ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announced)

Topics about events/announcements that are no longer relevant.
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Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ

Postby Nightmayor » Thu Dec 10, 2015 1:21 am

Oh this looks great I can't wait.
When I'm not playing SMBx I'll probably be on steam either playing some Terraria, TF2, L4D2 or Civ 4.
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Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ

Postby PaperMarioFan » Thu Dec 10, 2015 2:40 am

Megaman? 0_0 yeah hooray finaly))) how soon will be ready 2.0?
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Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ

Postby Prado » Thu Dec 10, 2015 5:14 am

If Nintendo shut down SMBX again, I will buy a machine gun from the Deep Web and invade Nintendo headquarters!
Discord server to play SMBX online via Parsec!

https://discord.gg/FftYYMv

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Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ

Postby Aero » Thu Dec 10, 2015 6:44 am

Prado wrote:If Nintendo shut down SMBX again, I will buy a machine gun from the Deep Web and invade Nintendo headquarters!
Image

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Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ

Postby h2643 » Thu Dec 10, 2015 7:22 am

I got a couple suggestions before you'll release the beta:

1) Screen fading in and out when you enter and exit the warp. I think it would be nice if this option would be always turned on automatically for all the levels or something (if it's possible).

I know for a fact that screen fading is possible with LunaLua:


2) Some NPCs from old Mario games. Again, it'd be nice to have them in SMBX without coding them yourself. It's for those who don't want to code stuff and just want to enjoy the new stuff that SMBX 2.0 provides.

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Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ

Postby TheSaturnyoshi » Thu Dec 10, 2015 9:03 am

I think that a good NPC to add would be Bony Beetle from SMW, because lots of people like using them but there are no NPCs to replace that you can get accurate AI with, same with Spikes from SMB3.
I think if you add a new power up it should be the blue shell, it could work similarly to Samus' Morph Ball.
Also
Harvey36Dice wrote:yay more characters added! can't wait to play the full product!
Question : how you can make the custom HUD? did you use lunalua or something?
Uh, this is ALL lunalua...
Who even uses siignatures these days?

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Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ

Postby Mable » Thu Dec 10, 2015 9:13 am

Prado wrote:If Nintendo shut down SMBX again, I will buy a machine gun from the Deep Web and invade Nintendo headquarters!
Wow so cool dude such gangster.

Nintendo shut down smbx for a reason. You shall not make money with copyright stuff.

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Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ

Postby Jacob Turbo » Thu Dec 10, 2015 9:21 am

h2643 wrote:2) Some NPCs from old Mario games. Again, it'd be nice to have them in SMBX without coding them yourself. It's for those who don't want to code stuff and just want to enjoy the new stuff that SMBX 2.0 provides.
I pray for Sledge brother, the Angry Sun, and Boney beetle.

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Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ

Postby Enjl » Thu Dec 10, 2015 9:59 am

Jacob Turbo wrote:
h2643 wrote:2) Some NPCs from old Mario games. Again, it'd be nice to have them in SMBX without coding them yourself. It's for those who don't want to code stuff and just want to enjoy the new stuff that SMBX 2.0 provides.
I pray for Sledge brother, the Angry Sun, and Boney beetle.
Praying is not likely to accomplish much. Coding, on the other hand...

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Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ

Postby MrPancakeGuy__ » Thu Dec 10, 2015 1:00 pm

Ok so you have stated that there will be no more image masks. What about collision masks, how will they work with custom graphics? Will they be the same as the image or a perhaps shape, or will they not change at all? :|
This is more of a programmer question since I don't know how LunaLua works nor how does the entire project work.

-MrPancakeGuy

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Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ

Postby Horikawa Otane » Thu Dec 10, 2015 2:27 pm

Jacob Turbo wrote:
h2643 wrote:2) Some NPCs from old Mario games. Again, it'd be nice to have them in SMBX without coding them yourself. It's for those who don't want to code stuff and just want to enjoy the new stuff that SMBX 2.0 provides.
I pray for Sledge brother, the Angry Sun, and Boney beetle.
Sledge Brother and Angry Sun are super doable I think. I'll add them to my list. Boney Beetle less so.

