.
Thank you for telling me this but I'm just more comfortable with 38A right know plus I'm working on some episodes and I don't really feel like converting them but when I have the time I will give it another try and this time I'll put a little more 'backbone' into it! And 2.0 REALLY needs to add the additions that 38A made like the powerups, the baby Yoshi's, and what not. And also 2.0 does change some physics, they change the spin jump to a more SMG spin jump (well at least from what I've seen). But again thank you, I'll use this to refer back to in the future.
My advice is stick with 38A if your more comfortable with it and enjoy it but I would still give 2.0 another try after all of the Beta's are done because it will have far more content then 38A. I am not saying 38A is bad or you should stop using it. I'm just suggesting you give 2.0 another try after the dev team has it ready for official release. Plus the person who was working on 38A I think abondoned it so don't expect any new updates unless I am wrong.

Both games have their pro's and cons but with that said 2.0 Beta 4 is including line guides, switch palaces, over 100 new enemies and more than 700 new tile blocks and bgo's for just Beta4 thus with just a single Beta 2.0 will far exceed the content of 38A. Anyways 38A players are welcome here too even if you don't play 2.0. We are all one community enjoying Super Mario games :)