SMBX2 (2.0 Beta 3)

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Re: SMBX 2.0 Beta 3

Postby Horikawa Otane » Mon Dec 19, 2016 10:23 am

Cornholio309 wrote:This is probably a question that can really easily be answered, but how exactly do I go about testing standalone levels in SMBX 2.0? I kind of want to play with the new blocks (I'm looking at you, TNT Crate). I can't seem to find any documentation and it seems less straight forward than what the original game offered.

The issue is that PGE Editor uses the PGE Engine, which seemingly can't use the TNT Crate properly (I assume it relies on LunaLua with it's implementation?). It just cycles rapidly through it's animations and doesn't react to Mario when he jumps on it.

I can't use the original level editor either. The TNT crate does nothing, and even stranger is that there's absolutely no sound coming from the game if I launch it through smbx.exe rather than SMBXLauncher.exe.

Any easy way to test levels on 2.0, and can the sound issue I mentioned earlier be fixed with the original level editor/1.3.0.1?
Just press F5 in the PGE editor.

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Re: SMBX 2.0 Beta 3

Postby Wohlstand » Mon Dec 19, 2016 12:44 pm

The note: Latest patch of PGE Editor fixes this, and you will have more friendly menu while Integration config pack is active and it is requesting legacy engine to use for tests:
(without integration pack default regular testing menu will be shown)
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Re: SMBX 2.0 Beta 3

Postby Mariofan121 » Tue Dec 20, 2016 1:59 pm

Is 2.0 officIal?

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Re: SMBX 2.0 Beta 3

Postby Natsu » Tue Dec 20, 2016 2:29 pm

If by official you mean developed by the same person, Redigit, no. If you mean full version, not either.
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Re: SMBX 2.0 Beta 3

Postby Tiger Festival » Tue Dec 20, 2016 5:23 pm

Is Redigit still around?
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Re: SMBX 2.0 Beta 3

Postby PixelPest » Tue Dec 20, 2016 5:24 pm

Tiger Festival wrote:Is Redigit still around?
I don't think so

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Re: SMBX 2.0 Beta 3

Postby Electriking » Tue Dec 20, 2016 5:42 pm

Tiger Festival wrote:Is Redigit still around?
Made 0 posts and last active on MArch 1st 2016. Does this answer your question?
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Re: SMBX 2.0 Beta 3

Postby Pseudo » Tue Dec 20, 2016 7:22 pm

2.0 is official in the sense that it's supported by this site, the largest SMBX forum. However, as others have said it's not developed by Redigit, the original developer of SMBX, so it's not official in that way.
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Re: SMBX 2.0 Beta 3

Postby Tiger Festival » Tue Dec 20, 2016 10:39 pm

King of Eterity wrote:
Tiger Festival wrote:Is Redigit still around?
Made 0 posts and last active on MArch 1st 2016. Does this answer your question?
Yeah. Thanks.
PixelPest wrote:
Tiger Festival wrote:Is Redigit still around?
I don't think so
Alright thanks.
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Re: SMBX 2.0 Beta 3

Postby Cedur » Wed Dec 21, 2016 2:03 pm

I guess once SMBX 2.0 is complete there's nothing hindering it from being just as "official" as the original SMBX / the current 1.3.0.1
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Re: SMBX 2.0 Beta 3

Postby G-Boy » Thu Dec 22, 2016 4:45 am

Sounds great, when do you think the final version will release?
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Re: SMBX 2.0 Beta 3

Postby Tiger Festival » Thu Dec 22, 2016 5:06 am

G-Boy wrote:Sounds great, when do you think the final version will release?
I imagine the final version won't become a thing for a VERY long time. Though thinking about it, it gets me a little excited on what's more to come since the devs are obviously hiding lots of neat stuff from the public.
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Re: SMBX 2.0 Beta 3

Postby darkhog » Thu Dec 22, 2016 11:55 am

Okay, while doing my own world for SMBX, I've came across something that admittedly is a bug. Probably old and known one, but just in case I'll report it anyway. The bug is regarding backgrounds. If you replace some BG, say castle because you don't need one in your current level and make graphic smaller than it was previously, it will render correctly, no problem. But if you try to make it bigger than original bg, it'll clip it. I think this should be looked into and if possible fixed, because it limits my creativity regarding backgrounds (either scale it down or make it replace several backgrounds and fit like jigsaw puzzle) for few custom graphics that I need. Found a workaround, but I'd rather just draw whatever, replacing whatever background object and don't worry about the size.

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Re: SMBX 2.0 Beta 3

Postby Natsu » Thu Dec 22, 2016 1:25 pm

I suppose that background you're talking about is the SMB Big Castle background object. If that's the case it's no mystery why it clipped, unlike regular backgrounds, background objects, much like blocks, have a set image size. If you attempt to replace it with an image that is smaller/ bigger than the actual image it may cause problems. If you want to add a bigger/smaller image than the one you're replacing you would need to edit the block/background specs directly from the level by opening it in a text editing program such as note block.

One last thing, if you tried what I think you tried, then it isn't a problem with SMBX 2.0, but SMBX in general.
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Re: SMBX 2.0 Beta 3

Postby darkhog » Thu Dec 22, 2016 5:38 pm

Yeah, thought so. Well, I hope it is fixable, to make SMBX calculate size based on image's size. So it will always render properly. And for the curious, replacing bigger image with smaller renders it correctly. The problem arises when replacing smaller BGO with a bigger image. Then it clips.

Also, BGOs don't have definition files, only NPCs have them. Even asked about these for blocks/BGOs few posts earlier but got reply that they don't have hooks needed and it isn't planned for now.

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Re: SMBX 2.0 Beta 3

Postby Natsu » Thu Dec 22, 2016 6:35 pm

BGOs and blocks don't need them because as I said already, you can modify it in the level file. When opening the level file in a text editing program you get to see every element within the level along with its size, which you can customize. It might be fixable, but for the time being it isn't a necessity really.
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Re: SMBX 2.0 Beta 3

Postby Enjl » Thu Dec 22, 2016 6:39 pm

Intuition wrote:BGOs and blocks don't need them because as I said already, you can modify it in the level file. When opening the level file in a text editing program you get to see every element within the level along with its size, which you can customize. It might be fixable, but for the time being it isn't a necessity really.
Don't do this. There's no need to.
It works for blocks, but PGE does that automatically for you without .lvl file hacks.
It doesn't work for BGOs. However, you can just draw images with lua at the positions of bgos of a certain ID to essentially get larger BGOs.
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Re: SMBX 2.0 Beta 3

Postby Natsu » Thu Dec 22, 2016 6:42 pm

Really? I didn't know that.
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Re: SMBX 2.0 Beta 3

Postby Enjl » Thu Dec 22, 2016 6:43 pm

Intuition wrote:Really? I didn't know that.
Mhm. PGE even displays resized BGOs correctly if their size has been modified to be larger than the original, but unfortunately they still clip in SMBX. Same goes for world map graphics.
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Re: SMBX 2.0 Beta 3

Postby darkhog » Sat Dec 24, 2016 11:11 am

I have a bone to pick up with the PGE released along this version. When creating a script with Script->LunaLua Scripts->Level script it creates luna.lua which isn't processed instead of the correct lunadll.lua, which is.


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