General discussion about Super Mario Bros. X.
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Emral
- Cute Yoshi Egg
- Posts: 9823
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sun Feb 04, 2024 4:00 am
Hey all!
Remember when I said "regularly scheduled" in the Beta 4 thread? Nobody said it couldn't take a few years.
Anyway, I know many of you have been waiting a long time for this.
DOWNLOAD
As usual, first link down. What are you waiting for? I could stop this post right here.
http://codehaus.wohlsoft.ru/downloads.html
INSTALLATION
The installer is directly created from a ZIP archive of our repository and will deploy the project into the directory you specify. Please don't overwrite any prior directories, but make a new directory and copy your custom content over.
CHANGELOG
Every change since Beta 4 can be found here:
http://codehaus.wohlsoft.ru/changelogs/beta5.php
BUGS
CODEHAUS. THIS THREAD. We read BOTH of them. YAHOO!
DOCUMENTATION
Handbook? What's that? There's been docs for years! Stop clinging on to the old if you still are! (Documentation will be incomplete for a few weeks after release)
https://docs.codehaus.moe/#/
LUA TUTORIALS
The lua tutorials... have NOT CHANGED!
https://www.youtube.com/playlist?list=P ... eONYCNMzI_
Thanks from the entire SMBX2 Dev Team!
Last edited by Emral on Sun Feb 04, 2024 5:32 am, edited 1 time in total.
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zeltroide
- Shy Guy
- Posts: 8
- Joined: Thu Nov 16, 2023 2:51 pm
- Flair: Creativity is intelligence having fun
Postby zeltroide » Sun Feb 04, 2024 4:05 am
WE'RE DEFEATING BOWSER WITH THIS ONE🗣🗣
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Alagirez
- Mouser
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Contact:
Postby Alagirez » Sun Feb 04, 2024 4:11 am
Seems like I gotta delete b4 just to install this one.
Time to move my episodes and such.
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Just_Thomas
- Spike
- Posts: 296
- Joined: Sat Dec 16, 2023 3:32 am
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Postby Just_Thomas » Sun Feb 04, 2024 4:15 am
Ok, I haven`t expected a RELEASE right now.
Amazing! And Congrats to the dev team as well to those whose created npcs got integrated into the base game.
This is certainly a great honor and shows your skills and competence.
You must have had a lot of fun reading our clueless answers about a release date and were probably all giggling inside. Well, you've been granted it.
It is kind of interesting, as like Nintendo was doing it with reading comments about missing features in Mario Maker 1 to add them into the sequel, you did you as well as it seems.
Edit:
I would like to share my ideas for the flagpole (npc-394):
Please replace the editor icon to something like that:
At least I think that would look a bit better in terms of the proportions, as the goal flag stretches quite vertically.
At this point I honestly do not even know if the goal flag is an all new goal type for worldmaps etc.
but if you look at my edit, you might already know what I am suggesting. Allow the designer to choose from the type (placed in overworld, underground, or castle) as well maybe a secret exit type?!
Source of my edits: https://www.spriters-resource.com/snes/ ... heet/6211/
The red flag colours are copied from the red koopa from SMB1.
BTW: Too bad this NPC doesn't work so nicely with the timer, compared to the version of Murphmario's NPC Pack version 1.3.1? Any chance, the best will be put together in an update/patch/fix?
Edit 2:
About bros. in general: Has it been "fixed" that they could not jump through blocks (up and down)? Can not find anything about that one.
Also about checkpoints:
You forgot to mention you actually fixed the previous not working "Warp ID". It did not work in beta 4, I am quite sure about that one.
That fix is not listed in your documentation.
Edit 3:
I am not sure why
[NPC Pack / Library] Extended Koopas (v1.1.1) were NOT put in, as they are superior in any way as it seems. The base game koopas do not return from their shell form once stomped for example. I would have bet everything on it, they are a shoo-in, or have I overlooked something here?
Last edited by Just_Thomas on Sun Feb 04, 2024 8:37 am, edited 4 times in total.
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Alucard648
- Tweeter
- Posts: 151
- Joined: Sun Aug 16, 2015 3:45 am
Postby Alucard648 » Sun Feb 04, 2024 5:28 am
Changelog - 404.
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ShadowXeldron
- Snifit
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Postby ShadowXeldron » Sun Feb 04, 2024 6:47 am
Well, I've been meaning to get back into SMBX so I might as well download this. Any reports on how well it runs under Wine?
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cato
- Volcano Lotus
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Contact:
Postby cato » Sun Feb 04, 2024 10:37 am
That's a lot of stuff there. Good to see some of the more used NPCs (MDA platforms, piranhas) added by default so as not to conflict with other custom NPCs' IDS. Although it feels strange not to add spawnzones and camzones by default considering they are more fundamental to designs.
Welp, time to remodify the lasers to use type = Darkness.lighttype.LINE instead of the scuffed segmented point light sources.
