SMBX2 (2.0 Beta 3)

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Re: SMBX2 (2.0 Beta 3)

Postby The0x539 » Thu Nov 16, 2017 12:03 pm

Taycamgame wrote:So guys, I'm thinking of getting back into SMBX 2.0, I still have levels i made before i deleted the engine off my pc. Will they still work if i redownload the game? Also, would I be able to transfer these B3 levels over to B4?
I'm confused as to why you'd think any of that wouldn't work.

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Re: SMBX2 (2.0 Beta 3)

Postby Zha Hong Lang » Thu Nov 16, 2017 12:13 pm

The0x539 wrote:
Taycamgame wrote:So guys, I'm thinking of getting back into SMBX 2.0, I still have levels i made before i deleted the engine off my pc. Will they still work if i redownload the game? Also, would I be able to transfer these B3 levels over to B4?
I'm confused as to why you'd think any of that wouldn't work.
It's a pretty common thought process for people to assume that something won't work anymore if it's changed somehow, or used with something different. It's not based on anything substantial, but it's more of a reactive thought, anyway.

To answer your question, Beta 3 levels should work anywhere as long as you have all the files (graphics and lua files, not just level files). And yes, Beta 3 levels can most certainly be transferred to Beta 4.
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Re: SMBX2 (2.0 Beta 3)

Postby Electriking » Thu Nov 16, 2017 12:55 pm

Taycamgame wrote:So guys, I'm thinking of getting back into SMBX 2.0, I still have levels i made before i deleted the engine off my pc. Will they still work if i redownload the game? Also, would I be able to transfer these B3 levels over to B4?
I have missed SMBX, it's so amazing to use. BTW, is it a game or a developing tool?
So do you think you can do a better job of hiding 2.0 from your shitty parents this time? Or have they caught on that it does not cause any problems?
Levels will still work and B4 will have backwards compatibility with all previous non 38A versions (which are worse than 2.0 and not even SMBX anyway).
And SMBX is both.
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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Thu Nov 16, 2017 2:13 pm

Electriking wrote:
Taycamgame wrote:So guys, I'm thinking of getting back into SMBX 2.0, I still have levels i made before i deleted the engine off my pc. Will they still work if i redownload the game? Also, would I be able to transfer these B3 levels over to B4?
I have missed SMBX, it's so amazing to use. BTW, is it a game or a developing tool?
So do you think you can do a better job of hiding 2.0 from your shitty parents this time? Or have they caught on that it does not cause any problems?
Levels will still work and B4 will have backwards compatibility with all previous non 38A versions (which are worse than 2.0 and not even SMBX anyway).
And SMBX is both.
Nah now they will let me download things aslong as I can prove they have an educational side to them.
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Re: SMBX2 (2.0 Beta 3)

Postby Electriking » Thu Nov 16, 2017 2:30 pm

Taycamgame wrote:
Electriking wrote:
Taycamgame wrote:So guys, I'm thinking of getting back into SMBX 2.0, I still have levels i made before i deleted the engine off my pc. Will they still work if i redownload the game? Also, would I be able to transfer these B3 levels over to B4?
I have missed SMBX, it's so amazing to use. BTW, is it a game or a developing tool?
So do you think you can do a better job of hiding 2.0 from your shitty parents this time? Or have they caught on that it does not cause any problems?
Levels will still work and B4 will have backwards compatibility with all previous non 38A versions (which are worse than 2.0 and not even SMBX anyway).
And SMBX is both.
Nah now they will let me download things aslong as I can prove they have an educational side to them.
So since SMBX has LunaLua, that would mean that it can help woth programming. Would work best if you use Lua at school of course, but at least there is something to defend the fact you have SMBX.
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Re: SMBX2 (2.0 Beta 3)

Postby MarioLuigiNabbitTrio » Thu Nov 16, 2017 3:57 pm

Can't wait for beta 4! The game is really good I usually use it more than 1.3 actually!
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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Fri Nov 17, 2017 11:14 am

Finally have SMBX2 B3 back! Now a question: Are episodes usually more popular if they include custom graphics and physics etc.? I'm currently making an episode, but don't plan on using custom stuff.
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Re: SMBX2 (2.0 Beta 3)

Postby The0x539 » Fri Nov 17, 2017 11:32 am

Taycamgame wrote:Finally have SMBX2 B3 back! Now a question: Are episodes usually more popular if they include custom graphics and physics etc.? I'm currently making an episode, but don't plan on using custom stuff.
episodes are improved by novelty of any sort but should also be fundamentally good

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Re: SMBX2 (2.0 Beta 3)

Postby Electriking » Fri Nov 17, 2017 11:43 am

Taycamgame wrote:Finally have SMBX2 B3 back! Now a question: Are episodes usually more popular if they include custom graphics and physics etc.? I'm currently making an episode, but don't plan on using custom stuff.
Don't know. Custom Graphics =/= Better episode though, although the use of custom GFX can be the key to a wider variety of design choices and give inspiration etc.
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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Fri Nov 17, 2017 11:53 am

