SMBX2 (2.0 Beta 3)

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Re: SMBX 2.0 Beta 3

Postby Nope » Sun Jan 22, 2017 7:57 pm

timocomsmbx2345 wrote:
Nope wrote:Every time I try to play it says 'SMBX2.exe is not a valid win32 application'

I've tried downloading both the main and the mirros.
well maybe you should of extracted all the files and put them on the C drive. then smbx 2.0 will work.
I did. I probably should have been more specific in that post.

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Re: SMBX 2.0 Beta 3

Postby timocomsmbx2345 » Sun Jan 22, 2017 8:00 pm

Nope wrote:
timocomsmbx2345 wrote:
Nope wrote:Every time I try to play it says 'SMBX2.exe is not a valid win32 application'

I've tried downloading both the main and the mirros.
well maybe you should of extracted all the files and put them on the C drive. then smbx 2.0 will work.
I did. I probably should have been more specific in that post.
And all of that data should be in folder on the C drive.
SMBX 2.0 β4 is here!!! How about 2.0 β5?
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Re: SMBX 2.0 Beta 3

Postby Nope » Sun Jan 22, 2017 8:41 pm

timocomsmbx2345 wrote:
Nope wrote:
timocomsmbx2345 wrote: well maybe you should of extracted all the files and put them on the C drive. then smbx 2.0 will work.
I did. I probably should have been more specific in that post.
And all of that data should be in folder on the C drive.
Never mind, fixed it. Just used a different program for extracting. Thanks for trying to help anyway :)

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Re: SMBX 2.0 Beta 3

Postby Angelus » Mon Jan 23, 2017 9:40 am

Enjl wrote:
Angelus wrote:Does this version have something wrong with world maps? Sometimes I try replacing some path or level graphics, but once I playtest it, they're nowhere to be found, or just can't be replaced... On the other hand, the editor display them just fine. These are the paths/levels numbers: level-2, level-8, level-13, path-5.
Sounds like you have a save file where they already were uncovered. Try typing "imtiredofallthiswalking" and see if they show up. This has been a thing in 1.3 too.
Thanks for the help! But I've figured out that I had to save the level files in GIF instead of PNG for some reason... Everything else works fine in PNG though.

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Re: SMBX 2.0 Beta 3

Postby HeroLinik » Tue Jan 24, 2017 12:04 pm

This may have been asked before, but when I collect the Starman, I become invincible as usual. However, it remains like this forever and doesn't wear off; not even the length of the Starman track that I used is doing it justice because it'll just loop (it's the NES theme, being used in a level for my episode). Is the Starman meant to wear off on its own or do you have to do some fancy LunaLua stuff if you're using a custom Starman track?
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Re: SMBX 2.0 Beta 3

Postby Snessy the duck » Tue Jan 24, 2017 12:14 pm

So, I've found a big error, namely in worldmaps. The player is able to chose any character they want on the worldmap, even the new ones. This could break a lot of 1.3. episodes and I don't think there's a non-lua way to prevent those characters from being selectable.
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Re: SMBX 2.0 Beta 3

Postby Enjl » Tue Jan 24, 2017 12:20 pm

yeah this error has been reported a million times. we're working on it :3

as for starman... i think i found that one ages ago? but starman is dark sorcery to me so i think someone else can give more insight
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Re: SMBX 2.0 Beta 3

Postby MarioKirby101 » Wed Jan 25, 2017 3:12 am

Umm... is anyone else having a problem with the SMBX Mario Challenge crashing the game upon losing your last life? It's happening pretty consistently...
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Re: SMBX 2.0 Beta 3

Postby timocomsmbx2345 » Thu Jan 26, 2017 7:36 pm

But how about a block that will spawn a random useful item in the air?
Like:
5% Mushroom
12% Flower
5% Ice Flower
8% Leaf
3% Tanooki Suit
1% Hammer Suit
9% Shoe
6% Red Shoe
3% Blue Shoe
10% Yoshi
1% Blue Yoshi
8% Yellow Yoshi
7% Cyan Yoshi
4% Purple Yoshi
1% Black Yoshi
0.5% Bowser (or a punishment for abusing said block)
SMBX 2.0 β4 is here!!! How about 2.0 β5?
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Re: SMBX 2.0 Beta 3

