SMBX2 BETA 4 Release - Feedback and Suggestions here!

Share and discuss custom LunaLua code and content packs for SMBX2.
User avatar
LGLMAKING
Ripper II
Ripper II
Posts: 319
Joined: Mon Jun 18, 2018 7:28 am
Flair: There's always another secret.

Re: SMBX2 BETA 4 Release - Feedback and Suggestions here!

Postby LGLMAKING » Thu Jul 23, 2020 6:57 am

We should get Hollow Knight as a new playable sometime
"I am incredibly lucky I know you and im glad I gave you a chance to be a part of this" -Eri7
"I'm going to call these Janksqueaks from now on." -Clearman06
Image
Image
Image
New producer of the Novaverse, after Eri7's departure from the community.

SebM
Goomba
Goomba
Posts: 2
Joined: Thu Jul 23, 2020 5:13 am

Re: SMBX2 BETA 4 Release - Feedback and Suggestions here!

Postby SebM » Thu Jul 23, 2020 7:04 am

Wohlstand wrote:
Thu Jul 23, 2020 6:08 am
SMBX2 can work on Wine on macOS up to 10.14 (Mojave). Since 10.15 (Catalina) the 32-bit support has been dropped, and Wine can't work now. Until a magic will happen and they will develop a workarond to allow 32-bit apps work again. So, think that SMBX2 is dead on macOS 10.15+. You can try run virtual machine, but the game will work a bit messy and slower. On VMWare it will probably work good I think. Didn't tested that yet. If you have macOS 10.14 or older, you can try to run the game on Wine. You need to get the native PGE Projec toolchain for macOS to use Editor with it: http://wohlsoft.ru/docs/_laboratory/ (then, you'll need to run a special script that you can find in SMBX2 directory which will install a config pack and will tune the Wine, the manual md file is attached to explain the whole process).

Ah, man. I'm on a new laptop, and it came preinstalled with the latest version—10.5.5. Dang nab it.

Thanks for all the information and the tips regarding VMs. The slow performance and extra fiddling is exactly the reason I wasn't too keen on it.

Out of interest, whose job would it be to sort out that 32-bit workaround? Wine? Apple? Someone else?

dericobanjo
Fighter Fly
Fighter Fly
Posts: 73
Joined: Sat Feb 16, 2019 9:05 pm
Flair: Try out Super Sackboy 64 in LBP3!

Re: SMBX2 BETA 4 Release - Feedback and Suggestions here!

Postby dericobanjo » Thu Jul 23, 2020 10:19 am

I just discovered a bug that if you change episode, yout point stay the same and it can also deactivate the switch palace of other episode. (SMBX2 with all patch)

User avatar
Hoeloe
Kamikaze Koopa
Kamikaze Koopa
Posts: 1240
Joined: Sat Oct 03, 2015 6:18 pm
Flair: The Codehaus Girl

Re: SMBX2 BETA 4 Release - Feedback and Suggestions here!

Postby Hoeloe » Thu Jul 23, 2020 10:46 am

dericobanjo wrote:
Thu Jul 23, 2020 10:19 am
I just discovered a bug that if you change episode, yout point stay the same and it can also deactivate the switch palace of other episode. (SMBX2 with all patch)
How are you "changing episode"? The best way to switch episodes is to go back to the launcher and switch from there. The old title screen doesn't properly handle a lot of situations.

dericobanjo
Fighter Fly
Fighter Fly
Posts: 73
Joined: Sat Feb 16, 2019 9:05 pm
Flair: Try out Super Sackboy 64 in LBP3!

Re: SMBX2 BETA 4 Release - Feedback and Suggestions here!

Postby dericobanjo » Thu Jul 23, 2020 4:20 pm

Hoeloe wrote:
Thu Jul 23, 2020 10:46 am
dericobanjo wrote:
Thu Jul 23, 2020 10:19 am
I just discovered a bug that if you change episode, yout point stay the same and it can also deactivate the switch palace of other episode. (SMBX2 with all patch)
How are you "changing episode"? The best way to switch episodes is to go back to the launcher and switch from there. The old title screen doesn't properly handle a lot of situations.
Oh, when I finish a episode and want to start a new one, I use the old title screen.

