SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

General discussion about Super Mario Bros. X.
Emral
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 9722
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Phoenix

SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby Emral » Sun Feb 04, 2024 4:00 am

Image

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.

kimoxq
Shy Guy
Shy Guy
Posts: 7
Joined: Thu Nov 16, 2023 2:51 pm

Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby kimoxq » Sun Feb 04, 2024 4:05 am

WE'RE DEFEATING BOWSER WITH THIS ONE🗣🗣🔥🔥

Alagirez
Boom Boom
Boom Boom
Posts: 3467
Joined: Tue Dec 02, 2014 2:28 am
Flair: Show your fangs!
Pronouns: He/Him/That wolf
Contact:

Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

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.

Just_Thomas
Snifit
Snifit
Posts: 234
Joined: Sat Dec 16, 2023 3:32 am
Pronouns: he/him

Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

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:
Image
At least I think that would look a bit better in terms of the proportions, as the goal flag stretches quite vertically.
Image
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. :D

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.

Alucard648
Monty Mole
Monty Mole
Posts: 131
Joined: Sun Aug 16, 2015 3:45 am

Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby Alucard648 » Sun Feb 04, 2024 5:28 am

Changelog - 404.

ShadowXeldron
Snifit
Snifit
Posts: 232
Joined: Sun Dec 08, 2019 8:21 am
Flair: phpBB > ProBoards
Pronouns: He/Him
Contact:

Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

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?

cato
Volcano Lotus
Volcano Lotus
Posts: 547
Joined: Thu Aug 24, 2017 3:06 am
Flair: Koishi enjoyer
Contact:

Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

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.

Chilly14
Snifit
Snifit
Posts: 234
Joined: Thu Jul 18, 2019 10:28 pm
Flair: wash your hands and stay at home
Pronouns: he/him

Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby Chilly14 » Sun Feb 04, 2024 11:53 am

Dang this looks good.

DrMekar
Eerie
Eerie
Posts: 778
Joined: Sat Apr 08, 2017 7:16 am
Flair: CUSTOM CHARACTER CREATOR
Contact:

Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

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)?

mariobrigade2018
Spike
Spike
Posts: 276
Joined: Wed May 24, 2023 7:00 pm
Flair: Normie in coding who dreams of making a Mario game
Pronouns: he/him

Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

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?

Mal8rk
Snifit
Snifit
Posts: 200
Joined: Mon Oct 25, 2021 11:04 pm
Flair: English Speaking Spanish Speaker
Pronouns: He/Him
Contact:

Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby Mal8rk » Sun Feb 04, 2024 1:40 pm

I ABSOLUTELY LOVED IT!! The ammount of new content to toy around with is phenomenal!

Just_Thomas
Snifit
Snifit
Posts: 234
Joined: Sat Dec 16, 2023 3:32 am
Pronouns: he/him

Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

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. :mrgreen:
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 ...

RunninPigeon
Spiny
Spiny
Posts: 25
Joined: Fri Mar 05, 2021 7:55 am
Flair: I play Video Games and draw sometimes.
Pronouns: He/Him

Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby RunninPigeon » Sun Feb 04, 2024 3:41 pm

REAL!!!!!!!!!!!

mariobrigade2018
Spike
Spike
Posts: 276
Joined: Wed May 24, 2023 7:00 pm
Flair: Normie in coding who dreams of making a Mario game
Pronouns: he/him

Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby mariobrigade2018 » Sun Feb 04, 2024 5:32 pm

First Bug report here: Placing a Fire-Spewing Piranha Plant got me this error message:

Image

Also the Venus Fire Trap makes a sound when spiting its fireball.

Justin Bieber Fan
Bob-Omb
Bob-Omb
Posts: 22
Joined: Sat May 29, 2021 1:56 am
Flair: Disguised SMW Hacker
Pronouns: he/him

Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby Justin Bieber Fan » Sun Feb 04, 2024 7:08 pm

Hello, does the SMBX2 B4 episodes works in B5 engine without any glitches?

Cognition
Dolphin
Dolphin
Posts: 83
Joined: Sun Oct 05, 2014 10:13 pm

Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

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.

mariobrigade2018
Spike
Spike
Posts: 276
Joined: Wed May 24, 2023 7:00 pm
Flair: Normie in coding who dreams of making a Mario game
Pronouns: he/him

Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

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.

mariobrigade2018
Spike
Spike
Posts: 276
Joined: Wed May 24, 2023 7:00 pm
Flair: Normie in coding who dreams of making a Mario game
Pronouns: he/him

Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

Postby mariobrigade2018 » Sun Feb 04, 2024 8:57 pm

Quad Cannons have this error message:
Image

AToMIC
Hoopster
Hoopster
Posts: 104
Joined: Fri Jan 24, 2014 2:57 pm
Flair: I'm here
Pronouns: He/Him

Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

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!

Just_Thomas
Snifit
Snifit
Posts: 234
Joined: Sat Dec 16, 2023 3:32 am
Pronouns: he/him

Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

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.


Return to “General”

Who is online

Users browsing this forum: Petal [Bot] and 2 guests

SMWCentralTalkhausMario Fan Games GalaxyKafukaMarioWikiSMBXEquipoEstelari