Re: What smbx feature have you always wanted.
Posted: Sat Jun 10, 2017 3:16 pm
I've always wanted world map events like SMW.
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https://www.supermariobrosx.org/forums/viewtopic.php?t=18533
oops, ok.Snessy the duck wrote:You don't really need to quote the op like you did here.TheGamingCats wrote:More dummy blocks for graphics and stuff.DJFMHD wrote:What SMBX feature have you always wanted? Even features you wanted before 1.4 and 2.0 came out. My answer: every single powerup in the Mario franchise. It may be a little bit unrealistic but i have always wanted it.
Same.Snessy the duck wrote:I've always wanted world map events like SMW.
YepMr Briney wrote:Same.Snessy the duck wrote:I've always wanted world map events like SMW.
What do you mean by that?Snessy the duck wrote:I've always wanted world map events like SMW.
If you've ever playes SMW, you know that sometimes the enviroment moves when a path is revealed, and the castles crumble when you beat them. That's what I meant.TheGamingCats wrote:What do you mean by that?Snessy the duck wrote:I've always wanted world map events like SMW.
I see. That would be hard to add without a LunaLua script if you want it advanced.Snessy the duck wrote:If you've ever playes SMW, you know that sometimes the enviroment moves when a path is revealed, and the castles crumble when you beat them. That's what I meant.TheGamingCats wrote:What do you mean by that?Snessy the duck wrote:I've always wanted world map events like SMW.
You mean with events and stuff?Cetus808 wrote:I hope that we get a working sorting priority system soon enough. It sucks whenever you wanna make a hill emerge from the ground, but then a chunk of the moving blocks just overlaps the foreground blocks during transition.
Yeah, that's what I meant. You can kind of fix this too by applying some of the blocks to a new moving layer, and adding additional events where they disappear as soon as they go through the foreground blocks. But to be honest, I find this solution to be a bit convoluted.TheGamingCats wrote:You mean with events and stuff?Cetus808 wrote:I hope that we get a working sorting priority system soon enough. It sucks whenever you wanna make a hill emerge from the ground, but then a chunk of the moving blocks just overlaps the foreground blocks during transition.
Cant you have 3 events?Cetus808 wrote:Yeah, that's what I meant. You can kind of fix this too by applying some of the blocks to a new moving layer, and adding additional events where they disappear as soon as they go through the foreground blocks. But to be honest, I find this solution to be a bit convoluted.TheGamingCats wrote:You mean with events and stuff?Cetus808 wrote:I hope that we get a working sorting priority system soon enough. It sucks whenever you wanna make a hill emerge from the ground, but then a chunk of the moving blocks just overlaps the foreground blocks during transition.
For now, just keep an eye on your placement order.Cetus808 wrote:I hope that we get a working sorting priority system soon enough. It sucks whenever you wanna make a hill emerge from the ground, but then a chunk of the moving blocks just overlaps the foreground blocks during transition.
SM64 Power Stars do none of thatCedur wrote:SM64's power stars (invincibility / metal / wing cap)
superfido2 wrote:Yoshi's flutter.
I've made both. The power-up system is on Beta 3 and the flutter jump should be in Beta 4RSupertheGreat wrote:SMB3/NSMBWii power-up system.. not sure about it.
ftfm (I just saw the misunderstanding; either way they're also known from SM63)Cedur wrote:SM64's wing cap, metal cap, vanish cap