Is making a SM3DW-styled worldmap possible in SMBX2?

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Is making a SM3DW-styled worldmap possible in SMBX2?

Postby Suckerman7 GM » Thu Dec 17, 2020 4:21 pm

I have a question about worldmaps, again. So, I have seen some projects in 38A that there are worldmaps in the style of Super Mario 3D World. (The map is free to explore, there are blocks you can react with etc.)

I wonder, is this possible for SMBX2? If so, I'd like to know the basics. Thanks for your attention.

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Re: Is making a SM3DW-styled worldmap possible in SMBX2?

Postby Emral » Thu Dec 17, 2020 4:29 pm

Requires a world map system to be built from scratch, but it's certainly possible. Can probably be built in both lvlx and wld files, though I recommend lvlx because more object types are available from the get-go.
Like with any self-built map system you need to add support for paths, exit types and level unlocking (using SaveData to store some of that information) and a way to place and connect the levels. Beyond that it's up to you to figure out what steps are necessary in recreating the system you want.

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Re: Is making a SM3DW-styled worldmap possible in SMBX2?

Postby Suckerman7 GM » Thu Dec 17, 2020 4:33 pm

Enjl wrote:
Thu Dec 17, 2020 4:29 pm
Requires a world map system to be built from scratch, but it's certainly possible. Can probably be built in both lvlx and wld files, though I recommend lvlx because more object types are available from the get-go.
Like with any self-built map system you need to add support for paths, exit types and level unlocking (using SaveData to store some of that information) and a way to place and connect the levels. Beyond that it's up to you to figure out what steps are necessary in recreating the system you want.
Thanks for the explanation. I guess most of this is done with Lua. I gotta learn Lua before making this stuff, I guess. Thanks again.

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Re: Is making a SM3DW-styled worldmap possible in SMBX2?

Postby Emral » Thu Dec 17, 2020 6:42 pm

Yup. The major problem with trying to do it in Redigit's world map system is that you would need to place path tiles everywhere, which would in turn instantly unlock all levels. Also you'll always be locked to the grid. It may technically be feasible to fudge it (a barrier at the start of every level file, or disabling the jump key when standing on a level on the overworld in a lua-defined condition has not been met), but those are rather.. rough estimations of the general concept.

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Re: Is making a SM3DW-styled worldmap possible in SMBX2?

Postby Koopulution » Fri Dec 18, 2020 5:05 pm

From what I'm reading, this would take a painstakingly long time, would it?

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Re: Is making a SM3DW-styled worldmap possible in SMBX2?

Postby Emral » Fri Dec 18, 2020 5:18 pm

Koopulution wrote:
Fri Dec 18, 2020 5:05 pm
From what I'm reading, this would take a painstakingly long time, would it?
Dunno. The art required, probably (due to the amount of sprites required for world maps in general). But setting up systems in code doesn't take long if you know what you're doing. Learning to know what you're doing may take a long time, but that's a different thing. It's like knitting a sweater before or after having knit a few dozen easier things: Even though the task is the exact same, prior experience with similar activities will make it more achievable.


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