Mega Man breaks multiplayer. (SMBX 2.0)

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Megaiwer
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Mega Man breaks multiplayer. (SMBX 2.0)

Postby Megaiwer » Thu Aug 20, 2020 6:04 pm

I was trying to create a multiplayer episode using Mega Man and Mario but when I used them together weird things started happening.

(Mario had to be P2 for Mega Man to work)

Mario is unable to sprint.

Trying to shoot as Mario causes Mega Man to shoot. (I checked bound keys. everything is fine with those.)

Mario's fireballs do not have any gravity.

Is there any way to fix those issues?

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Re: Mega Man breaks multiplayer. (SMBX 2.0)

Postby ElectriKong » Thu Aug 20, 2020 6:59 pm

Megaiwer wrote:
Thu Aug 20, 2020 6:04 pm
Is there any way to fix those issues?
Wait for the update that will fix multiplayer with the new characters.

Teemster2
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Re: Mega Man breaks multiplayer. (SMBX 2.0)

Postby Teemster2 » Thu Aug 20, 2020 11:55 pm

They have updates planned that include bug and crash fixes and there is a resource Google spread sheet that shows many of the things they have planned to add.

Megaiwer
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Re: Mega Man breaks multiplayer. (SMBX 2.0)

Postby Megaiwer » Fri Aug 21, 2020 8:34 am

I did not know that it was a known issue. I'm sorry for bothering you all. Thank you for your answers and have a wonderful day.

Enjl
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Re: Mega Man breaks multiplayer. (SMBX 2.0)

Postby Enjl » Fri Aug 21, 2020 9:56 am

Technical explanation:
There are three errors that are at play here:
1) Certain new characters aren't designed player-slot-agnostically, meaning they access the first player regardless of which player is actually playing as that character.
2) The global Defines variables such as Defines.gravity and Defines.player_grav are, well, global. Some characters alter these, having an adverse effect on simultaneously used characters in other slots.
3) Multiplayer with certain character combinations that even don't fit into the other categories can be broken, because internally the new characters re-use the character IDs used by the basegame characters. So if you use Peach and Uncle Broadsword it would work moderately fine, as Broadsword uses Mario's ID under the hood. But Broadsword and Mario would cause errors, as would Mario and Wario.

Wiimeiser
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Re: Mega Man breaks multiplayer. (SMBX 2.0)

Postby Wiimeiser » Sat Aug 22, 2020 5:19 am

The first one doesn't sound that hard to fix, but the other two might be borderline impossible given that adding new IDs for characters and powerups is impossible without the original game's source code...

Enjl
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Re: Mega Man breaks multiplayer. (SMBX 2.0)

Postby Enjl » Sat Aug 22, 2020 5:25 am

Wiimeiser wrote:
Sat Aug 22, 2020 5:19 am
The first one doesn't sound that hard to fix, but the other two might be borderline impossible given that adding new IDs for characters and powerups is impossible without the original game's source code...
Yep, the first one is pretty easy, and mostly went through testing because of our decision outlined in my next paragraph.
The second and third are planned to be addressed by splitting up some variables internally and are one of the bigger todo items for the next update. It just hasn't been done yet because we prioritized polishing up the beta 4 content to get any update released at all, and we decided that for now (Beta 4) Multiplayer was too niche of a feature to tack another year of development time onto the already big Beta 4 release. It's possible, it was just low priority until now.

Teemster2
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Re: Mega Man breaks multiplayer. (SMBX 2.0)

Postby Teemster2 » Sat Aug 22, 2020 2:32 pm

Wiimeiser wrote:
Sat Aug 22, 2020 5:19 am
The first one doesn't sound that hard to fix, but the other two might be borderline impossible given that adding new IDs for characters and powerups is impossible without the original game's source code...
It would be nice if redigit could just give us the code. Then we could do so much more with smbx. Does anybody still talk to him? I think I have asked this before but I forget.

Sonya Sanchez
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Re: Mega Man breaks multiplayer. (SMBX 2.0)

Postby Sonya Sanchez » Sat Aug 22, 2020 2:45 pm

Teemster2 wrote:
Sat Aug 22, 2020 2:32 pm
Wiimeiser wrote:
Sat Aug 22, 2020 5:19 am
The first one doesn't sound that hard to fix, but the other two might be borderline impossible given that adding new IDs for characters and powerups is impossible without the original game's source code...
It would be nice if redigit could just give us the code. Then we could do so much more with smbx. Does anybody still talk to him? I think I have asked this before but I forget.

Uhh
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