I have the first world of my new project done, where can i send it for people to test and give feedback? What was that file sharing site again?
EDIT: It's mediafile. And here is the download for my first world, tell me what you think:
https://www.mediafire.com/folder/2qddgb ... riokingdom
EDIT 2: How do you make paths appear on the map only when you come out of a pipe? (That is a warp, not a level)
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Re: SMBX2 (2.0 Beta 3)

Postby Electriking » Fri Nov 17, 2017 1:23 pm

Taycamgame wrote:I have the first world of my new project done, where can i send it for people to test and give feedback? What was that file sharing site again?
EDIT: It's mediafile. And here is the download for my first world, tell me what you think:
https://www.mediafire.com/folder/2qddgb ... riokingdom
EDIT 2: How do you make paths appear on the map only when you come out of a pipe? (That is a warp, not a level)
You should probably post your project (remember to include screenshots) in the projects forum, not this thread.
Also you probably should avoid using mediafire as it is not as good as other download sites like Dropbox, MEGA or Google Drive.
Also please don't upload your projects as folders. No one will play them becasue all the assets have to be downloaded separately 1 at a time, and no sane person will be willing to do that. Put episodes in a .zip, .7z or .rar file first.
And you will need to set a position where you warp to (should be another level tile, which should also warp you back).
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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Fri Nov 17, 2017 5:17 pm

I only put it in a folder as it was a very small download anyway. But how would i make paths appear only when you exit a pipe that is linked to them? Example: L-----P Where L is a level, - is a path and P is a pipe, how do i make the paths appear only if the pipe is used? And not the other way around.
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Re: SMBX2 (2.0 Beta 3)

Postby Electriking » Fri Nov 17, 2017 5:27 pm

Set the exit in the path direction from the level to the pipe to none
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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Fri Nov 17, 2017 5:50 pm

Ok, the pipe works, but... Why does the SMW Lakitu create loads of clones of itself rather than spinies? The SMB3 Lakitu works just fine. It created alot of lag.
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Re: SMBX2 (2.0 Beta 3)

Postby Electriking » Fri Nov 17, 2017 5:53 pm

Taycamgame wrote:Ok, the pipe works, but... Why does the SMW Lakitu create loads of clones of itself rather than spinies? The SMB3 Lakitu works just fine. It created alot of lag.
Don't use the' lakitus are throwing lakitus' lakitu
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Re: SMBX2 (2.0 Beta 3)

Postby The0x539 » Fri Nov 17, 2017 6:49 pm

Taycamgame wrote:Ok, the pipe works, but... Why does the SMW Lakitu create loads of clones of itself rather than spinies? The SMB3 Lakitu works just fine. It created alot of lag.
because you didn't specify what the lakitu should throw, and redigit has, if nothing else, a sense of humor, so it defaults to throwing more of itself

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Re: SMBX2 (2.0 Beta 3)

Postby Teemster2 » Sat Nov 18, 2017 12:58 am

Hoeloe wrote:
Westretroman wrote:
Pop Yoshi Bros wrote:
If I'm not wrong dummy blocks doesn't work with the 2.0
Actually, Dummy Blocks DO work with 2.0, he means animated ones like Hammer Brothers, animated dummy blocks don't work.
That may not alwaya be the case. SMBX2 uses dummy slots for new behaviours, so even if they aren't being used now, they might be in future versions. However, from beta 4 we're starting to add "free" slots to these, so people have dummy objects they can guarantee won't be taken over by new behaviour.
As others have said it has to be the dummy slots. My hand trap level is animated and works fine but it is on a vanilla slot. So I guess I will have to remove any levels down the road that cause issues since B4 looks to replace the dummy slots with more level icons. Am I correct? It would be nice to have a bigger variety of level icons for 2.0.
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Re: SMBX2 (2.0 Beta 3)

Postby MECHDRAGON777 » Sat Nov 18, 2017 4:10 am

I am curious about what will happen to levels and world maps that already use the dummy blocks/tiles. Nothing has been said on world map's tiles/paths/levels excetera.
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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Sat Nov 18, 2017 5:08 am

What are these "Dummy Blocks" etc.? I'd assume they are for custom graphics - what program should i use to make custom graphics?
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Re: SMBX2 (2.0 Beta 3)

Postby Hoeloe » Sat Nov 18, 2017 5:14 am

Taycamgame wrote:What are these "Dummy Blocks" etc.? I'd assume they are for custom graphics - what program should i use to make custom graphics?
That's literally what we've just been discussing. No, dummy blocks are NOT for custom graphics. SMBX has a fixed number of "slots" for every object, but doesn't actually use all of them. "Dummy" slots are just object slots that aren't currently being used, but SMBX2 uses these slots when adding new content. If you use them for custom graphics, it's possible that your level or world map will break in future versions of SMBX, since it might get behaviour added that you weren't expecting.


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