SMBX2 (2.0 Beta 3)

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Re: SMBX2 (2.0 Beta 3)

Postby Electriking » Mon Jan 01, 2018 5:13 am

luigismansion9000 wrote:i cant get my wired xbox360 controller to work... do you have any suggestions?... i prefer to not use Xpadder or anything like that if i can get away with it... Thanks :)
Maybe try joytokey?
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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Mon Jan 01, 2018 7:47 am

You could try using some other compatible controllers... Speaking of which, are there any official Nintendo controllers that are compatible with this game?
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Re: SMBX2 (2.0 Beta 3)

Postby BeardedBadger » Mon Jan 01, 2018 11:48 am

please tell me youre planning on adding waluigi as a playable character

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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Mon Jan 01, 2018 12:15 pm

So, the Super Community Contest episode has possibly been cancelled, due to the fact it was just moved to the archives...
That's quite a shame really, seeing as a bunch of people worked really hard on the levels that would've been showcased.
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Re: SMBX2 (2.0 Beta 3)

Postby Kley » Mon Jan 01, 2018 4:05 pm

Taycamgame wrote:So, the Super Community Contest episode has possibly been cancelled, due to the fact it was just moved to the archives...
That's quite a shame really, seeing as a bunch of people worked really hard on the levels that would've been showcased.
This is irrelevant to the thread.

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Re: SMBX2 (2.0 Beta 3)

Postby Matt_The_Slime » Mon Jan 01, 2018 4:20 pm

Taycamgame wrote:You could try using some other compatible controllers... Speaking of which, are there any official Nintendo controllers that are compatible with this game?
I think you could get the Nintendo Switch Pro Controller to work, though you'd have to set it up with Bluetooth
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Re: SMBX2 (2.0 Beta 3)

Postby thehelmetguy1 » Tue Jan 02, 2018 11:44 am

I was going to beta test an episode in 2.0. So I opened the game and ran the episode. Then this happened:
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After this message the episode opened, but it had several graphical issues
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When I opened it after playing another episode, I get this mess:
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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Tue Jan 02, 2018 12:01 pm

What was the episode called? It's probably a bug with the files, perhaps it wasn't compressed / extracted properly?
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Re: SMBX2 (2.0 Beta 3)

Postby Enjl » Tue Jan 02, 2018 1:58 pm

Error message says smb3goalcard.lua is missing. The episode forgot to package the file.
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Re: SMBX2 (2.0 Beta 3)

Postby Quantumenace » Tue Jan 02, 2018 10:46 pm

Currently, trying to set a layer speed to 0 with Lua causes it to be set to 0.0001 instead. I noticed that setting the layer's X speed memory address to exactly 0 causes the game to neglect resetting the objects' speed to 0, causing the blocks to have a conveyor effect, which I assume is why it was left this way. However, the continued layer movement amounts to a pixel every few minutes. Is there any effort to change this?

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Re: SMBX2 (2.0 Beta 3)

Postby PixelPest » Tue Jan 02, 2018 11:04 pm

Try using Layer:stop() instead to set the speed to zero (this will set both horizontal and vertical components to zero)

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Re: SMBX2 (2.0 Beta 3)

Postby Quantumenace » Wed Jan 03, 2018 12:30 am

That does the exact same thing:

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The weird thing is that if you try to retrieve the layer's .speedX or .speedY from the struct, it will say it's 0, even if its actual float value from memory is 0.0001. In fact, it appears to hide its true value if and only if that value is 0.0001 (or 9.999999E-5, as close to that as the float can get.)

If you intentionally set it to 0.0001, .speedX or .xpeedY will say it's 0 even though it isn't. You can set a value closer to 0 than that and it will retrieve it accurately. I used 1.0001 here for a demonstration of how it otherwise shows the correct value. Notice that the block's position does keep moving very slowly even after layer:stop().

