SMBX2 (2.0 Beta 3)

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TheTrueMarioMaster
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Re: SMBX2 (2.0 Beta 3)

Postby TheTrueMarioMaster » Sat May 19, 2018 12:45 am

1AmPlayer wrote:
Fri May 18, 2018 11:19 pm
MrVaderSpino wrote:
Fri May 18, 2018 10:23 pm
Any Suggestions about adding features in Mario Maker?
Next Added is Lava Babbles Can Be Configured to 360 degrees
Sledge Bros. The Ability is Ground Pound To Create A Short Time To Earthquakes Then Congfiguring The Any Throwing Weapons for Example Bowser's FireBall Can Be Thrown
SMB3 Hammer Can Thrown By SMB3 Hammer Bros And Sledge Bros.
Boomerang Bros. That Weapons Uses the Boomerang.
SMB3 Hammer Bros. That Primary Weapon Is Hammer.
Can Be Configured Same Way as Sledge Bros And Fire Bros.
Ice Bros. Throwning the Ice Balls. Can Be Configured Same Again as Fire Bros.
Diagonal Bullet Bill in SMW
Missile Bill or Missile Bullet Blaster
Rocket Engine Can Be Configured To Measuring The 360 Degrees and Number Of Pixels Can Ranged That Hurt the Player
Box of Rocket Engine This is a Generator of Rocket Engine Can Be Measured to 360 degrees
Lava Bubble cannot be configured to 360 degrees at all in SMM.

If Sledge Bros, Fire Bros and Ice Bros can be configured the same way, wouldn't all those be unnecessary? If that's the case, then just use Hammer Bros, and the projectile can be thrown by that same NPC, it's basically another SMW Lakitu. Also, does SMB3 Hammer Bros necessary? We already have SMB1 version, and both acted the same.

Rocket Engine doesn't work at 360 degrees, it works at 90 degrees.
Actually I would prefer a better hammer bros that can jump up and down from platforms which the one in SMBX can't do currently while not getting rid of the original. Also there are five different versions of goombas that pretty much do the same thing as an example of things repeated so repetition isn't really a problem. Also speaking of lakitus I wouldn't mind some SMW pipe lakitus.
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Re: SMBX2 (2.0 Beta 3)

Postby Electriking » Sat May 19, 2018 2:39 am

Teemster2 wrote:
Sat May 19, 2018 12:06 am
Somebody used a SMB1 Hammer Bro in a SMB3 or SMW level (I forget which) and was told it caused clashing. I like the look of the SMB3 Hammer Bro better anyways.
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TheTrueMarioMaster wrote: Actually I would prefer a better hammer bros that can jump up and down from platforms which the one in SMBX can't do currently while not getting rid of the original. Also there are five different versions of goombas that pretty much do the same thing as an example of things repeated so repetition isn't really a problem. Also speaking of lakitus I wouldn't mind some SMW pipe lakitus.
I would agree that they should write a new hammer bro NPC that does behave like the actual hammer bros (since SMBX's hammer bros kind of suck)
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Re: SMBX2 (2.0 Beta 3)

Postby JustInPassing » Sat May 19, 2018 3:59 am

Electriking wrote:
TheTrueMarioMaster wrote: Actually I would prefer a better hammer bros that can jump up and down from platforms which the one in SMBX can't do currently while not getting rid of the original.
I would agree that they should write a new hammer bro NPC that does behave like the actual hammer bros (since SMBX's hammer bros kind of suck)

I too agree about the Hammer Bros. I have always been disappointed by their behaviour in SMBX and to have an alternate that behaves like the ones from the official games would be great. It would also be great to be able to customize how many hammers they throw in a period of time (I believe Hammer Bros. in the older Mario games throw hammers more quickly—and therefore throw more hammers—than the ones from the newer games).
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Re: SMBX2 (2.0 Beta 3)

Postby Enjl » Sat May 19, 2018 6:50 am

GforGoomba wrote:
Fri May 18, 2018 11:41 pm
I think there should be an option on what a Hammer Bro is throwing and another secret menu.
Why would you want a secret menu? That just seems like a hassle for user experience.
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Re: SMBX2 (2.0 Beta 3)

