HOW TO USE: SMBX 2.0 Starman + New Characters

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Re: HOW TO USE: SMBX 2.0 Starman + New Characters

Postby lotus006 » Wed Feb 10, 2016 6:56 pm

Horikawa Otane wrote:With the new player API using the characters will become much, MUCH easier. Just wait.
and maybe the new hud I've done maybe this should be in the 2.0 , but just few tweaks to do and should be good to run , or
just make it optional if someone want to enable it then like the other api I mean :D

If some one want it :D

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Re: HOW TO USE: SMBX 2.0 Starman + New Characters

Postby MarioMaster7771 » Fri Feb 12, 2016 11:48 am

This beta version is a good start but I'd suggest some Mario characters in the game (Waluigi and maybe Mallow or Geno from Super Mario RPG).
What I liked the most about it was the star power up without a doubt!
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Re: HOW TO USE: SMBX 2.0 Starman + New Characters

Postby Mable » Fri Feb 12, 2016 2:33 pm

But, why so many mario centered ones? There's already like 6 Mario universe ones and a low point of non mario ones. Smbx shouldn't be just mario imo.

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Re: HOW TO USE: SMBX 2.0 Starman + New Characters

Postby Prado » Fri Feb 12, 2016 3:26 pm

But I would like to see Waluigi :(
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Re: HOW TO USE: SMBX 2.0 Starman + New Characters

Postby MarioMaster7771 » Fri Feb 12, 2016 4:33 pm

Tinkerbell wrote:But, why so many mario centered ones? There's already like 6 Mario universe ones and a low point of non mario ones. Smbx shouldn't be just mario imo.
Well this new version got quite a lot of non-related Mario characters but some of them don't make sense (come on, Solid Snake in a Mario game?), besides the game has Mario in the title so why not a few more Mario related characters?
But that's just my opinion tho.
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Re: HOW TO USE: SMBX 2.0 Starman + New Characters

Postby HenryRichard » Fri Feb 12, 2016 4:35 pm

Personally I'd rather get new gameplay elements (like powerups, enemies, even just a few new tilesets) than more new characters that I'd have to make my levels work with.
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Re: HOW TO USE: SMBX 2.0 Starman + New Characters

Postby MarioMaster7771 » Fri Feb 12, 2016 4:40 pm

HenryRichard wrote:Personally I'd rather get new gameplay elements (like powerups, enemies, even just a few new tilesets) than more new characters that I'd have to make my levels work with.
Could not agree more.
That would be sweet.
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Re: HOW TO USE: SMBX 2.0 Starman + New Characters

Postby Enjl » Sat Feb 13, 2016 5:53 am

HenryRichard wrote:Personally I'd rather get new gameplay elements (like powerups, enemies, even just a few new tilesets) than more new characters that I'd have to make my levels work with.
As someone who understands lua you should know that there are a ton of new gameplay elements made available to the public (who previously stood back from upgrading to lua) by default with this update.

The issue with tilesets and new powerups/npcs is that SMBX can't recognise block ids above 638, NPC ids above 300 and powerup states higher than 7. There hasn't been done enough research yet to simply "add" stuff to the game without doing everything through lua. Technically you are able to place entire tile chunks by just using Lua. Apart from that we got neat APIs like paralX for parallaxing, pipecannon for pipecannons, and cinematX for cutscenes, boss fights and towns.
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Re: HOW TO USE: SMBX 2.0 Starman + New Characters

Postby HenryRichard » Sat Feb 13, 2016 2:28 pm

I know new elements are possible, I've used most of those things. But I'd still rather get more things that aren't playable characters right now since we have like three times as many as we used to.

It's a bummer we can't get much more NPCs and tilesets, it really seems like that should be possible.

(Also, I'm working on code that lets you add new powerups, but it still needs work)
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Re: HOW TO USE: SMBX 2.0 Starman + New Characters

Postby Prado » Sat Feb 13, 2016 4:46 pm

HenryRichard wrote:(Also, I'm working on code that lets you add new powerups, but it still needs work)
Did you mean add new powerups without replacing another ones ????????????
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Re: HOW TO USE: SMBX 2.0 Starman + New Characters

Postby HenryRichard » Sat Feb 13, 2016 4:58 pm

Yes.

