Flagpole (WIP)

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KateBulka
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Flagpole (WIP)

Postby KateBulka » Thu Sep 10, 2020 2:39 pm

Last edited by KateBulka on Thu Sep 10, 2020 4:15 pm, edited 2 times in total.

Tails608
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Re: Flagpole (WIP)

Postby Tails608 » Thu Sep 10, 2020 2:40 pm

This is the best day ever

9thCore
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Re: Flagpole (WIP)

Postby 9thCore » Thu Sep 10, 2020 3:05 pm

Oh damn, I didn't think this would be released so soon!
Really cool as always, thanks Core!

KateBulka
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Re: Flagpole (WIP)

Postby KateBulka » Thu Sep 10, 2020 3:56 pm

Hotfix is up now! *w*

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Re: Flagpole (WIP)

Postby TheNightingale » Thu Sep 10, 2020 4:48 pm

Pretty neat, good job!

Xilore Inaba
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Re: Flagpole (WIP)

Postby Xilore Inaba » Fri Sep 11, 2020 5:39 pm

Finally the classic flagpole is on SMBX2! Amazing work Core,now everyone can actually make an accurate SMB1 level.

TheGameyFireBro105
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Re: Flagpole (WIP)

Postby TheGameyFireBro105 » Fri Sep 11, 2020 7:59 pm

Image

I'm using the laqtest hotfix and it still is screwed

Emral
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Re: Flagpole (WIP)

Postby Emral » Sat Sep 12, 2020 4:24 am

TheGameyFireBro105 wrote:
Fri Sep 11, 2020 7:59 pm
Image

I'm using the laqtest hotfix and it still is screwed
Do you have the SMBX2 Beta 4 Patch 3 Hotfix?

KateBulka
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Re: Flagpole (WIP)

Postby KateBulka » Sat Sep 12, 2020 10:09 am

TheGameyFireBro105 wrote:
Fri Sep 11, 2020 7:59 pm
Image

I'm using the laqtest hotfix and it still is screwed
Seems like you need to install latest b4 patch....

TheGameyFireBro105
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Re: Flagpole (WIP)

Postby TheGameyFireBro105 » Sat Sep 12, 2020 10:24 am

I feel like i should get notified whenever this happens.

Sonya Sanchez
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Re: Flagpole (WIP)

Postby Sonya Sanchez » Sat Sep 12, 2020 3:12 pm

TheGameyFireBro105 wrote:
Sat Sep 12, 2020 10:24 am
I feel like i should get notified whenever this happens.
Uhm you do?? There is literally a message when you boot up X2 and a new Patch has been released and the latest one includes the hotfix now!

Jumper
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Re: Flagpole (WIP)

Postby Jumper » Sat Sep 12, 2020 10:25 pm

TheGameyFireBro105 wrote:
Sat Sep 12, 2020 10:24 am
I feel like i should get notified whenever this happens.
...how did you miss a big greenish box that says that there's a new update whenever you open up the launcher?!

TheGameyFireBro105
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Re: Flagpole (WIP)

Postby TheGameyFireBro105 » Sun Sep 13, 2020 12:00 pm

i guess i just ignore it...

vitzie629
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Re: Flagpole (WIP)

Postby vitzie629 » Sun Sep 20, 2020 9:01 pm

A download link for variation expansion of the flagpole BGOs is available now for downloading! However, I gave credit to Core for this.
https://drive.google.com/file/d/1z7ug-l ... sp=sharing

Blake Izayoi
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Re: Flagpole (WIP)

Postby Blake Izayoi » Thu Oct 15, 2020 7:41 pm

Absolutely fantastic work.
However, the level music doesn't seem to stop when the flag pole is grabbed? This might be intentional but I am curious as to if this could be "fixed" in the future. Thank you.

Edit:
So I was able to edit the code myself to stop the music when you grab the flagpole.
Here's how I did it:
Spoiler: show
Change this (code starts at line 154):

Code: Select all

				Misc.npcToCoins()
				score(p.idx, v)
				SFX.play("smb-exit.ogg")
				flagpoleNPC.touched = true
				p.keys.altJump = true
				data.player = p 
To this:

Code: Select all

				Misc.npcToCoins()
				score(p.idx, v)
				Audio.MusicChange(0, 0, -1)
				SFX.play("smb-exit.ogg")
				flagpoleNPC.touched = true
				p.keys.altJump = true
				data.player = p 
As I'm a code brainlet for lack of a better term, this probably isn't the best solution, but it's a solution nonetheless.

I'm also not sure if I had to download both hotfix 1 & 2 after I downloaded the main Flagpole things, so if there was a music fix in that I apologize.

SergioZen25
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Re: Flagpole (WIP)

Postby SergioZen25 » Thu Nov 12, 2020 6:26 pm

This is very cool! I've been wondering why the flagpole isn't even in the editor by default, it's literally the most common exit in Super Mario Bros.

kr4k1n
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Re: Flagpole (WIP)

Postby kr4k1n » Fri Nov 13, 2020 4:02 pm

SergioZen25 wrote:
Thu Nov 12, 2020 6:26 pm
This is very cool! I've been wondering why the flagpole isn't even in the editor by default, it's literally the most common exit in Super Mario Bros.
I'm thinking the same thing too

Julia Pseudo
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Re: Flagpole (WIP)

Postby Julia Pseudo » Sun Dec 27, 2020 8:24 pm

This is amazing Core! Thank you!
Rhosty wrote:
SergioZen25 wrote:
Thu Nov 12, 2020 6:26 pm
This is very cool! I've been wondering why the flagpole isn't even in the editor by default, it's literally the most common exit in Super Mario Bros.
I'm thinking the same thing too
The flagpole exit is likely missing because SMBX was originally an SMB3 clone for the most part in the early days of Redigit's work on it, with only a few objects from other games in comparison, so the main exit at the time was the SMB3 card roulette. The SMW goalpost was added later on in 1.2, likely to support the many SMW-themed levels in the Invasion 2, and since there aren't many SMB1 levels in comparison Redigit never got around to adding a flagpole.

This is my guess anyhow.

EclipseMain
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Re: Flagpole (WIP)

Postby EclipseMain » Thu Jan 28, 2021 1:53 am

It's great but has a couple issues.

The biggest one is that it ignores checkpoints. If you get a checkpoint, exit the level using a flagpole and enter the same level again, you'll still be at the checkpoint.

The other thing is that there's no way to set it as an exit on the world map.

I plan to use this or something like it for my SMBX episode cause I got a lot of SMB1-styled levels. If these issues can be fixed I'd greatly appreciate it.

MrDoubleA
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Re: Flagpole (WIP)

Postby MrDoubleA » Thu Jan 28, 2021 5:13 am

EclipseMain wrote:
Thu Jan 28, 2021 1:53 am
It's great but has a couple issues.

The biggest one is that it ignores checkpoints. If you get a checkpoint, exit the level using a flagpole and enter the same level again, you'll still be at the checkpoint.

The other thing is that there's no way to set it as an exit on the world map.

I plan to use this or something like it for my SMBX episode cause I got a lot of SMB1-styled levels. If these issues can be fixed I'd greatly appreciate it.
For the checkpoint thing, this is due to a minor bug in SMBX2. It'll be fixed in the next version, however, Core could also manually reset checkpoints for the time being.

For the world map exit type, it acts as an SMW goal tape by default.


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