MarioRPGExpert93 wrote:I wanted SMBX to have both these features:
Extra Characters (SMBX 2.0)
Extra Power-ups (SMBX 1.4.4)
But we can't have our cake & eat it!
Why can't 2.0 have extra powerups?
2.0 Said that they'll have the propeller suit and the blue shell in beta 4.
They also said they'll have cape flight? (Probably the cape feather)
Wrong. Prototypes exist for all three of those, but neither PixelPest, creator of the prototypes for the first two, nor I, creator of the prototype for the third, said they would be in Beta 4. They could, but bet against it. There's some tech we need before we can add them, and that's on top of the prototypes not even being otherwise finished. Other tech, such as better NPC/block classes, block/BGO array expansions, and per-player hitbox stuff, is also considered more important than a powerup array expansion.
Re: What smbx feature have you always wanted.
Posted: Mon Aug 07, 2017 12:32 pm
by TheKidCodee
The0x539 wrote:
TheKidCodee wrote:
Snessy the duck wrote:
Why can't 2.0 have extra powerups?
2.0 Said that they'll have the propeller suit and the blue shell in beta 4.
They also said they'll have cape flight? (Probably the cape feather)
Wrong. Prototypes exist for all three of those, but neither PixelPest, creator of the prototypes for the first two, nor I, creator of the prototype for the third, said they would be in Beta 4. They could, but bet against it. There's some tech we need before we can add them, and that's on top of the prototypes not even being otherwise finished. Other tech, such as better NPC/block classes, block/BGO array expansions, and per-player hitbox stuff, is also considered more important than a powerup array expansion.
Huh.. Ok..
Anyways Speaking of beta 4, go see my 2.0 suggestions thread. Its in the help and support folder.
Re: What smbx feature have you always wanted.
Posted: Mon Aug 07, 2017 4:54 pm
by JupiHornet
TheKidCodee wrote:
The0x539 wrote:
TheKidCodee wrote:
2.0 Said that they'll have the propeller suit and the blue shell in beta 4.
They also said they'll have cape flight? (Probably the cape feather)
Wrong. Prototypes exist for all three of those, but neither PixelPest, creator of the prototypes for the first two, nor I, creator of the prototype for the third, said they would be in Beta 4. They could, but bet against it. There's some tech we need before we can add them, and that's on top of the prototypes not even being otherwise finished. Other tech, such as better NPC/block classes, block/BGO array expansions, and per-player hitbox stuff, is also considered more important than a powerup array expansion.
Huh.. Ok..
Anyways Speaking of beta 4, go see my 2.0 suggestions thread. Its in the help and support folder.
Don't advertise your own threads
Re: What smbx feature have you always wanted.
Posted: Mon Aug 07, 2017 5:09 pm
by AToMIC
This will sound like a strange thing, but I've always wanted a better path system. Paths being the objects used to connect levels on a world map. I always wished that your character would automatically move on them like in SMW. I don't like how you must manually navigate your character in between levels. Another thing I've always wanted was an option to have unopened paths be shown but a different color. Like in Super Mario World where a level you or path you haven't unlocked is dark green. Finally, I want more variations in path curves and diagonal paths to really spice up the world map. Once again, these are seen in SMW. I know there are slope variation graphics out there but most of them require turning off grid snapping, which can make paths buggy, and in the end manually controlling your character through these custom paths is all the more clunkier.
Re: What smbx feature have you always wanted.
Posted: Mon Aug 07, 2017 5:12 pm
by PixelPest
Sarge wrote:This will sound like a strange thing, but I've always wanted a better path system. Paths being the objects used to connect levels on a world map. I always wished that your character would automatically move on them like in SMW. I don't like how you must manually navigate your character in between levels. Another thing I've always wanted was an option to have unopened paths be shown but a different color. Like in Super Mario World where a level you or path you haven't unlocked is dark green. Finally, I want more variations in path curves and diagonal paths to really spice up the world map. Once again, these are seen in SMW. I know there are slope variation graphics out there but most of them require turning off grid snapping, which can make paths buggy, and in the end manually controlling your character through these custom paths is all the more clunkier.
There's travL.lua in SMBX2 which does exactly this. Don't think it's in Beta 3 but come Beta 4 it will allow you to travel between levels automatically and change the speed you move too. To make unopened paths a different colour just replace scenery graphics and place them under the paths which will show when they're hidden. I was thinking of making an API for this kinda thing too at one point and might do so soon. I think now it'll also be possible to add slopes paths; someone just has to choose to do it sooner or later
Re: What smbx feature have you always wanted.
