[spoiler]Q: Why does it look the same after a year?
A: Looks are deceiving. I had to restart the project, and I have since rebuilt VSMBX back to its previous state to just before I lost access to it.
Q: Do you still need to click every time you place a block?
A: Nope, you can click and drag to place as many tiles as you like.
Q: What's with the scrollbars?
A: Instead of using arrow keys to navigate the level, you can scroll right to the location of the level where you want to edit.
Q: What are those numbers doing in the Blocks window?
A: Those numbers are used to define the width and height of a sizable block without needing to click buttons multiple times or accidentally reset it like in SMBX.
Q: Why are you even bothering? These projects fail anyway.
A: Coding is my hobby, I enjoy SMBX, so I don't really care.
Q: So what else is different?
A: Masks work, sizable blocks work, you no longer draw an image for each pixel your mouse moves which is overlapped anyway, and there is an eraser for starters. I also plan to add a "Safe-Mode" check box that prevents you from filling your level on accident when using the fill tool. Instead, you will only fill the screen with the block if you mess up.
Q: What's the overall progress?
A: Check my signature. Currently I'm building the editor so I can later make levels to test game mechanics which will hopefully start before or around December.
Q: Why are you copying SMBX?
A: I figured it made more sense to have everything where everyone knows where it is. This will not be a carbon copy, as more features and content will be added as development continues.
Q: Will this be available on Mac or Linux?
A: No, not at the moment. This may change as time goes on though.
Q: Why won't the source code be available at first?
A: Mostly for name protection reasons, and to ensure official copies are being distributed.
Q: What will I need for VSMBX to work when it is available for download?
A: You will need Microsoft .NET Framework 4 installed on your computer, and the proper content used by the VSMBX editor included in the ZIP.
Q: Why is my antivirus flagging VSMBX as malicious?
A: Ensure that you are using an official version. VSMBX is for anyone to edit, but it's up to you to be careful who you get your versions from. If it is an official version, report it immediately so I can see why and fix it.
Q: What can I do to help?
A: Be a constructive member, and engage with developer groups to help VSMBX be successful! Also, you can add
Code: Select all
Q: Can I be a ________?
A: No. I'll come to you, not you to me.[/spoiler]
The goal of VSMBX is to first recreate SMBX and then add on new features and content with far more flexibility. VSMBX will be open source (starting December 25th) for everyone, and anyone to create versions of their own that fit their needs and the needs of others and share them on this forum, on the VSMBX forums at http://vsmbxforums.prophpbb.com/ where anyone you want can download. VSMBX will be primarily designed for Windows, unless if or when popular opinion gravitates to cross-platform support. You may distribute copies of VSMBX as you wish as long as proper credit is given. Suggestions are now welcome here, and in the proper topic on the VSMBX forums.
[spoiler]General Tile placement: http://i.imgur.com/hsEVpiR.png
Sizable Blocks and Scrolling: http://i.imgur.com/tijhFqA.png
Erasing a few tiles: http://i.imgur.com/BqjrYWG.png
I would record these, however, I can't afford anything more than a mere potato. Sorry. :/[/spoiler]
If I didn't answer any questions in the Q&A, feel free to leave a reply or send a PM.
VSMBX -- Discontinued
VSMBX Beta 1.0.2
Editor Download: https://www.sendspace.com/file/j56ppj
Source Download: ---
You will need Visual Basic 2010 or above to access and modify the source code. Resources can be found here.
To prevent further errors, libZPlay will be included with all downloads from here on.
[spoiler]* Fixed Mario getting stuck in blocks when jumping.
* Fixed Mario to prevent jumping through blocks randomly.
* Removed redundant code for player animation.
* Fixed stuttering movement of Mario when moving left and right while falling.
* Fixed viewport to display bottom of level after falling.
* Fixed problem with Mario appearing in top left corner of level when selecting 'Level Settings' tab.
* Default gravity level and jump speed has been increased slightly.
* Level background now moves in relation to the player.
* Fixed problem where the player would stop falling before hitting the ground.
* Fixed problem where Mario would come to a stop when attempting to jump while moving.
* Collision now checks tiles that are visible on the screen rather than the whole level.
* Optimized gravity collision, and several other collision bugs.
* Gravity levels can now be saved and loaded.
* Fixed problem with players hitting blocks from below before actually colliding with the block.
* Run speed has been increased.
* Fixed problem with the selected block being the last block placed in the level after loading a level.
* Block preview now stays correctly aligned when moving in a level.
* NPCs window no longer shows up when selecting the "Selection" button.
* Fixed major slowdown problem with loading player image files excessively.
* Fixed problem with object preview at mouse being drawn behind foreground BGOs.
* Last selected object is no longer drawn at the mouse when selecting "Level Settings" button.
* Fixed graphic problem when trying to walk while ducking.
* Invisible blocks now disappear when testing the level.
* Fixed more scrolling problems with level backgrounds.
+ Implemented animation of each Mario state.
+ Implemented preview of what state you will be testing the level as with Mario.
+ Implemented Luigi, with animations and higher jump height than Mario.
+ Implemented Peach, with animations.
+ Implemented Toad, with animations.
+ Added object counter to the Debug window to keep track of how many objects of each type are on-screen.
+ Brightness of the level background can now be toggled in the Level Settings window.
+ Implemented feature to change color of tiles.[/spoiler]