SMBX 2.0 Open Beta

Topics about events/announcements that are no longer relevant.
Enchlore
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Re: SMBX 2.0 Open Beta

Postby Enchlore » Wed Jan 27, 2016 1:12 pm

Creepermon wrote:I've found an issue with the editor. You always play as peach, you start at small, then a glitchy tanooki, then small again, and you can't pluck stuff.
You have to use the legacy test option.
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Re: SMBX 2.0 Open Beta

Postby PixelPest » Wed Jan 27, 2016 1:32 pm

Creepermon wrote:I've found an issue with the editor. You always play as peach, you start at small, then a glitchy tanooki, then small again, and you can't pluck stuff.
The New Editor (PGE) does not yet have full testing capabilities. Use "Test in Editor (LunaDLL Required)" instead of "Test in PGE Alpha".

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Re: SMBX 2.0 Open Beta

Postby migueeel » Wed Jan 27, 2016 2:13 pm

I tried the lunaDLL required thing but it needs a SMBX window open and well IDK where to go from there O.o
Thanks for warning about using the legacy one!
I was there when Link was added, SMBX 2 was announced (it was a joke, including stuff that you'd play as Redigit, you'd have to pay for it, etc), when those two admins banned like half the community...

I'm using the same avatar as back then.

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Re: SMBX 2.0 Open Beta

Postby underFlo » Wed Jan 27, 2016 2:16 pm

step 1: open smbx level editor
step 2: open pge
step 3: do that test in smbx thing using pge

(you can do steps 1-2 in any order)
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Re: SMBX 2.0 Open Beta

Postby Wohlstand » Wed Jan 27, 2016 3:03 pm

Fresh update of PGE (in the repo) now can launch SMBX Test directly without pre-launched SMBX, also, that required you to use "SMBX Integration" config pack (if you uses PGE outside SMBX 2.0, where it already uses "SMBX Integration" pack)
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Re: SMBX 2.0 Open Beta

Postby PixelPest » Wed Jan 27, 2016 6:38 pm

Wohlstand wrote:Fresh update of PGE (in the repo) now can launch SMBX Test directly without pre-launched SMBX, also, that required you to use "SMBX Integration" config pack (if you uses PGE outside SMBX 2.0, where it already uses "SMBX Integration" pack)
That's going to be a very useful feature.

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Re: SMBX 2.0 Open Beta

Postby RubberParasite » Thu Jan 28, 2016 6:17 pm

I think the boss sample in cinematiX is bugged. When he does his pogo attack, the shockwave he makes kills the NPCs that should keep track of it's health, and halting the battle. I fixed it by removing the shockwave from the attack, but I can't do anything in Lua to make the boss do the shockwave and NOT kill the NPCs.

... this is a futile problem though, it was just a sample boss...
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Re: SMBX 2.0 Open Beta

Postby Prado » Thu Jan 28, 2016 6:21 pm

This example is outdated. There's another one, but I don't remember where.
Discord server to play SMBX online via Parsec!

https://discord.gg/FftYYMv

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Re: SMBX 2.0 Open Beta

Postby himemiya » Fri Jan 29, 2016 2:06 am

This is forreal, not for play? If so, will the other popular powerups (like the cape) that hasn't been added yet make it in? what about the older episodes, will be compatible with this update?

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Re: SMBX 2.0 Open Beta

Postby Enjl » Fri Jan 29, 2016 2:40 am

himemiya wrote:This is forreal, not for play? If so, will the other popular powerups (like the cape) that hasn't been added yet make it in? what about the older episodes, will be compatible with this update?
Backwards compatibility with 1.3 and older levels is no issue.
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Re: SMBX 2.0 Open Beta

Postby Prado » Fri Jan 29, 2016 5:18 am

himemiya wrote:This is forreal, not for play? If so, will the other popular powerups (like the cape) that hasn't been added yet make it in? what about the older episodes, will be compatible with this update?
Cape is just an OP leaf.

