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How to define player animation frames? SMBX2 (2.0.0 b4)

Posted: Wed Oct 13, 2021 8:48 am
by oliacym
Hi all, first off, my apologies if this has been asked before, only I have been searching for a while and can't seem to work it out. I'm looking to replace the playable Mario's walk/run cycle with a slightly longer one, adding another frame. I can replace the sprites no problem, my issue is that I can not get the cycle to change in-game, only in the pge_calibrator.

Now, from what I can gather, the animations are defined in a lua file, whch needs to be updated before any change will stick. But here is where I seem to be stuck because I can not work out what files I should be editing. I'm hopeful if I know I'm working with the right file, I will be able to work out what I need to alter. Many thanks in advance.

Re: How to define player animation frames? SMBX2 (2.0.0 b4)

Posted: Thu Oct 14, 2021 3:10 am
by deice
if my memory serves me right, custom costumes are configured via a file called "costume.lua" inside the folder "(episode folder)/costumes/(character name)/(costume name)".

the costume is then activated via: Player.setCostume((character constant), "(costume name)")

Re: How to define player animation frames? SMBX2 (2.0.0 b4)

Posted: Thu Oct 14, 2021 9:52 am
by oliacym
Aha! Costumes! Now this looks like what I need, thank you very much :)

Re: How to define player animation frames? SMBX2 (2.0.0 b4)

Posted: Sat Feb 04, 2023 4:06 pm
by sonic_de_hedhog
by 3rd frame i think of the original smb1 walk but the all stars, smb3 and smw mario only have 2 frames of walk and big mario 4 frames
original smb1 has 3 walk frame, even as super/big mario

Re: How to define player animation frames? SMBX2 (2.0.0 b4)

Posted: Wed May 24, 2023 8:11 pm
by mariobrigade2018
Would this be the same thing for adding extra movesets? (IE:Ground pound, wall jump, flutter jump, ect.)