User avatar
Wohlstand
Boom Boom
Boom Boom
Posts: 1790
Joined: Tue Feb 11, 2014 4:44 pm
Flair: 狐エンジニア
Contact:

Re: SMBX2 BETA 4 Release - Feedback and Suggestions here!

Postby Wohlstand » Fri Jul 24, 2020 10:14 am

SebM wrote:
Thu Jul 23, 2020 7:04 am
Out of interest, whose job would it be to sort out that 32-bit workaround? Wine? Apple? Someone else?
Wine, mainly it's need to make the wrapping of 64-bit calls for 32-bit applications which is tricky. Something similar was done to support 16-bit applications for Windows 3.x.
PGE Project, my Media and supported projects: show
Support me on the Patreon
Image

PGE Project
PGE Project SMBX Topic
PGE Project Official Site and forums
Download fresh experimental builds HERE!

I'm support:
Lowser's Conquest by Sednaiur

Image
P.S. I don't like huge signatures which would be annoying, therefore I put huge content into spoilers

User avatar
TakeTheL08
Bob-omb
Bob-omb
Posts: 38
Joined: Sat Jan 11, 2020 3:55 am
Flair: I'm a youtuber.
Contact:

Re: SMBX2 BETA 4 Release - Feedback and Suggestions here!

Postby TakeTheL08 » Tue Jul 28, 2020 12:23 pm

I have an idea: SMART TILES
basically tiles that change their shape to surrounding smart tiles / normal ground.
Just to make it easier.
What? GD will have them in 2.2... when it comes out.
All of my other accounts:
Roblox - TJCgames08
Scratch - tobias955
Kahoot - 2timesnow
Steam - TCunningham9

#TEAMTREES!

User avatar
MarioLover64
Blooper
Blooper
Posts: 189
Joined: Fri Apr 26, 2019 6:09 pm

Re: SMBX2 BETA 4 Release - Feedback and Suggestions here!

Postby MarioLover64 » Fri Jul 31, 2020 11:16 pm

Suggestion:
scene-n.txt, level-n.txt, tile-n.txt, and path-n.txt
because animations for them are too limited

User avatar
Wohlstand
Boom Boom
Boom Boom
Posts: 1790
Joined: Tue Feb 11, 2014 4:44 pm
Flair: 狐エンジニア
Contact:

Re: SMBX2 BETA 4 Release - Feedback and Suggestions here!

Postby Wohlstand » Sat Aug 01, 2020 6:30 am

MarioLover64 wrote:
Fri Jul 31, 2020 11:16 pm
Suggestion:
scene-n.txt, level-n.txt, tile-n.txt, and path-n.txt
because animations for them are too limited
There are exist scene-n.ini, level-n.ini, tile-n.ini, and path-n.ini, but idk does them work on SMBX2 side or not.
PGE Project, my Media and supported projects: show
Support me on the Patreon
Image

PGE Project
PGE Project SMBX Topic
PGE Project Official Site and forums
Download fresh experimental builds HERE!

I'm support:
Lowser's Conquest by Sednaiur

Image
P.S. I don't like huge signatures which would be annoying, therefore I put huge content into spoilers

Enjl
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 8738
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Orphion Egamalenitar Osmos IV, Esq.

Re: SMBX2 BETA 4 Release - Feedback and Suggestions here!

Postby Enjl » Sat Aug 01, 2020 6:48 am

MarioLover64 wrote:
Fri Jul 31, 2020 11:16 pm
Suggestion:
scene-n.txt, level-n.txt, tile-n.txt, and path-n.txt
because animations for them are too limited
TakeTheL08 wrote:
Tue Jul 28, 2020 12:23 pm
I have an idea: SMART TILES
basically tiles that change their shape to surrounding smart tiles / normal ground.
Just to make it easier.
What? GD will have them in 2.2... when it comes out.
These ideas have been on the roadmap for a while and are likely to become implemented sometime in the future.
Ideas are useless if you can't make them real.
Image

User avatar
Wiimeiser
Bit
Bit
Posts: 145
Joined: Mon Jun 24, 2019 4:36 am
Flair: What?