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Chilly14
- Snifit
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- Flair: wash your hands and stay at home
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Postby Chilly14 » Sun Feb 04, 2024 11:53 am
Dang this looks good.
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DrMekar
- Eerie
- Posts: 780
- Joined: Sat Apr 08, 2017 7:16 am
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Contact:
Postby DrMekar » Sun Feb 04, 2024 12:03 pm
Looking amazing as usual. It's also nice to see some more NPC Packs make there way to the Main Game even if there would be a few more I'd also love such as the Custom Chuck Variants to not having to import them all the time, but theres still a chance I guess.
I did had a question though for which I couldn't get a answer for from the changelog. I got the info someday after Beta 4 was
released that it's illadvised to make Custom Graphics for the X2 Characters as they will all be overworked.
Is that still the case or is it okay again to make Custom Graphics for the X2 Characters (or more specifically Wario and
Uncle Broadsword for now)?
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mariobrigade2018
- Lakitu
- Posts: 489
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- Flair: Normie in coding who dreams of making a Mario game
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Postby mariobrigade2018 » Sun Feb 04, 2024 1:00 pm
Time to rant on those who didn’t read the entire changelog YEEEEEEEEEEAAAAAAAAAAAAAAAAAAAAAAA-
Just_Thomas wrote:
Reaction.
Edit:
Flagpole stuff.
Edit 2:
Bros and CPs.
Edit 3:
extendedkoopa.lua rant.
Reaction: ALL ABOARD THE HYPE TRAAAAAAAAAAAAAAAAAAAAIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIINNN!!!
Flagpole stuff: I’m pretty sure the icon stuff was overlooked by the dev team. It is a new win type and level exit. I’m not entirely sure who really uses the timer thing anymore, but I do think that should be worked on. And nice suggestions!
Bros and CPs: All bros (the SMB3 ones and the fire bro) now have an extrasetting that has this. Cool for the CP stuff.
extendedkoopa.lua rant: if they were to add this, then every 1.3 level and most X2 levels would straight up break gfx-wise.
DrMekar wrote: ↑Sun Feb 04, 2024 12:03 pm
I did had a question though for which I couldn't get a answer for from the changelog. I got the info someday after Beta 4 was
released that it's illadvised to make Custom Graphics for the X2 Characters as they will all be overworked.
Is that still the case or is it okay again to make Custom Graphics for the X2 Characters (or more specifically Wario and
Uncle Broadsword for now)?
As long as the characters aren’t multiplayer compatible, then I’d say be careful.
Added in 23 minutes 17 seconds:
Is there a patch on the download that can upgrade a B4 build to a B5 one?
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Mal8rk
- Snifit
- Posts: 214
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Contact:
Postby Mal8rk » Sun Feb 04, 2024 1:40 pm
I ABSOLUTELY LOVED IT!! The ammount of new content to toy around with is phenomenal!
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Just_Thomas
- Spike
- Posts: 296
- Joined: Sat Dec 16, 2023 3:32 am
- Pronouns: he/him
Postby Just_Thomas » Sun Feb 04, 2024 1:53 pm
mariobrigade2018 wrote: ↑Sun Feb 04, 2024 1:23 pm
Time to rant on those who didn’t read the entire changelog YEEEEEEEEEEAAAAAAAAAAAAAAAAAAAAAAA-
Just_Thomas wrote:
Reaction.
Edit:
Flagpole stuff.
Edit 2:
Bros and CPs.
Edit 3:
extendedkoopa.lua rant.
Reaction: ALL ABOARD THE HYPE TRAAAAAAAAAAAAAAAAAAAAIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIINNN!!!
Flagpole stuff: I’m pretty sure the icon stuff was overlooked by the dev team. It is a new win type and level exit. I’m not entirely sure who really uses the timer thing anymore, but I do think that should be worked on. And nice suggestions!
Bros and CPs: All bros (the SMB3 ones and the fire bro) now have an extrasetting that has this. Cool for the CP stuff.
extendedkoopa.lua rant: if they were to add this, then every 1.3 level and most X2 levels would straight up break gfx-wise.
[/quote]
Is there a patch on the download that can upgrade a B4 build to a B5 one?
Does not look like there is one, I was actually more dumbfounded when I could not install the files into the existing folder of the previous installation, asking me for an other folder. Well, I moved my whole project folder over and case closed. Whatever.
Flagpole: Icon ok, can happen I think
Timer thing: I am using it
Even back then with 1.3. I really wanted to create a SMB1 like campaign, but was not even able to link 2 levels together without world map. Should have been somewhere between 2012 and 2014 I think. THIS was the reason why my fire was rekindled.
Bros and cp: Really? I checked the docu and could not find it, only these jumps and delays. How it is called? I am blind as it seems.
extended Koopas: I see?! Ok, at least it looks like a valid reason why it has been rejected. Ok, no problem. Then I just add them manually.
-- aargh, I quoted my post into a mess, whatever ...
