SMBX2 PAL Release - Feedback, Questions and Bugs here!

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Murphmario
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Murphmario » Fri Jan 10, 2020 6:24 pm

Some of those requests seem rather strange. Why do we need three versions of Bowser Jr., who I'm assuming would behave the same in all of his different variants anyways? And aren't Star Thwomps pretty much just invincible Thwomps? You could just modify a normal SMBX2 Thwomp for those. Valtteri made an Angry Sun way back then, but I'm pretty sure it no longer works, and even if it did it's not it's own NPC. Maybe someone could update that and include the Moon as well since it has the same AI? Also, some of those NPCs are already made, try checking the LunaLua forums.

Also minor nitpick from 1.3 that's still there in the PAL build: Hammer Luigi is using the wrong frame for his falling animation. No reason why this can't be fixed considering it just involves editing his graphics file.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Electriking » Fri Jan 10, 2020 6:50 pm

TheGameyFireBro105 wrote:
Fri Jan 10, 2020 4:29 pm
But what about the mario maker moon? It would most likely work like it does in mario maker 2, right? If the stage is set to be underwater, it should also make it dark.
The moon should NOT work the same way it does in Mario Maker 2 beyond removing all onscreen enemies. No need to impose the same arbitrary restrictions that Mario Maker 2 imposes.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Amyrakunejo » Fri Jan 10, 2020 11:23 pm

(Hueueueue...I was inquired about two games I have no experience with...)

SMBX is the most recent Mario Maker I know, with Lunar Magic being the first I ever knew about.

So, the gamer mag I once had a subscription to had it right in the article on Nintendo graphics when they were talking about how some of the advanced effects worked in games like Yoshi's Island, and Final Fantasy IV. (damn I miss gamer magazines)

All I know about the angry sun though is that it's a background element with collision properties, but those differ between the NES and SNES re-releases.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Locus » Sat Jan 11, 2020 5:24 am

You can now make dark sections, level timers, visual effects, weather, all without a single line of Lua!
Had a question about that. Are these options build into the PGE editor or is it like the background text document to configure these options?
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Enjl » Sat Jan 11, 2020 5:33 am

Locus wrote:
Sat Jan 11, 2020 5:24 am
You can now make dark sections, level timers, visual effects, weather, all without a single line of Lua!
Had a question about that. Are these options build into the PGE editor or is it like the background text document to configure these options?
They're in the editor section settings window.
Amyrakunejo wrote:
Fri Jan 10, 2020 11:23 pm
SMBX is the most recent Mario Maker I know
Yikes.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby GforGoomba » Sat Jan 11, 2020 8:56 am

Does VS mode work in this version if you put the battle folder in data?
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby TheGameyFireBro105 » Sat Jan 11, 2020 5:33 pm

Murphmario wrote:
Fri Jan 10, 2020 6:24 pm
Some of those requests seem rather strange. Why do we need three versions of Bowser Jr., who I'm assuming would behave the same in all of his different variants anyways? And aren't Star Thwomps pretty much just invincible Thwomps? You could just modify a normal SMBX2 Thwomp for those. Valtteri made an Angry Sun way back then, but I'm pretty sure it no longer works, and even if it did it's not it's own NPC. Maybe someone could update that and include the Moon as well since it has the same AI? Also, some of those NPCs are already made, try checking the LunaLua forums.

Also minor nitpick from 1.3 that's still there in the PAL build: Hammer Luigi is using the wrong frame for his falling animation. No reason why this can't be fixed considering it just involves editing his graphics file.
The 3 jr variants would all have one quirk; SMB1 would be able to break bricks with his shell, smb3s ground pound will stun and break bricks (not bowser blocks), and smw would be in a clown car. The star thwomps would kill any enemy that touches it, and will fall through lava, rather than being insta-killed by it, allowing it to activate things below the lava.

Added in 1 minute 31 seconds:
Enjl wrote:
Fri Jan 10, 2020 4:47 pm
We're not a npc programming machine. Learn lua and make yourself happy by creating what you wish for.
It seems to complex for me. and i doubt that id be able to make a functioning capture ability.

Added in 5 minutes 6 seconds:
Cedur wrote:
Fri Jan 10, 2020 5:19 am
TheGameyFireBro105 wrote:
Thu Jan 09, 2020 7:08 pm
Who else things we need a cappy powerup in the next build? Im down for it! Also i want placeable SMB2 whales!!!! I love whales!!! We've got dolphins, so why not whales. I also want some purple and green variants of shy guys that work more like galoombas when thrown (i.e staying on the ground for a short time after thrown, until getting back up), heavy fire bros from maker 2, cat banzai bills, chain chomps, big shy guys, big ninjis, big pow blocks, Koopa troopa cars, grinder ukkikis, big buzzies, chomp sharks, normal pipe cannons, squigglers, ant troopers, blue spike tops, penguin suits, para-spike-tops, the angry sun, moon, snow spikes, snow pokeys smw pokeys, smb1 sledge bros, smb1 bowser jr, smb3 bowser jr, smw bowser jr, meowser, smw bowser, mario kart blue shell, spin drills, skipsqueaks, star thwomps(Mario kart snes), cape feathers,electrokoopas,burts,clawdaddies,fly guys,fishin' lakitus,fishin' boos ,Bopping Toadies(sml2), nep-e-nuts,piscatory petes,stilt guys,goonie birds,spray fishes,taptaps,Bēros (SML2), Cat bells,Grubbies, sharks, Noko Bombettes, boost panels, snufits (floating fireball-shooting snifits), moneybags, Toriuo, and strollin stus. It'd make making levels much easier, with more stuff.

