SMBX2 PAL Release - Feedback, Questions and Bugs here!

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Wiimeiser » Wed Aug 28, 2019 7:43 pm

Not helped by the fact most people just put their NPC at 751 and leave it that way.

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Cedur » Thu Aug 29, 2019 5:18 am

Eclipsed wrote:oh sweet, i was getting worried that I was about to hit the block limit at my current pace

Does that mean you're working on a big level?
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Eclipsed » Thu Aug 29, 2019 10:32 am

Cedur wrote:
Thu Aug 29, 2019 5:18 am
Eclipsed wrote:oh sweet, i was getting worried that I was about to hit the block limit at my current pace

Does that mean you're working on a big level?
I'm working on another Redux level. Should be pretty fun

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby ARKANUS_93 » Fri Aug 30, 2019 11:21 pm

help the smbx 2.0 pal doesn't boot :oops: :oops: :oops:

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Cedur » Sat Aug 31, 2019 1:55 pm

ARKANUS_93 wrote:
Fri Aug 30, 2019 11:21 pm
help the smbx 2.0 pal doesn't boot :oops: :oops: :oops:

very informative, in what way does it not boot (there are some common bugs which have been answered before)
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Hammerless Penguin » Sun Sep 01, 2019 2:12 am

I found another incredibly annoying bug in the editor. For some reason the settings on star coins,crates and fire snakes all randomly get reset to default in the editor randomly and I have to reset all of them back which is really a chore when you have alot of them in a level. I hope this gets fixed soon.

edit: nvm I just Found out you have to convert normal lvl files into lvlx files.

ANOTHER edit: what will happen to the "deprecated" npcs in the editor? I have multiple downloaded episodes that used custom grahpics with them and I have a couple of my old custom levels that used them too. Are they going to be removed? because it could effect a lot of past episodes which could be a bad idea.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby HenryRichard » Sun Sep 01, 2019 8:01 pm

mariosonicgamer55677 wrote:
Sun Sep 01, 2019 2:12 am
ANOTHER edit: what will happen to the "deprecated" npcs in the editor? I have multiple downloaded episodes that used custom grahpics with them and I have a couple of my old custom levels that used them too. Are they going to be removed? because it could effect a lot of past episodes which could be a bad idea.
Depreciated items are going to remain in the game, however there are newer versions of them that you should probably use instead if you're making a new level.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Ness-Wednesday » Thu Sep 05, 2019 7:58 pm

HenryRichard wrote:
Sun Sep 01, 2019 8:01 pm
Depreciated items are going to remain in the game, however there are newer versions of them that you should probably use instead if you're making a new level.
What if you still want to use the depreciated items for alternative purposes (i.e. bgo-100 being used for an extra animated bgo slot)?
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Enjl » Thu Sep 05, 2019 8:21 pm

Ness-Wednesday wrote:
Thu Sep 05, 2019 7:58 pm
HenryRichard wrote:
Sun Sep 01, 2019 8:01 pm
Depreciated items are going to remain in the game, however there are newer versions of them that you should probably use instead if you're making a new level.
What if you still want to use the depreciated items for alternative purposes (i.e. bgo-100 being used for an extra animated bgo slot)?
Go nuts if you have to. You can also make any other bgo animated, including the custom 751-1000 range, so it's not like there's a shortage, however.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Hoeloe » Fri Sep 06, 2019 6:50 pm

Enjl wrote:
Thu Sep 05, 2019 8:21 pm
Ness-Wednesday wrote:
Thu Sep 05, 2019 7:58 pm
HenryRichard wrote:
Sun Sep 01, 2019 8:01 pm
Depreciated items are going to remain in the game, however there are newer versions of them that you should probably use instead if you're making a new level.
What if you still want to use the depreciated items for alternative purposes (i.e. bgo-100 being used for an extra animated bgo slot)?
Go nuts if you have to. You can also make any other bgo animated, including the custom 751-1000 range, so it's not like there's a shortage, however.
As Enjl rightly says, we have background-#.txt files now, which are similar to npc-#.txt files and allow you to make any BGO animated.