Postby GforGoomba » Sat May 19, 2018 7:19 am

Enjl wrote:
Sat May 19, 2018 6:50 am
GforGoomba wrote:
Fri May 18, 2018 11:41 pm
I think there should be an option on what a Hammer Bro is throwing and another secret menu.
Why would you want a secret menu? That just seems like a hassle for user experience.
Hammer bros throwing hammer bros is a hassle?
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Re: SMBX2 (2.0 Beta 3)

Postby Enjl » Sat May 19, 2018 7:56 am

GforGoomba wrote:
Sat May 19, 2018 7:19 am
Enjl wrote:
Sat May 19, 2018 6:50 am
GforGoomba wrote:
Fri May 18, 2018 11:41 pm
I think there should be an option on what a Hammer Bro is throwing and another secret menu.
Why would you want a secret menu? That just seems like a hassle for user experience.
Hammer bros throwing hammer bros is a hassle?
Having hammer bros throwing hammer bros does not require nor encourage a secret menu. Secret implies difficult to access. The lakitus are throwing lakitus tab will be permanently removed in SMBX2b4 anyway.
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Re: SMBX2 (2.0 Beta 3)

Postby LP76 » Sat May 19, 2018 2:39 pm

TheTrueMarioMaster wrote:
Fri May 18, 2018 2:30 pm
LP76 wrote:
Fri May 18, 2018 12:48 pm
Perhaps you could retexture the SMB axe to be invisible to act as a trigger, and place it on the wrong path, so when the player goes the wrong way, he/she hits the axe and is teleported somewhere else.
Except if it's a level that uses the SMB axe as well like in the official Super Mario Bros 4-4 and 7-4. You shouldn't always rely on retexturing as a shortcut cause it can limit your options.
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Re: SMBX2 (2.0 Beta 3)

Postby Thessbmzocker » Sun May 20, 2018 11:10 am

Hello, Im new to SMBX and I was wondering if we will ever get the option to have multiple hub worlds. So far it seems to be limited to only one hub world or world map. And is it possible to prevent players from certain actions, like running or jumping in vanilla smbx2 or would I need to code via lunalua?

Thanks :)
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Re: SMBX2 (2.0 Beta 3)

Postby Goomba98 » Sun May 20, 2018 11:11 am

I just realized something: The old SMB3 cave tileset uses the tiles from the aboveground sections of the cave levels in that game, while the new tiles you announced on April 2 are from the underground sections.

Image

Remember how you said you weren't able to find out how the original tileset came to be? Well, now you know. So, why don't we have both tilesets in the base game? (Not that it matters if we don't, because we can always replace it the normal way. And we usually use the tileset in all-underground levels anyway, so I approve of the change. But I'm wondering if you forgot about this original tileset.)
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Re: SMBX2 (2.0 Beta 3)

Postby Electriking » Sun May 20, 2018 11:56 am

Thessbmzocker wrote:
Sun May 20, 2018 11:10 am
Hello, Im new to SMBX and I was wondering if we will ever get the option to have multiple hub worlds. So far it seems to be limited to only one hub world or world map. And is it possible to prevent players from certain actions, like running or jumping in vanilla smbx2 or would I need to code via lunalua?

Thanks :)
You can have multiple hub worlds accross multiple .lvl files (although it will be buggy if restart last level on death is turned off). If you have a world map, you can space out separate areas. And yes, you currently have to use lunalua to disable or force player actions.
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Re: SMBX2 (2.0 Beta 3)

Postby Thessbmzocker » Sun May 20, 2018 12:45 pm

Electriking wrote:
Sun May 20, 2018 11:56 am
You can have multiple hub worlds accross multiple .lvl files (although it will be buggy if restart last level on death is turned off). If you have a world map, you can space out separate areas. And yes, you currently have to use lunalua to disable or force player actions.
Ah ok, thank you. I guess I'll mess around with world maps then and try to combine the two.... Kind of like Sonic Unleashed then I guess.
Welp, guess I'll mess around with lunalua then too. Do people still need a specific launcher for lunalua levels or is that all handled by the smbx2 launcher now? I know a good while ago people needed a special launcher...
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Re: SMBX2 (2.0 Beta 3)

