SMBX2 PAL Release - Feedback, Questions and Bugs here!

Share and discuss custom LunaLua code and content packs for SMBX2.
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Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Postby Diego467 » Sat Apr 13, 2019 5:35 pm

I recently downloaded this new update of SMBX2.0, and first I get this warning Image and later then at the beginning of the game everything is dark but I could play.

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Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Postby Hoeloe » Sat Apr 13, 2019 6:38 pm

That sounds like your graphics drivers are not up to date. Try and update the drivers for your graphics card.

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5438A38A Explaining 2 Programming langauges - Is this information true?

Postby m a g i c s p i r i t » Sun Apr 14, 2019 5:56 pm

If something like this was posted by a regular user, i would ignore it.
But this was post by developer of 38A.
He explained Lua and Teascript, how some jerks lied that it was a outdated langauge, and explained some things that Teascript does better than LunaLua.
Is this true?
(Page of OP: https://wohlsoft.ru/forum/viewtopic.php ... &start=420)

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Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Postby 64searchman46 » Sun Apr 14, 2019 8:30 pm

64searchman46 wrote:
Sun Apr 07, 2019 4:33 pm
Okay, so I've been getting a bug with graphics folders. When I copy and paste more graphics into an existing folder, the graphics that were already there disappear. Then in my world folder, there are two of the same graphics folder that are both empty. I then have to delete the folders, then use the "Save As" option in the editor, check the "make new folder" option, then I have a new folder that has all of my graphics from the previous folder inside of it.
Just wanted to update on this problem of mine. I'm still having this problem, but it appears to only affect one level. I most likely will just remake the level, as it's a short bonus level, but if someone has a simpler solution, I would like to hear it. Otherwise, I can restart.
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Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Postby The Tanooki King » Mon Apr 15, 2019 3:06 pm

Issue: Red Springboard Player physics are wonky compared to Green Springs, player freezes after landing.
Evidence: N/A

Player Details

Operating System: Not nessecary for this problem
Version: SMBX2 MAGLX3
Player Count: 1
Parsec used? No.
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Enjl
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Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Postby Enjl » Mon Apr 15, 2019 3:16 pm

That's... intended and found in various Mario titles. I'm not gonna change that.
What I can do is make the duration configurable.
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Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Postby The Tanooki King » Mon Apr 15, 2019 3:22 pm

I am pretty sure it's identical to the green springboard in the real games. (Except the Jump Height)
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Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Postby Enjl » Mon Apr 15, 2019 3:42 pm

The green springboard hasn't been remade nor deprecated yet.. It's still in the itemboxes because of OTHER jank with the red springboards, which I haven't been able to address yet.

In any case, please take a look at springboards in Super Mario World.
https://youtu.be/vHvNcQG0VW8?t=28
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Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Postby Flo2912 » Tue Apr 16, 2019 11:04 am

Are the Star Coins finished at the current state?
I've just started to port over my previouly started episode to this new version. befor this version, i tried to implememt A star coin like system by using the smw exit stars (because for some reason they didn't end the level as said in the description but only increase the star counter), so I imideatly startet replacing the old smw stars with the new star coins. However thy're kinda useless at the moment. In the NSMB games there is an overall star coin counter in the overworld and you can spend them to get access to new levels. also the overworld HUD of a level shows you wich star coins you've already collected. Are there any plans to add thes functions? 'cause else I don't see much sense in them...

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Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Postby Enjl » Tue Apr 16, 2019 11:21 am

Flo2912 wrote:
Tue Apr 16, 2019 11:04 am
Are the Star Coins finished at the current state?
I've just started to port over my previouly started episode to this new version. befor this version, i tried to implememt A star coin like system by using the smw exit stars (because for some reason they didn't end the level as said in the description but only increase the star counter), so I imideatly startet replacing the old smw stars with the new star coins. However thy're kinda useless at the moment. In the NSMB games there is an overall star coin counter in the overworld and you can spend them to get access to new levels. also the overworld HUD of a level shows you wich star coins you've already collected. Are there any plans to add thes functions? 'cause else I don't see much sense in them...
You can implement all kinds of functions for star coins by accessing SaveData._basegame.starcoin[LevelName] through lua code (where LevelName is a string of the filename of the level you want to access the counter for, and where you can tally-up all subtables in SaveData._basegame.starcoin in order to get a total count). Further in-editor functions may be added in the future.
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Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Postby Patbox » Wed Apr 17, 2019 9:37 am

Finally SMBX don't crash on linux (wine) :D

Is possibility to change stage loading screen to previous one?