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Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ

Postby dagget10 » Thu Dec 10, 2015 2:28 pm

Will there be a playable Yoshi like in YI?
Eyyyy

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Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ

Postby Horikawa Otane » Thu Dec 10, 2015 2:29 pm

h2643 wrote:I got a couple suggestions before you'll release the beta:

1) Screen fading in and out when you enter and exit the warp. I think it would be nice if this option would be always turned on automatically for all the levels or something (if it's possible).

I know for a fact that screen fading is possible with LunaLua:


2) Some NPCs from old Mario games. Again, it'd be nice to have them in SMBX without coding them yourself. It's for those who don't want to code stuff and just want to enjoy the new stuff that SMBX 2.0 provides.
1) I'll poke rocky to see how he did fading, though I have some ideas. I refuse to make it default though. I don't know if it would break a level that already exists in some way and I don't want there to be a version of SMBX out there that can't play a legacy level for some reason.

But I can make it super easy to include in a level or episode of your choice.

2) Working on that - see the Starman

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Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ

Postby TheSaturnyoshi » Thu Dec 10, 2015 2:31 pm

No. all the playables have been revealed.
Who even uses siignatures these days?

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Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ

Postby underFlo » Thu Dec 10, 2015 2:40 pm

man cant wait for that mechdragon playable
im a girl yo

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Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ

Postby MrPancakeGuy__ » Thu Dec 10, 2015 3:18 pm

Here's my list of enemies that I'd like to see, if possible but unless it is too complex to code. ;)

Amp, Fire Chomp, Fire Snake, Broozer, Wiggler, Dino Rhino and Dino Torch and Super Koopas.

I'm thinking Amp would be the easiest to do because it's a stationary enemy. On the other hand, Fire Snake seems like the toughest one since it has the trail and an unique A.I., but it would fit when doing a SMB3 desert level. :D
Anyway, good luck and best wishes in further development. ;)

-MrPancakeGuy
Last edited by MrPancakeGuy__ on Thu Dec 10, 2015 4:35 pm, edited 1 time in total.

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Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ

Postby h2643 » Thu Dec 10, 2015 4:05 pm

Horikawa Otane wrote:1) I'll poke rocky to see how he did fading, though I have some ideas. I refuse to make it default though. I don't know if it would break a level that already exists in some way and I don't want there to be a version of SMBX out there that can't play a legacy level for some reason.

But I can make it super easy to include in a level or episode of your choice.

2) Working on that - see the Starman
1) Okay Image Anyway I don't get why would a simple screen fading break the level, but I guess you know what you're talking about.
2) Nice Image

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Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ

Postby TheSaturnyoshi » Thu Dec 10, 2015 4:15 pm

MrPancakeGuy__ wrote:Here's my list of enemies that I'd like to see, if possible but not too complex to code. ;)
Amp, Fire Chomp, Fire Snake, Broozer, Wiggler, Dino Rhino and Dino Torch and Super Koopas.
I'll try to do all of these, but I can't promise anything! (That is a lot of stuff...)
Who even uses siignatures these days?

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Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ

Postby FanofSMBX » Thu Dec 10, 2015 4:39 pm

So if you have to replace something to make new enemies, I dunno how I feel about that. I've always thought SMBX had a deficit of projectile shooting enemies, and if you have to replace one to get another, that's not more variety per level. Sorry to rain on your parade if I am doing so. Is this breakthrough on the plate?

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Re: ANNOUNCING SMBX 2.0! (Playable Mega Man and Samus Announ

Postby TheSaturnyoshi » Thu Dec 10, 2015 4:46 pm

Nothing is getting replaced...
Who even uses siignatures these days?


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