Posted: Mon Aug 07, 2017 5:22 pm
by Zha Hong Lang
Sarge wrote:This will sound like a strange thing, but I've always wanted a better path system. Paths being the objects used to connect levels on a world map. I always wished that your character would automatically move on them like in SMW. I don't like how you must manually navigate your character in between levels.
There's an API in SMBX2 which does this, actually. You can see it used for the LCJ episode:
Another thing I've always wanted was an option to have unopened paths be shown but a different color. Like in Super Mario World where a level you or path you haven't unlocked is dark green.
I think this one is possible as well. If I'm not wrong, it's possible to make one tile that appears to be made of many other tiles. This way, you could make a world map using just a few tiles, and have the path you want the player to see laid out in dark green (or whatever color you like). Then later you can make a path using normal tiles for what the player's unlocked.
Finally, I want more variations in path curves and diagonal paths to really spice up the world map. Once again, these are seen in SMW. I know there are slope variation graphics out there but most of them require turning off grid snapping, which can make paths buggy, and in the end manually controlling your character through these custom paths is all the more clunkier.
This is the only thing I haven't seen made in SMBX2 yet. But I'm certain someone will come up with it, eventually.
Re: What smbx feature have you always wanted.
Posted: Wed Aug 16, 2017 6:11 pm
by xXAndytubeXx
I'd have to say that I have wanted a bunch of other characters that are well known, like Sonic, Samus, many different types of Pokemon, Donkey Kong, Mega Man, Rosalina, Fox, and other like those. Maybe even Crash Bandicoot... But I'm going off topic of Nintendo a little bit. Also, another thing I have wanted is online capability, so you can play with a friend online. That would be fun.
Re: What smbx feature have you always wanted.
Posted: Wed Aug 16, 2017 6:20 pm
by LordYoshi999
xXAndytubeXx wrote:I'd have to say that I have wanted a bunch of other characters that are well known, like Sonic, Samus, many different types of Pokemon, Donkey Kong, Mega Man, Rosalina, Fox, and other like those. Maybe even Crash Bandicoot... But I'm going off topic of Nintendo a little bit. Also, another thing I have wanted is online capability, so you can play with a friend online. That would be fun.
Some of these are already in the game, if you play 2.0 I believe.
Re: What smbx feature have you always wanted.
Posted: Wed Aug 16, 2017 6:32 pm
by Quantix
honestly just give me autotiling and i'll be set for life
Re: What smbx feature have you always wanted.
Posted: Fri Aug 18, 2017 8:14 pm
by squp
I'd like to see sound IDs visible in the event menu.
MarioRPGExpert93 wrote:8-bit versions of Mario 1, 2 USA, & 3 graphics
im working on a SMB episode, and im adding alot of SMB 1 Graphics, i am even attempting to try and make my own custom SMB 1 textures with some new mixed up bosses.
Re: What smbx feature have you always wanted.
Posted: Sat Aug 19, 2017 10:09 pm
by PixelPest
FlatKiwi wrote:I'd like to see sound IDs visible in the event menu.
Why?
Re: What smbx feature have you always wanted.
Posted: Mon Aug 21, 2017 9:01 pm
by HenryRichard
PixelPest wrote:
FlatKiwi wrote:I'd like to see sound IDs visible in the event menu.
Why?
It would be convenient for quickly looking up the values for Audio.playSFX. I mean there's this but being able to do it in PGE would be easier.
Re: What smbx feature have you always wanted.
Posted: Wed Sep 27, 2017 4:09 pm
by squp
I think having an easy(ish)-to-use cutscene/title screen editor would be pretty d a n d y
Re: What smbx feature have you always wanted.
Posted: Wed Sep 27, 2017 4:34 pm
by Super Luigi!
With me, there are probably quite a few, but for now, I'll say:
I always wanted some sort of Switch Palace like feature, if it is not going to be added in Beta 4 already.
If it comes true, then how about those blocks from Super Mario World that make you run up walls?
Re: What smbx feature have you always wanted.
Posted: Wed Sep 27, 2017 5:54 pm
by FireyPaperMario
All I ever wanted in SMBX is the Wing cap.
Re: What smbx feature have you always wanted.
Posted: Wed Sep 27, 2017 5:56 pm
by Tiger Festival
I wouldn't really call this a feature but I wished that 2 sets of sprites isn't needed for all characters for each sheet. In otherwords it's tedious dealing with a large number of sprites for each sheet for a character since each sheet has characters doing their actions on the left then on the right on each sheet.