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Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Postby Quantumenace » Wed Apr 17, 2019 12:27 pm

I was confused by the behavior of SaveData at first, it doesn't save to disk immediately unlike Data and won't save if saving is inactive from using cheats without redigitiscool. Is there a more detailed description of when it saves to disk?

Does GameData reset when you load a different level like checkpoints should, or do you have to set that up manually?

It would be helpful to have a graphics pack of png versions of the original versions of tilesets changed in this release so that they can be placed in a level/episode folder to resolve problems created by the changes.

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Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Postby MECHDRAGON777 » Wed Apr 17, 2019 2:12 pm

Quantumenace wrote:
Wed Apr 17, 2019 12:27 pm
I was confused by the behavior of SaveData at first, it doesn't save to disk immediately unlike Data and won't save if saving is inactive from using cheats without redigitiscool. Is there a more detailed description of when it saves to disk?

Does GameData reset when you load a different level like checkpoints should, or do you have to set that up manually?

It would be helpful to have a graphics pack of png versions of the original versions of tilesets changed in this release so that they can be placed in a level/episode folder to resolve problems created by the changes.
I remember someone saying it saves at the same time the game would save.
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Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Postby Hoeloe » Wed Apr 17, 2019 5:56 pm

Quantumenace wrote:
Wed Apr 17, 2019 12:27 pm
I was confused by the behavior of SaveData at first, it doesn't save to disk immediately unlike Data and won't save if saving is inactive from using cheats without redigitiscool. Is there a more detailed description of when it saves to disk?
It saves whenever the rest of the game does, which is after beating a level or calling Misc.saveGame() from Lua.
Quantumenace wrote:
Wed Apr 17, 2019 12:27 pm
Does GameData reset when you load a different level like checkpoints should, or do you have to set that up manually?
It doesn't. GameData stays active until you quit the episode or close the program. If you want things to work with checkpoints, you can use the Checkpoint library to construct checkpoints from Lua.

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Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Postby Quantumenace » Wed Apr 17, 2019 10:22 pm

Upon testing checkpoints, they don't actually reset if you die and enter another level. The code saves the level path, but never actually compares the saved path to the current level like it did in multipoints. Is that intentional?

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Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Postby Zzblast » Thu Apr 18, 2019 3:39 am

Can someone please explain what bowser does?

All I've been able to notice is when he kills something it follows him, and pops up in his item box. Is that all they do? Just follow him around?

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Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Postby 1AmPlayer » Thu Apr 18, 2019 4:27 am

Zzblast wrote:
Thu Apr 18, 2019 3:39 am
Can someone please explain what bowser does?

All I've been able to notice is when he kills something it follows him, and pops up in his item box. Is that all they do? Just follow him around?
Which Bowser are you talking about? There's two of them, SMB1 Bowser and SMB3 Bowser.
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Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Postby Hoeloe » Thu Apr 18, 2019 5:35 am

Quantumenace wrote:
Wed Apr 17, 2019 10:22 pm
Upon testing checkpoints, they don't actually reset if you die and enter another level. The code saves the level path, but never actually compares the saved path to the current level like it did in multipoints. Is that intentional?
Yep. This is intentional. They reset if you beat the level or quit the game, more like how they worked in SMW.

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Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Postby Electriking » Thu Apr 18, 2019 6:02 am

1AmPlayer wrote:
Thu Apr 18, 2019 4:27 am
Zzblast wrote:
Thu Apr 18, 2019 3:39 am
Can someone please explain what bowser does?

All I've been able to notice is when he kills something it follows him, and pops up in his item box. Is that all they do? Just follow him around?
Which Bowser are you talking about? There's two of them, SMB1 Bowser and SMB3 Bowser.
The playable one (so neither of the ones you mentioned).
Signatures are overrated.

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Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Postby 1AmPlayer » Thu Apr 18, 2019 9:19 am

Electriking wrote:
Thu Apr 18, 2019 6:02 am
1AmPlayer wrote:
Thu Apr 18, 2019 4:27 am
Zzblast wrote:
Thu Apr 18, 2019 3:39 am
Can someone please explain what bowser does?

All I've been able to notice is when he kills something it follows him, and pops up in his item box. Is that all they do? Just follow him around?
Which Bowser are you talking about? There's two of them, SMB1 Bowser and SMB3 Bowser.
The playable one (so neither of the ones you mentioned).
Oh, that one. I forgot it existed sometimes.
Have a lenny. ( ͡° ͜ʖ ͡°)

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