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Abrahamsitokun2004 » Fri Sep 06, 2019 8:45 pm

Well, I'm Abraham, I'm new, I wanted to say that I wanted you to create the mysterious moon of Super Mario Maker 2 with all its effects plus the extra setting (let all enemies float,

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also that makes them disappear touching the moon, and that the player is in zero gravity, like the moon) please

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also that makes them disappear touching the moon, and that the player is in zero gravity, like the moon) please

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Enjl » Fri Sep 06, 2019 9:33 pm

Abrahamsitokun2004 wrote:
Fri Sep 06, 2019 8:47 pm
Well, I'm Abraham, I'm new, I wanted to say that I wanted you to create the mysterious moon of Super Mario Maker 2 with all its effects plus the extra setting (let all enemies float,

also that makes them disappear touching the moon, and that the player is in zero gravity, like the moon) please
If we were to make the moon, it would certainly NOT exert special effects unto other enemies. It's FAR more sensible to implement custom enemy behaviour for existing enemies as new NPC slots. That said, no guarantee we'll be the ones to make any of these NPCs. The Moon NPC kinda sucks in Mario Maker already so I'm not particularly compelled to do the task myself. The team (or whatever fraction of it is active) is presently occupied with actually getting the remaining stuff for Beta 4 done.

As for floating, just use the player_grav and gravity defines https://wohlsoft.ru/pgewiki/SMBX_Fields
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Troopa Koopa321 » Fri Sep 06, 2019 10:13 pm

Enjl wrote:
Fri Sep 06, 2019 9:33 pm
Abrahamsitokun2004 wrote:
Fri Sep 06, 2019 8:47 pm
Well, I'm Abraham, I'm new, I wanted to say that I wanted you to create the mysterious moon of Super Mario Maker 2 with all its effects plus the extra setting (let all enemies float,

also that makes them disappear touching the moon, and that the player is in zero gravity, like the moon) please
If we were to make the moon, it would certainly NOT exert special effects unto other enemies. It's FAR more sensible to implement custom enemy behaviour for existing enemies as new NPC slots. That said, no guarantee we'll be the ones to make any of these NPCs. The Moon NPC kinda sucks in Mario Maker already so I'm not particularly compelled to do the task myself. The team (or whatever fraction of it is active) is presently occupied with actually getting the remaining stuff for Beta 4 done.

As for floating, just use the player_grav and gravity defines https://wohlsoft.ru/pgewiki/SMBX_Fields
Just wondering. Is the smbx2 development team going to add npcs like the angry sun,chain chomps and the koopa car from mm2?
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Abrahamsitokun2004 » Fri Sep 06, 2019 11:44 pm

Look, will it be possible if I can be a beta tester? although I don't know how to program lua files (because I'm 15) I help them in another way. Please

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Amyrakunejo » Sat Sep 07, 2019 4:56 am

The Angry Sun from SMB3 I do believe is in the works, last I heard. Could be wrong.
(I also know that said NPC/BG Enemy has a name but I've long since forgotten lolz)
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Abrahamsitokun2004 » Sat Sep 07, 2019 5:04 am

If I saw it, and it doesn't work, I wanted to add it to my project, it's called: sm: adventure

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I need several lua and help

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Cedur » Sat Sep 07, 2019 6:26 am

Abrahamsitokun2004 wrote:
Fri Sep 06, 2019 11:44 pm
Look, will it be possible if I can be a beta tester? although I don't know how to program lua files (because I'm 15) I help them in another way. Please

The devs do all required testing by themselves. If you want to be a beta-tester for something, you should volunteer for an ongoing project (Scroll just asked for some for his project)
[EDIT: also good point by Enjl]

As for getting to know Lua, you should watch Enjl's tutorial series on Youtube
Last edited by Cedur on Sat Sep 07, 2019 6:52 am, edited 1 time in total.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Enjl » Sat Sep 07, 2019 6:34 am

Amyrakunejo wrote:
Sat Sep 07, 2019 4:56 am
The Angry Sun from SMB3 I do believe is in the works, last I heard. Could be wrong.
(I also know that said NPC/BG Enemy has a name but I've long since forgotten lolz)
If it's not on the progress sheet, the SMBX2 team aren't thinking about it. That said, anyone can make NPC packs. Our focus right now is NOT on NPCs.
Abrahamsitokun2004 wrote:
Fri Sep 06, 2019 11:44 pm
Look, will it be possible if I can be a beta tester? although I don't know how to program lua files (because I'm 15) I help them in another way. Please
Everyone who uses SMBX2 at the moment is technically a beta tester. It's open-beta after all!
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Abrahamsitokun2004 » Sat Sep 07, 2019 12:06 pm

Thank you

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Mr General Guy » Sat Sep 07, 2019 4:52 pm

Okay, I've been playing a bit more, and throwing Birdo's eggs dosen't quite feel right. Like, the eggs don't fly very far at all when you throw them, and they often miss when thrown close to her (especially in the air). It'd be nice if they could go like, say, 2 blocks farther.
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