It's really not that complicated; I'd be surprised if no one else has done it before.
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Re: HOW TO USE: SMBX 2.0 Starman + New Characters

Postby Willhart » Sat Feb 13, 2016 5:25 pm

HenryRichard wrote:Yes.

It's really not that complicated; I'd be surprised if no one else has done it before.
Sounds cool. I will be looking forward to it. I also wonder how it will be done. Maybe it will be using the drawing functionality or something.

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Re: HOW TO USE: SMBX 2.0 Starman + New Characters

Postby MarioMaster7771 » Sat Feb 13, 2016 5:27 pm

HenryRichard wrote:Yes.

It's really not that complicated; I'd be surprised if no one else has done it before.
Actually someone did add a new power-up but I'm not sure if it replaces a default one or if it's completely new: http://www.supermariobrosx.org/forums/v ... =31&t=8043
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Re: HOW TO USE: SMBX 2.0 Starman + New Characters

Postby Horikawa Otane » Sat Feb 13, 2016 6:24 pm

MarioMaster7771 wrote:
HenryRichard wrote:Yes.

It's really not that complicated; I'd be surprised if no one else has done it before.
Actually someone did add a new power-up but I'm not sure if it replaces a default one or if it's completely new: http://www.supermariobrosx.org/forums/v ... =31&t=8043
I guarantee it replaces one.

Interestingly, you CAN set player.powerup to 8, but uhh... Yeah it does weird stuff. As I recall setting it to 9 and above crashes the game.

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Re: HOW TO USE: SMBX 2.0 Starman + New Characters

Postby Prado » Sat Feb 13, 2016 7:24 pm

HenryRichard wrote:Yes.

It's really not that complicated; I'd be surprised if no one else has done it before.
MY LIFE MAKES SENSE NOW

I will start making my own powerups when you are done with that :D (unless I'm involved in some project...)
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Re: HOW TO USE: SMBX 2.0 Starman + New Characters

Postby lotus006 » Sun Feb 14, 2016 11:47 pm

Prado wrote:
HenryRichard wrote:(Also, I'm working on code that lets you add new powerups, but it still needs work)
Did you mean add new powerups without replacing another ones ????????????
It's look like this one is replacing the fireball id to the shell id but also replacing the color on the body.
but you need probably to re-configuring the size of the sprite.

Edit: ah it's old! it's on the lunadll version :S

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Re: HOW TO USE: SMBX 2.0 Starman + New Characters

Postby ben » Mon Feb 15, 2016 6:27 pm

New Characters are great – no question. ;) But I think, I could of course also make a „classical“ episode with the final – version of SMBX 2.0, where Mario and Luigi can save Peach from Bowser and the Koopalings..... ;) (Because I would like make this). :)
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Re: HOW TO USE: SMBX 2.0 Starman + New Characters

Postby Horikawa Otane » Tue Feb 16, 2016 8:23 am

ben wrote:New Characters are great – no question. ;) But I think, I could of course also make a „classical“ episode with the final – version of SMBX 2.0, whre Mario and Luigi can save Peach from Bowser and the Koopalings..... ;) (Bescause I would like make this). :)
Oh yeah this has complete backwards compatibility, so that's no concern.

The legendary next version of the beta is landing this weekend. Thanks to rednaxela, as of last night we have all the pieces in place for the player manager to get done as well as the costume manager (alongside it). That's what I've been waiting on mostly.

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Re: HOW TO USE: SMBX 2.0 Starman + New Characters

Postby Anthony Valle » Thu Feb 18, 2016 4:15 pm

The next beta will be awesome (and the full version), through i will add the new characters in The Invasion 2 and some episodes that i could make in the future, and is not neccesary to move the new characters graphics, and i'll post it in the Episodes forum when the final version is completed, all with the amazing Lunalua, and i'll see if the PGE level test (not through main engine, via the Editor) works for me...
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Re: HOW TO USE: SMBX 2.0 Starman + New Characters

Postby Horikawa Otane » Thu Feb 18, 2016 6:29 pm

I'm extending the word "weekend" to include Monday.


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