Code: (note that the position of the layer memory value will be different whenever the program is started)
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testlayer=nil
testblock=nil

function onStart()
	testlayer=Layer.get("New Layer 1")
	testblock=Block.get()[1]
end

timer=-256

function onTick()
	timer=timer+1
	
	if timer==128 then
		testlayer.speedX=1.0001
	elseif timer == 256 then
		timer=0
		testlayer:stop()
	end
	
	Text.print("layer.speedX "..testlayer.speedX,0,300)
	Text.print("mem "..mem(0x054595D0,FIELD_FLOAT),0,316)
	Text.print("Block X "..testblock.x,0,332)
end

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Re: SMBX2 (2.0 Beta 3)

Postby Artemis008 » Wed Jan 03, 2018 1:06 pm

I have three questions.
1.Mega man's default sprite is 8-bit, but Samus and Link's are 16-bit rendered. Why is this?

2.Mega man can not jump as far as the other characters which makes Mario Challenge unbeatable with him. Or am I just doing something wrong?

3.Can the new characters be safely used outside of Mario Challenge?
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Re: SMBX2 (2.0 Beta 3)

Postby Enjl » Wed Jan 03, 2018 1:15 pm

Artemis008 wrote:I have three questions.
1.Mega man's default sprite is 8-bit, but Samus and Link's are 16-bit rendered. Why is this?

2.Mega man can not jump as far as the other characters which makes Mario Challenge unbeatable with him. Or am I just doing something wrong?

3.Can the new characters be safely used outside of Mario Challenge?
2. Depends on the levels you get.
3. If the levels are designed for them..
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Re: SMBX2 (2.0 Beta 3)

Postby 64searchman46 » Wed Jan 03, 2018 2:14 pm

Speaking of the new characters, with Klonoa, if I throw an enemy at some of the bosses, like birdo, then it's a one shot kill. I bet you probably knew, but will this bug be fixed in the next update?

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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Wed Jan 03, 2018 2:22 pm

Sounds like a bug, but maybe it is one of the special abilities of that character?
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Re: SMBX2 (2.0 Beta 3)

Postby Super Luigi Bros » Wed Jan 03, 2018 4:37 pm

Taycamgame wrote: maybe it is one of the special abilities of that character?
I am pretty sure klonoa has that ability from the games it is from, maybe they deal 3 hits per throw? ( :? ) They did a lot of beta testing in SMBX2, so I am sure that is supposed to happen.
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Re: SMBX2 (2.0 Beta 3)

Postby 64searchman46 » Wed Jan 03, 2018 4:43 pm

I'm pretty sure it's bug. I've tested all the bosses. Birdo, SMB1 and SMB3 Bowser, Mouser, and Wart die in one hit. Iggy and Ludwig die in 3 hits. Boom Boom and the Glass Chamber die with the same amount of hits as usual (for Boom Boom, throw blocks do as much damage as fireballs). However, the amount of hits isn't always the same for some of the bosses, like Mouser. They may die in 1 hit, or 2 or 3. Also, sometimes, for the throw block at least, the block will sometimes break as soon as it hits the boss or it continues going forward typically dealing another extra hit or two.

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Re: SMBX2 (2.0 Beta 3)

Postby Artemis008 » Wed Jan 03, 2018 5:22 pm

Enjl wrote:
Artemis008 wrote:I have three questions.
1.Mega man's default sprite is 8-bit, but Samus and Link's are 16-bit rendered. Why is this?

2.Mega man can not jump as far as the other characters which makes Mario Challenge unbeatable with him. Or am I just doing something wrong?

3.Can the new characters be safely used outside of Mario Challenge?
2. Depends on the levels you get.
3. If the levels are designed for them..
So I have to refrain from downloading platforming based levels, in a Mario game. That sucks.

Another thing, I tested out the new characters outside of Mario challenge and they work great for the most part. I used Phil's Mario 3 remake since its levels are pretty basic and not tailored to any specific characters abilities.
The only ones who don't work are Waluigi because when you die the music cuts out. Bowser breaks the hammer bros fights because grabbing the bros doesn't trigger the power ups appearance and the only way to leave is to restart the game. The Bowser glitch I understand, but what's happening with Waluigi?
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Re: SMBX2 (2.0 Beta 3)

Postby MarioRPGExpert93 » Wed Jan 03, 2018 6:09 pm

Speaking of Mega Man... Why can y'all, (The SMBX2 Beta 3 Staff), make a specific cheat for Mega Man to jump higher and farther? :idea:

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