Postby Westretroman » Sun May 20, 2018 12:57 pm

Thessbmzocker wrote:
Sun May 20, 2018 12:45 pm
Electriking wrote:
Sun May 20, 2018 11:56 am
You can have multiple hub worlds accross multiple .lvl files (although it will be buggy if restart last level on death is turned off). If you have a world map, you can space out separate areas. And yes, you currently have to use lunalua to disable or force player actions.
Ah ok, thank you. I guess I'll mess around with world maps then and try to combine the two.... Kind of like Sonic Unleashed then I guess.
Welp, guess I'll mess around with lunalua then too. Do people still need a specific launcher for lunalua levels or is that all handled by the smbx2 launcher now? I know a good while ago people needed a special launcher...
It's all handled by SMBX2 now + to mention you can customize the homepage for your episode, which is a neat bonus.

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Re: SMBX2 (2.0 Beta 3)

Postby Teemster2 » Sun May 20, 2018 3:43 pm

Enjl wrote:
Sat May 19, 2018 6:50 am
GforGoomba wrote:
Fri May 18, 2018 11:41 pm
I think there should be an option on what a Hammer Bro is throwing and another secret menu.
Why would you want a secret menu? That just seems like a hassle for user experience.
Thanks for adding in Buster Beetle. Will he be throwing ice blocks like in SMB3?

I love seeing new enemies added. For me the things I want the most are more enemies so this is nice. Looking forward to seeing the roster continue to grow.
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Re: SMBX2 (2.0 Beta 3)

Postby Killer3279 » Mon May 21, 2018 2:48 am

When SMBX 2.0 beta 4 will be released?

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Re: SMBX2 (2.0 Beta 3)

Postby Electriking » Mon May 21, 2018 3:11 am

Killer3279 wrote:
Mon May 21, 2018 2:48 am
When SMBX 2.0 beta 4 will be released?
When it is ready
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Re: SMBX2 (2.0 Beta 3)

Postby AlphaCPS » Mon May 21, 2018 3:48 am

Killer3279 wrote:
Mon May 21, 2018 2:48 am
When SMBX 2.0 beta 4 will be released?
Like Electriking said, it will be released when it's ready. Many things are still being worked on, so you have to wait for a while. The SMBX2 Devs will plan a release date for Beta 4 when they feel content with their work and are sure everything's good.
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Re: SMBX2 (2.0 Beta 3)

Postby Eclipsed » Mon May 21, 2018 8:31 am

Killer3279 wrote:
Mon May 21, 2018 2:48 am
When SMBX 2.0 beta 4 will be released?
As Electriking said, when it is ready. The fact of the matter is that the devs are trying to add stuff with optimizing code implementation and that takes time.
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Re: SMBX2 (2.0 Beta 3)

Postby Amyrakunejo » Mon May 21, 2018 11:14 am

(Security Certificate Invalid)

SMB3 and SMW are two different games; I was only talking about the former when I mentioned both the red donut blocks and Sumo Bros., both of which do appear in SMB3. I am well aware that the red donut blocks are donut blocks that fall, but just fit the castle colors better.

And yes, the Hammer Bros. that DON'T throw hammers but jump up and slam the ground, stunning the player if they're still on the ground are present in SMB3. They appear in World 3 in a World Map encounter, unless you get the coin ship.
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Re: SMBX2 (2.0 Beta 3)

Postby Enjl » Mon May 21, 2018 11:17 am

Amyrakunejo wrote:
Mon May 21, 2018 11:14 am
(Security Certificate Invalid)

SMB3 and SMW are two different games; I was only talking about the former when I mentioned both the red donut blocks and Sumo Bros., both of which do appear in SMB3. I am well aware that the red donut blocks are donut blocks that fall, but just fit the castle colors better.
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Can you please give me like... video footage of a Sumo Bro in SMB3? Cause I've never seen one.
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Re: SMBX2 (2.0 Beta 3)

Postby Murphmario » Mon May 21, 2018 1:53 pm

I think one reason people are confusing Sledge Bros. with Sumo Bros. might be because Prima gave the former the latter's name when they made their NSMBW guide. They did the same with Banzai Bills and King Bills as well.
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