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RunninPigeon
- Spiny
- Posts: 27
- Joined: Fri Mar 05, 2021 7:55 am
- Flair: I play Video Games and draw sometimes.
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Postby RunninPigeon » Sun Feb 04, 2024 3:41 pm
REAL!!!!!!!!!!!
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mariobrigade2018
- Lakitu
- Posts: 489
- Joined: Wed May 24, 2023 7:00 pm
- Flair: Normie in coding who dreams of making a Mario game
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Postby mariobrigade2018 » Sun Feb 04, 2024 5:32 pm
First Bug report here: Placing a Fire-Spewing Piranha Plant got me this error message:
Also the Venus Fire Trap makes a sound when spiting its fireball.
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Justin Bieber Fan
- Spiny
- Posts: 29
- Joined: Sat May 29, 2021 1:56 am
- Flair: Disguised SMW Hacker
- Pronouns: he/him
Postby Justin Bieber Fan » Sun Feb 04, 2024 7:08 pm
Hello, does the SMBX2 B4 episodes works in B5 engine without any glitches?
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Cognition
- Dolphin
- Posts: 83
- Joined: Sun Oct 05, 2014 10:13 pm
Postby Cognition » Sun Feb 04, 2024 7:57 pm
Not sure if this is a new bug or something that has always been but, the dragon coins are effected by the P-Switches.
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mariobrigade2018
- Lakitu
- Posts: 489
- Joined: Wed May 24, 2023 7:00 pm
- Flair: Normie in coding who dreams of making a Mario game
- Pronouns: he/him
Postby mariobrigade2018 » Sun Feb 04, 2024 8:36 pm
Cognition wrote: ↑Sun Feb 04, 2024 7:57 pm
Not sure if this is a new bug or something that has always been but, the dragon coins are effected by the P-Switches.
I think that's a 1.3 thing.
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mariobrigade2018
- Lakitu
- Posts: 489
- Joined: Wed May 24, 2023 7:00 pm
- Flair: Normie in coding who dreams of making a Mario game
- Pronouns: he/him
Postby mariobrigade2018 » Sun Feb 04, 2024 8:57 pm
Quad Cannons have this error message:
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AToMIC
- Hoopster
- Posts: 110
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Postby AToMIC » Sun Feb 04, 2024 11:18 pm
I would just like to say I rushed buying a new PC for this update, that's how big the hype was. I tip my hat to the hard working devs and all those who helped!
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Just_Thomas
- Spike
- Posts: 296
- Joined: Sat Dec 16, 2023 3:32 am
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Postby Just_Thomas » Mon Feb 05, 2024 3:09 am
Cognition wrote: ↑Sun Feb 04, 2024 7:57 pm
Not sure if this is a new bug or something that has always been but, the dragon coins are effected by the P-Switches.
There you go, deIce came up with a solution
(thread: viewtopic.php?t=28731#)
Code: Select all local coinIDs = { 274 } -- add/remove coin ids here, comma-separated
local function checkNPCSection(n)
if(n:mem(0x12C, FIELD_WORD) > 0) then
n.section = Player(n:mem(0x12C, FIELD_WORD)).section
return
end
for i = 0, Section.count() - 1 do
if(n.x >= Section(i).boundary.left and
n.x + n.width <= Section(i).boundary.right and
n.y >= Section(i).boundary.top and
n.y + n.height <= Section(i).boundary.bottom) then
n.section = i
return
end
end
local min_section = -1
local min_dist = -1
local nch = (n.x + n.width * 0.5)
local ncv = (n.y + n.height * 0.5)
for i = 0, Section.count() - 1 do
local disth = 0.5 * (Section(i).boundary.left + Section(i).boundary.right) - nch
local distv = 0.5 * (Section(i).boundary.top + Section(i).boundary.bottom) - ncv
local cdist = disth*disth + distv*distv
if(min_dist == -1 or cdist < min_dist) then
min_section = i
min_dist = cdist
end
end
n.section = min_section
end
function onPostEventDirect(e)
if(e == "P Switch - Start") then
for _, v in Block.iterate() do
for _, cid in ipairs(coinIDs) do
if(v.isValid and v.layerName ~= "Destroyed Blocks" and v:mem(0x5C, FIELD_WORD) == cid) then
local newnpc = NPC.spawn(cid, v.x, v.y, 0, true)
checkNPCSection(newnpc)
newnpc.layerName = v.layerName
newnpc.deathEventName = v:mem(0x10, FIELD_STRING)
newnpc.noMoreObjInLayer = v:mem(0x14, FIELD_STRING)
newnpc.x = newnpc.x + (v.width - newnpc.width) * 0.5
newnpc.isHidden = v.isHidden
v:remove(false)
break
end
end
end
end
end
JustinBieber96 wrote: ↑Sun Feb 04, 2024 7:08 pm
Hello, does the SMBX2 B4 episodes works in B5 engine without any glitches?
Dude, that's like promising your wife you'll always love her and never leave her. No developer can promise that, it's completely impossible.
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