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Posted: Sun Oct 03, 2021 9:21 pm
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well, that can be achieved by lua.When entering a level, the game used to play the "level start" jingle and display how many lives you have left. However, this has been replaced with a silent "X2" logo at the bottom right.
what if there are too many episodes? the launcher is way better imo and it also has a search function.Attempting to remove the title screen as a whole will only hinder the controller support much further. Instead of simply starting the game, players will need to select the episode or battle stage they want to play on with a mouse. Nothing was stopping the developers from improving the existing main menu.
what's the problem with it?Megan. Need I say more?
viewtopic.php?t=16633#p239706modern resolutions and widescreen
what's the problem with backwards compatibility? I think it's better to have it, since people don't need to download the old version to play older episodes.The developers of the 2.0 update failed to address the aforementioned problems because they were insistent on allowing outdated episodes to run on their updated version perfectly. I'm not saying that backwards compatibility is a bad thing, but if they're attempting a 100% compatibility (which has to be impossible at this point), then none of the problems will be fixed, and any potential improvements will never see the light of day.
well, with the arrival of lua, it opens many new possibilities - new NPCs, custom libraries and much more!Final Statement
Many people earnestly agree that most of the characters aren't fun to play as. However, the "don't belong in the game" argument" isn't one. Not sure what to tell you about a Mario fangame crossing-over with multiple other games. The devs are going to be reworking the characters, as cited in the progress sheet. Plus, nothing is getting neglected in favor of new characters. If this was the case, we wouldn't be getting new NPCs and blocks alongside them.Excessive Amount of New Characters
Imagine a child's parents offering them a fresh canvas, palette, and set of paint. No direct orders to follow, just let the kid swim in their mind. What could they paint? A house? A mystical forest they saw in their dreams? You can look for ways to make something more unique than the default episode. The Invasion 2 as a default episode is basically: "You must follow these strict limitations on a chalkboard, have a nice day!" To simplify, having a default episode with SMBX2 would only encourage episodes to follow one project instead of roaming freely with new opportunities to wow players. Legacy SMBX was running dry because it followed what was immediately given, which was... Already somewhat optimized.Lack of New Built-In Episode
Agreed with the Mario Challenge, but it isn't easy to fix this when it requires backtracking your files. Unless if there's something I haven't tested yet? As MarioMan2007 said, you can achieve the level start jingle via Lua. I can't say anything about the controller support.Odd Design Choices
LolMegan. Need I say more?
The Koopas, Mushrooms, and question-mark block timers can be achieved by manipulating them with Lua. I recommend checking the NPC and block classes after watching Enjl's Lunalua tutorials. If you're asking for improvements to the main engine, don't expect anything game-changing. The framerate is fine, at least the game is playable in most scenarios. Furthermore, check the post from Enjl that MarioMan2007 linked.No Improvements to the Core Game
Hard disagree. The biggest feature is the custom range, and by extension, lunalua.Sapphire Bullet Bill wrote: ↑Sun Oct 03, 2021 9:21 pmThe new characters are probably the biggest feature to 2.0
SMBX2 is ever-evolving, so it would be difficult for us to maintain a single episode with the purpose of showing "all its features". Ironically, development is also really slow right now precisely because a lot of the devs are working on episodes.Sapphire Bullet Bill wrote: ↑Sun Oct 03, 2021 9:21 pmThe developers even stated that they would not work on a new episode for the 2.0 update.
A lot of people seem to like the feature, going by its use of videos on youtube. If you wanna exclude a level from the challenge, place an empty text file called "nomariochallenge" in the level folder of the levels or episodes you wish to exclude.Sapphire Bullet Bill wrote: ↑Sun Oct 03, 2021 9:21 pmI don't see why this mode benefits the game and it doesn't seem like it would make for a good casual experience either with hard/kaizo levels in the mix.
The Mario Challenge in its current implementation predates custom load screens, and since the inclusion of custom load screens, other adjustments to the engine took priority.Sapphire Bullet Bill wrote: ↑Sun Oct 03, 2021 9:21 pmWhen entering a level, the game used to play the "level start" jingle and display how many lives you have left. However, this has been replaced with a silent "X2" logo at the bottom right.
This is extremely false. The main menu is actually really volatile and prone to erasing save data when switching between episodes. It's also not customizable per episode, and wouldn't have allowed us to display achievements, the per-episode progress bar or similar features accessible from the launcher.Sapphire Bullet Bill wrote: ↑Sun Oct 03, 2021 9:21 pmNothing was stopping the developers from improving the existing main menu.
A lot of 1.3 crashes and glitches were removed, and the ones that currently remain are features that can be optionally disabled via a few lines of code or a library. Someone else already addressed the resolution argument I believe.
It's still possible to maintain it. So I don't see why we should make years of levels obsolete. Maintaining it isn't a big development cost.