Re: SMBX2 BETA 4 Release - Feedback and Suggestions here!

Postby Wiimeiser » Fri Aug 07, 2020 8:09 pm

Was making a level and found two bugs:
1. NPC 412 (Invisible item) is visible ingame.
2. If you put a potion in a block, you can't change what section it leads to (this originally occurred with a star block but it seems to be the case with all blocks)

Enjl
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 8738
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Orphion Egamalenitar Osmos IV, Esq.

Re: SMBX2 BETA 4 Release - Feedback and Suggestions here!

Postby Enjl » Sat Aug 08, 2020 3:41 pm

First one is gonna be fixed in patch 3, second one is currently unfixable and has always been in the game. You can use lua code to check when a new potion spawns and infer what you need to set the ai variable to.
Ideas are useless if you can't make them real.
Image

User avatar
Murphmario
Larry Koopa
Larry Koopa
Posts: 2179
Joined: Fri Dec 20, 2013 7:07 pm

Re: SMBX2 BETA 4 Release - Feedback and Suggestions here!

Postby Murphmario » Sat Aug 08, 2020 7:05 pm

On a similar topic, it would actually be pretty cool to be able to change the settings of NPCs that are in blocks.
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.

Enjl
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 8738
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Orphion Egamalenitar Osmos IV, Esq.

Re: SMBX2 BETA 4 Release - Feedback and Suggestions here!

Postby Enjl » Thu Aug 13, 2020 1:04 am

Murphmario wrote:
Sat Aug 08, 2020 7:05 pm
On a similar topic, it would actually be pretty cool to be able to change the settings of NPCs that are in blocks.
I agree. I think this would be ideal if it was able to propagate down an entire chain of objects (for example, a bullet bill cannon from a block that shoots cheep cheeps that use the swim AI). I'm not entirely sure on the logistics of that, especially when it comes to a concise UI for it.
Ideas are useless if you can't make them real.
Image

Flarestripe
Koopa Troopa
Koopa Troopa
Posts: 29
Joined: Wed Jul 19, 2017 4:19 pm

Re: SMBX2 BETA 4 Release - Feedback and Suggestions here!

Postby Flarestripe » Sun Aug 16, 2020 11:12 pm

So, um...
My only suggestion (because I'm VERY bad at just understanding how to add the simple code for this-)
Add "start timer" and "disable timer" options in the events menu. Perhaps under the "common" tab, or a new "timer" tab.

Enjl
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 8738
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Orphion Egamalenitar Osmos IV, Esq.

Re: SMBX2 BETA 4 Release - Feedback and Suggestions here!

Postby Enjl » Mon Aug 17, 2020 3:55 am

The events system won't be changed until we replace it entirely.
Ideas are useless if you can't make them real.
Image

User avatar
Chilly14
Bit
Bit
Posts: 148
Joined: Thu Jul 18, 2019 10:28 pm
Flair: wash your hands and stay at home

Re: SMBX2 BETA 4 Release - Feedback and Suggestions here!

Postby Chilly14 » Thu Aug 20, 2020 11:02 pm

Suggestion: An extra settings option for certain NPCs (such as Rip Van Fish, Phantos, and Thwomps) to ignore the Whistlin' Chuck's whistling. I mean, I don't want my Thwomps to wake up and start slamming like crazy as the Chuck summons enemies via a Lua script.
Discord username: Chilly Bean BAM!#8857
Image
For the love of god, please use an adblocker (I prefer uBlock Origin) when using MediaFire to download my stuff.
Check out my levels!
Chilly14's Graphics Pack
Chilly's NPCs
screenRotate.lua
venusFireTrapPlus.lua
I support:
Spoiler: show
Image
Image

Enjl
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 8738
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Orphion Egamalenitar Osmos IV, Esq.

Re: SMBX2 BETA 4 Release - Feedback and Suggestions here!