I guess there are custom graphics for like half of the stuff you listed.
Nobody's made a smm2 meowser. I doubt it would go foreground or background, but at least itd do the attacks.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Murphmario » Sat Jan 11, 2020 5:42 pm

I doubt anyone's making Cappy anytime soon. I'd imagine the Capture mechanics would be hell to program, especially for 1.3 NPCs and custom NPCs. And even then, the Cap Jump would be less useful due to the lack of an aerial dive.
Now taking graphics requests:
https://docs.google.com/forms/d/1urWpFq ... #responses

My graphics pack:
http://www.supermariobrosx.org/forums/v ... t=1960/url

Really tempted to just make a general graphics thread for all of my graphics instead of just making individual threads for each of them.

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby TheGameyFireBro105 » Sat Jan 11, 2020 5:49 pm

Murphmario wrote:
Sat Jan 11, 2020 5:42 pm
I doubt anyone's making Cappy anytime soon. I'd imagine the Capture mechanics would be hell to program, especially for 1.3 NPCs and custom NPCs. And even then, the Cap Jump would be less useful due to the lack of an aerial dive.
Well, i think cappy woudl only be able to capture unaltered/capturable enemies. aanything outside that criterea would either take damage, die, or not respond.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Amyrakunejo » Sat Jan 11, 2020 9:15 pm

Enjl wrote:
Sat Jan 11, 2020 5:33 am
Amyrakunejo wrote:
Fri Jan 10, 2020 11:23 pm
SMBX is the most recent Mario Maker I know
Yikes.
Should of said '...most recent Mario Maker I have experience with', but I digress. #underprivileged
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Enjl » Sun Jan 12, 2020 3:38 am

Update on the extra settings stuff:
I have updated the download links to my own packs that used an extra settings file. Here are the download links if anyone would like to investigate the changes made. They have folders for PAL and b4, and the only changes are in the lua files.
(*)(*)(*)(*)(*)
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby username829054 » Sun Jan 12, 2020 6:08 pm

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love for the smbx2 2020!
please make 3.0!
yea yea!

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby thegameseum » Sun Jan 12, 2020 7:23 pm

GforGoomba wrote:
Sat Jan 11, 2020 8:56 am
Does VS mode work in this version if you put the battle folder in data?
I have tried this, and while it TECHNICALLY works, there are lots of bugs and It's not worth it until it gets fully re-added.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby FireyPaperMario » Mon Jan 13, 2020 6:15 am

username829054 wrote:
Sun Jan 12, 2020 6:08 pm
Image
love for the smbx2 2020!
please make 3.0!
yea yea!
Whoa there, give the 2.0 devs some more time. :|
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Cedur » Mon Jan 13, 2020 6:22 am

username829054 wrote:
Sun Jan 12, 2020 6:08 pm
Image
love for the smbx2 2020!
please make 3.0!
yea yea!

this post is hilarious given you have no idea about how the versions are built up.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Amyrakunejo » Mon Jan 13, 2020 1:09 pm

username829054 wrote:
Sun Jan 12, 2020 6:08 pm
Image
love for the smbx2 2020!
please make 3.0!
yea yea!
Nothing wrong with being a cheerleader, though the current iteration is SMBX 2 Beta 4.0
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Cedur » Sat Jan 18, 2020 11:15 am

I'd appreciate if there's an option for magikoopas to not respawn after being killed.
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Still using the legacy editor? Get SMBX2 and PGE, it will improve your experience significantly. Here's why. And remember, Yoshi's are tools to be used and discarded.

iphtechnologies wrote: NEO super mario world x is a really nice game. This Episode is 2,7 GB large at the moment.That`s crazy!
Please find similar post:
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Murphmario » Sat Jan 18, 2020 11:32 am

Cedur wrote:
Sat Jan 18, 2020 11:15 am
I'd appreciate if there's an option for magikoopas to not respawn after being killed.
There is though?

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Now taking graphics requests:
https://docs.google.com/forms/d/1urWpFq ... #responses

My graphics pack:
http://www.supermariobrosx.org/forums/v ... t=1960/url

Really tempted to just make a general graphics thread for all of my graphics instead of just making individual threads for each of them.

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Cedur » Sat Jan 18, 2020 11:46 am

Woooow. I didn't bother to check the properties at all. Thanks for pointing this out.
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Still using the legacy editor? Get SMBX2 and PGE, it will improve your experience significantly. Here's why. And remember, Yoshi's are tools to be used and discarded.

iphtechnologies wrote: NEO super mario world x is a really nice game. This Episode is 2,7 GB large at the moment.That`s crazy!
Please find similar post:
[ads]

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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Murphmario » Mon Jan 20, 2020 10:25 am

Just another quick question: will we be able to add more tiles and scenery to world maps in Beta 4, or is that still a ways off?
Now taking graphics requests:
https://docs.google.com/forms/d/1urWpFq ... #responses

My graphics pack:
http://www.supermariobrosx.org/forums/v ... t=1960/url

Really tempted to just make a general graphics thread for all of my graphics instead of just making individual threads for each of them.


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