You’re right, she is underrepresented! Thanks for bringing this issue to our attention, we’ll make sure to include more of her in the next update.Megan. Need I say more?
you say this like mushroom movement in smbx is random, even though it evidently isn't.Sapphire Bullet Bill wrote: ↑Sun Oct 03, 2021 9:21 pmthe Mushroom should NEVER move left after hitting a ? block (that's just bullshit and you know it)
The main goal of these pre-included episodes is showcasing: what game engine is able: showcase the most of game features. The fact, SMBX-38A has the "The Invasion Revolution" which is a mod of "The Invasion 2" where are introduced many 38A-specific extras into the game and other things.Ness-Wednesday wrote: ↑Mon Oct 04, 2021 1:31 amImagine a child's parents offering them a fresh canvas, palette, and set of paint. No direct orders to follow, just let the kid swim in their mind. What could they paint? A house? A mystical forest they saw in their dreams? You can look for ways to make something more unique than the default episode. The Invasion 2 as a default episode is basically: "You must follow these strict limitations on a chalkboard, have a nice day!" To simplify, having a default episode with SMBX2 would only encourage episodes to follow one project instead of roaming freely with new opportunities to wow players. Legacy SMBX was running dry because it followed what was immediately given, which was... Already somewhat optimized.Lack of New Built-In Episode
This is a completely functionally meaningless statement. While it may be technically accurate, it makes no difference for people actually using the engine. It's not less useful or valuable because it's build as an extension application to Redigits original game, and the implication otherwise is kind of weirdly elitist.
I mean in sense, the SMBX2 is not a full source package (it's a mixture of blobs and pieces built not by you), you can't just build the solid and monolithic executable of the game from the sources to work on any other processor than x86 and x86_64 (for example, on ARM, if you just using any translators or emulators of x86 processor, the result will work much slower (approximately 10x times) than natively), and, you won't be able to build the 64-bit game, because it depends on 32-bit blob you can't replace. It contains the fixed blob (the smbx.exe built in October 2010) which is required for the game's work and the development in most of the hacking of that blob on the side.
That's right and really depends on the specific situations, where limitations are making a riddle/challenge that will enable your brain to work trickier and make the smarter solution. There is a fact, that while hardware getting more powerful, software developers getting lazier and they won't care about optimizations and stability, etc. As a result, the software product that does absolutely 1:1 same as the analog made 15 years ago for elder hardware, but it eats much more RAM / CPU, takes more disk space, etc. That generally sucks. Why so damned messenger program must have the same size and power hunger as the "Space Engine" universe simulator?
Okay but this is true of tons of other software too, this is just an arbitrary line you've drawn for some reason, and it's a really bizarre and elitist one to draw.Wohlstand wrote: ↑Tue Oct 05, 2021 7:34 pmI mean in sense, the SMBX2 is not a full source package (it's a mixture of blobs and pieces built not by you), you can't just build the solid and monolithic executable of the game from the sources to work on any other processor than x86 and x86_64 (for example, on ARM, if you just using any translators or emulators of x86 processor, the result will work much slower (approximately 10x times) than natively), and, you won't be able to build the 64-bit game, because it depends on 32-bit blob you can't replace. It contains the fixed blob (the smbx.exe built in October 2010) which is required for the game's work and the development in most of the hacking of that blob on the side.
No. It's 100% the ability to add your own new blocks, NPCs, HUD elements and other such things, with lua support. The new characters wouldn't of even been possible without lua support.The new characters are probably the biggest feature to 2.0.
I think this is a commonly passed around idea the entire community. They're all getting revamed in the future, so you should expect for them to be at least marginally improved.From my experience, each character is not fun to play as, and/or feel like they don't belong in the game period
This just sounds like laziness. Just look for episodes on the forums. Times have changed, internet speeds have vastly increased and it's incredibly easy to get what you want.Lack of New Built-In Episode
It might not be interesting for you, but it also is interesting to other people. It doesn't have to benefit just you for it to benefit the game; there are people out there that it was made for. It wouldn't be made if it didn't have an appeal.Mario Challenge is a mode that allows users to play a shuffled set of levels from episodes. I don't see why this mode benefits the game and it doesn't seem like it would make for a good casual experience either with hard/kaizo levels in the mix.
This literally just screams "I'm lazy and want to select everything with my controller, because I can't be bothered to move my hand to the mouse".Attempting to remove the title screen as a whole will only hinder the controller support much further. Instead of simply starting the game, players will need to select the episode or battle stage they want to play on with a mouse.
This is a massive nitpick. You can see your lives in-game anyways, and a single sound effect isn't going to change anything. Loading screens can be customized with lua anyways.When entering a level, the game used to play the "level start" jingle and display how many lives you have left. However, this has been replaced with a silent "X2" logo at the bottom right.