Postby PixelPest » Thu Jan 26, 2017 8:49 pm

Instead of something exactly like that, it might be interesting to implement something like the multi power-up block found in SMW and NSMBDS. It's less random, you have more of a chance of hitting what you want, and it could be interesting if you could customize what is inside. (Btw the block I'm referring to is the glass one which has the power-up images cycle through it)

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Re: SMBX 2.0 Beta 3

Postby Enjl » Thu Jan 26, 2017 8:56 pm

Yeah that one's neat. The other suggestion is terrible for several reasons. (RNG, random punishment, etc..)
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Re: SMBX 2.0 Beta 3

Postby Dato24 » Fri Jan 27, 2017 1:35 pm

I have a question: SMBX 2.0 is the original sequel of SMBX 1.3.0.1 by redigit or is developed by another programmer, as SMBX 1.4.x?
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Re: SMBX 2.0 Beta 3

Postby Quantix » Fri Jan 27, 2017 1:45 pm

The latter.
viewtopic.php?f=69&p=286856#p286855

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Enjl wrote:it puts a twist on classic 4 step level design which i like to call "2 and a half steps backwards design"

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Re: SMBX 2.0 Beta 3

Postby Enjl » Fri Jan 27, 2017 1:47 pm

Unlike 38A (1.4), SMBX 2.0 uses Redigit's 1.3 engine. Just with the lunalua extension. Aside from providing 1.3, Redigit is unrelated to the development of 2.0 (apart from the occasional "goddamnit why")
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Re: SMBX 2.0 Beta 3

Postby timocomsmbx2345 » Fri Jan 27, 2017 5:48 pm

PixelPest wrote:Instead of something exactly like that, it might be interesting to implement something like the multi power-up block found in SMW and NSMBDS. It's less random, you have more of a chance of hitting what you want, and it could be interesting if you could customize what is inside. (Btw the block I'm referring to is the glass one which has the power-up images cycle through it)
That's better. if i actually figure out how to code with lunalua
I might wait until more powerups are thrown into the game start coding
SMBX 2.0 β4 is here!!! How about 2.0 β5?
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Re: SMBX 2.0 Beta 3

Postby RSupertheGreat » Fri Jan 27, 2017 6:42 pm

Dato24 wrote:I have a question: SMBX 2.0 is the original sequel of SMBX 1.3.0.1 by redigit or is developed by another programmer, as SMBX 1.4.x?
2.0 is a continuation of 1.3. While 38-A is a clone of 1.3 as much as I know what is 38-A and whom the developer is. Sorry for delay answer. 38-A is more advanced in the first version, 1.4.1. Everyone blames the developer that it needs a chinese PC. While 1.4.2/1.4.3 has no longer need the chinese PC. Except for it's unbalanced like the bosses' AI, player's movement and etc.

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Re: SMBX 2.0 Beta 3

Postby timocomsmbx2345 » Fri Jan 27, 2017 7:10 pm

38A?
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just kidding, i know it is another way of saying SMBX 1.4
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Re: SMBX 2.0 Beta 3

Postby timocomsmbx2345 » Fri Jan 27, 2017 7:14 pm

Enjl wrote:Yeah that one's neat. The other suggestion is terrible for several reasons. (RNG, random punishment, etc..)
Or maybe the coin from NSMB2 that's worth 50 or the golden flower. . . . . . . . ?
SMBX 2.0 β4 is here!!! How about 2.0 β5?
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Re: SMBX 2.0 Beta 3

Postby Enjl » Sat Jan 28, 2017 8:13 am

timocomsmbx2345 wrote:
Enjl wrote:Yeah that one's neat. The other suggestion is terrible for several reasons. (RNG, random punishment, etc..)
Or maybe the coin from NSMB2 that's worth 50 or the golden flower. . . . . . . . ?
Ehhh:
-i don't think we can add coins so it'd have to replace an existing coin
-we can't add powerups so it'd probably replace the ice flower with a custom fireball projectile
-there are more important and less situational things we want to add to the game
-given all the interactions this would probably be faster to get working on a per-episode basis so if you do it yourself and provide the code once we got a bigger powerup array you're saving us work and have a bigger chance it'll get added at some point
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Re: SMBX 2.0 Beta 3

Postby timocomsmbx2345 » Sat Jan 28, 2017 9:03 am

What about the Frog Suit? but wait you guys are working on it aren't you?
SMBX 2.0 β4 is here!!! How about 2.0 β5?
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