I think that they will add new power-ups in future updates. The problem now is that we can't have a new power-up without replacing an old one, but I hope that it will be fixed in the future. At least we have the Starman in 2.0, and it doesn't replace any power-up, it only replaces a para-goomba :)
Discord server to play SMBX online via Parsec!

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Re: SMBX 2.0 Open Beta

Postby migueeel » Fri Jan 29, 2016 9:15 am

How about adding like 10 or 20 template NPCs, to replace with custom powerups?
I was there when Link was added, SMBX 2 was announced (it was a joke, including stuff that you'd play as Redigit, you'd have to pay for it, etc), when those two admins banned like half the community...

I'm using the same avatar as back then.

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Re: SMBX 2.0 Open Beta

Postby Enjl » Fri Jan 29, 2016 9:19 am

migueeel wrote:How about adding like 10 or 20 template NPCs, to replace with custom powerups?
We're hacking SMBX, we're not directly continuing Redigit's code. As of now, there is no way for us to add more NPCs natively to the game, and adding powerups is tricky (last month that was impossible, I don't know if anyone made more research) (replacing powerups is feasable though).
However, there are 7 unprogrammed dummy NPCs which Redigit left in the game, NPC 293 through 300. Those can be used by anyone to add their own NPCs to their levels, without having to replace existing ones.
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Re: SMBX 2.0 Open Beta

Postby Mable » Fri Jan 29, 2016 10:29 am

Prado wrote: Cape is just an OP leaf.
How is it exactly op? It almost like the leaf. You can swing, fly and drop slowly from the sky.

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Re: SMBX 2.0 Open Beta

Postby Dark » Fri Jan 29, 2016 11:46 am

how to install?

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Re: SMBX 2.0 Open Beta

Postby PixelPest » Fri Jan 29, 2016 11:53 am

You download it and then use WinRar to extract the contents of the downloaded package.

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Re: SMBX 2.0 Open Beta

Postby Dreamer » Fri Jan 29, 2016 12:07 pm

Tinkerbell wrote:
Prado wrote: Cape is just an OP leaf.
How is it exactly op? It almost like the leaf. You can swing, fly and drop slowly from the sky.
you know the er
whole infinite flying thing with the incredibly easy technique of pressing left?
that's pretty op.
But you can just call me Ellie.

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Re: SMBX 2.0 Open Beta

Postby migueeel » Fri Jan 29, 2016 12:47 pm

Enjl wrote:
migueeel wrote:How about adding like 10 or 20 template NPCs, to replace with custom powerups?
We're hacking SMBX, we're not directly continuing Redigit's code. As of now, there is no way for us to add more NPCs natively to the game, and adding powerups is tricky (last month that was impossible, I don't know if anyone made more research) (replacing powerups is feasable though).
However, there are 7 unprogrammed dummy NPCs which Redigit left in the game, NPC 293 through 300. Those can be used by anyone to add their own NPCs to their levels, without having to replace existing ones.
Ah, great. 7 NPCs will be enough for most projects.
I was there when Link was added, SMBX 2 was announced (it was a joke, including stuff that you'd play as Redigit, you'd have to pay for it, etc), when those two admins banned like half the community...

I'm using the same avatar as back then.

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Re: SMBX 2.0 Open Beta

Postby Prado » Fri Jan 29, 2016 1:11 pm

Dreamer wrote:
Tinkerbell wrote:
Prado wrote: Cape is just an OP leaf.
How is it exactly op? It almost like the leaf. You can swing, fly and drop slowly from the sky.
you know the er
whole infinite flying thing with the incredibly easy technique of pressing left?
that's pretty op.
In SMW you could break entire levels with this.
Discord server to play SMBX online via Parsec!

https://discord.gg/FftYYMv

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Re: SMBX 2.0 Open Beta

Postby Anthony Valle » Fri Jan 29, 2016 2:43 pm

Vía hacking SMBX with Lunalua maybe is possible to use the Dummy NPCs to program new powerups and also make work the values 8 and forward so Mario and other characters can transform with new powerups, and actually the Cape Feather from SMW may replace the Super Leaf, but may be added the Cape Glide ability with LunaLua...
I don't know if this is helpful, but this is just an idea...
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