That would require insane amounts of work for such a minimal payoff + backwards compatibility would be lost with older episodes.SMBX is over 10 years old at this point, and it's clear that some major improvements should be made, such as make the jump to modern resolutions and widescreen, the framerate being reworked to 60FPS
This can simply be fixed / changed / added by code made by the community. Take MrDoubleA's Extended Koopa Troopas for example.the Koopa Troopas should come out of their shells after being jumped on, the Mushroom should NEVER move left after hitting a ? block (that's just bullshit and you know it), boxes with multiple coins should be based on a timer rather than a fixed amount, and various other trivial problems and oddities.
It's literally not impossible. If it were impossible then it wouldn't be done.but if they're attempting a 100% compatibility (which has to be impossible at this point)
Every "problem" you mentioned is either:then none of the problems will be fixed, and any potential improvements will never see the light of day.
This is the most elitist, ungrateful shit I've ever heard about SMBX2."SMBX 2.0 is an update that adds unnecessary characters, lacks a new campaign, introduces more problems, and while it makes a few improvements, fails to move forward because of its insistency on backwards compatibility."
What gives you the right to even say this? Do you realize how much effort has been put into SMBX2? All the new custom enemies, blocks, features, and coding support... everything they've added isn't worthy of "2.0"??but I refuse to believe this is an update worthy of the "2.0" name.
A lot of great things have been added in SMBX2, and a lot of great things are to come. Plus the community [not the devs!] have made a LOT of fantastic stuff you can use RIGHT NOW, which you would realize if you just looked around for 5 minutes.so I think it's fair for us, the community, to expect a little more.
If you can't continue to use SMBX2 despite all the new additions they've made to it, despite the actual MANY great updates they've made to the base SMBX core, despite all the new content that the community has made for use within SMBX2... then I can simply say that this community is not for you. We shouldn't have to give you a reason to use SMBX at all. You make your own reason, no matter if it's creating episodes and levels, creating graphics for everyone to use, or creating new code structures, NPCs and other such stuff for people to utilize. You give SMBX purpose. Not us. If you fail to give SMBX your own purpose then I would suggest for you to move onto different things.I didn't write this just to rant to the developers; I also wrote this because I enjoyed SMBX and want a reason to come back. Until an actually groundbreaking update comes to SMBX, I have no reason of returning to the scene.
Why is it elitist? This is a criticism of X2's inherent lack of accessibility. If anything, that's the opposite of elitism.Hoeloe wrote: ↑Thu Oct 07, 2021 7:05 pmOkay but this is true of tons of other software too, this is just an arbitrary line you've drawn for some reason, and it's a really bizarre and elitist one to draw.Wohlstand wrote: ↑Tue Oct 05, 2021 7:34 pmI mean in sense, the SMBX2 is not a full source package (it's a mixture of blobs and pieces built not by you), you can't just build the solid and monolithic executable of the game from the sources to work on any other processor than x86 and x86_64 (for example, on ARM, if you just using any translators or emulators of x86 processor, the result will work much slower (approximately 10x times) than natively), and, you won't be able to build the 64-bit game, because it depends on 32-bit blob you can't replace. It contains the fixed blob (the smbx.exe built in October 2010) which is required for the game's work and the development in most of the hacking of that blob on the side.
Debatable. I have yet to play an X2 Episode that surpasses Yoshi's Archipelago.
Directions entail advantages and disadvantages. Calling out the latter in a Review Thread is absolutely legitimate.
https://drive.google.com/file/d/12FymmB ... sp=sharingSapphire Bullet Bill wrote: ↑Sun Oct 03, 2021 9:21 pmthe Mushroom should NEVER move left after hitting a ? block (that's just bullshit and you know it)
If the criticism were more generally about platform independence that would be one thing, but it's the specific element of "it's only valid if a user can compile it from scratch at source" that's just weird. Also note that "platform independence" is very difficult to do while maintaining the backwards compatibility we have right now. It's probably possible, but it would mean likely a year or longer delay to anything else on the engine, which is not something we're wanting to do at this point.
Sure, this is a subjective point, but also we'd never have seen things like Subzero Heroes without SMBX2's additional capabilities, and some of the levels made by desingers like Waddle (using X2 technology) have been outstanding. There is no reason to force limitations onto people where they aren't necessary.
Again, sure, but Wohl keeps bringing up the same few points despite the fact we've already answered them all many times, and it's just to do with priorities. The point is that we're trying to keep backwards compatibility in order to ensure that older episodes don't suddenly break. This obviously comes with some downsides, and means we can't make certain changes. We also want to provide new tools, which require certain hardware features like OpenGL support, which very old hardware just won't be able to run. We've discussed all this a lot, and if this were presented as a factual analysis of the downsides to our approach, I'd have fewer issues, but it's been framed as "this is something you should be doing and choose not to", rather than concessions we make in order to make the thing work at all.