Postby Enjl » Fri Aug 21, 2020 12:32 am

Chilly14 wrote:
Thu Aug 20, 2020 11:02 pm
Suggestion: An extra settings option for certain NPCs (such as Rip Van Fish, Phantos, and Thwomps) to ignore the Whistlin' Chuck's whistling. I mean, I don't want my Thwomps to wake up and start slamming like crazy as the Chuck summons enemies via a Lua script.
Copy the whistlin' chuck's lua file to a custom range npc id and change it so it doesn't enable whistling code but instead runs your lua script.
Ideas are useless if you can't make them real.
Image

Jumper
Spiny
Spiny
Posts: 48
Joined: Tue Feb 02, 2016 9:32 pm

Re: SMBX2 BETA 4 Release - Feedback and Suggestions here!

Postby Jumper » Fri Aug 21, 2020 12:41 am

I'm not sure if this has been suggested before (or if it even is planned), but I'd like to have Overworld Map Events.
Supported Projects: show
Image
Image
Spoiler: show
thehelmetguy1 wrote: True rules of SMBX:
1-SMB3 graphics ftw
2-SMB3 graphics are the answer to life
3-If you don't use SMB3 graphics you don't know how to make levels
4-SMB3 graphics are the most important thing to have in your level
5-SMB3 graphics were so loved that someone said they were overrated and this person died 1337 times and became a SMB3 graphic. We could make a religion out of this.

CaptainMonochrome
Goomba
Goomba
Posts: 2
Joined: Fri Aug 21, 2020 3:40 pm

A few suggestions which could make SMBX 2.0 all the more wonderful

Postby CaptainMonochrome » Fri Aug 21, 2020 4:34 pm

Wow! As someone who's been following 2.0's development for a while, you have all outdone yourselves! Wonderful work! Still, there are a few suggestions I have which could further improve the experience.

Speeding off of Slopes
Spoiler: show
Firstly, I'd like to discuss something pertaining to slopes and the Clear Pipe Cannon. Running off of slopes with the sonicstooslow cheat is one of the most euphoric experiences I think I've had with SMBX. Watching Luigi zip off of them is wonderful! Furthermore, the Clear Pipe Cannon has the ability to push you beyond your normal maximum speeds, no cheats required! The only problem is, the very moment you touch an upwards slope, your speed vanishes. I feel that giving characters the ability to conserve their speed as they run up slopes would make way for dynamic levels centered around the gimmick of blasting through areas at a rapid pace.

More Official Names
Spoiler: show
Secondly, I'd recommend renaming certain items in the editor. Although this is generally of lower priority, given that it doesn't even remotely affect gameplay, and all of the names given to them in the editor still make sense, it's best to give them their official names, just to ensure that it's easy to search for them. Namely, quite a few items don't actually use their official names. Some instances of this include the various trampolines (NPCs 26, 457, and 458), which are all referred to as Springboards; Rotating Blocks, which are referred to as Turn Blocks (block 90 and NPC 364); Message Blocks, which are referred to as Help Blocks (block 281), and Lava Lifts, which are referred to as Skull Rafts (NPC 190). On a side note, the Yoshi Egg (NPC 96) is referred to as Yoshi Eggs. It's a silly little error, and, if anything is to be renamed, the Yoshi Egg should be prioritized.

Gravitational Customization
Spoiler: show
Thirdly, if there's a feature that I'd find to be interesting, it's changeable gravity. Not only gravity which can be lowered, but also gravity which can be increased. You've already added in the ability to make levels dark, something which, as someone who religiously plays Super Mario Maker 2, I absolutely despise, so why not add in another of the effects which you might come across at night? In particular, if it'd be possible to make gravity change dynamically, the possibilities of puzzle-solving would be limitless!

Anyways, that's all I'd really like to say. As a big fan of 2D Mario, SMBX 2.0 already does the wonderful world of 2D justice, and I sincerely thank you all for giving SMBX 2.0 its due diligence.


Return to “LunaLua”

Who is online

Users browsing this forum: No registered users and 3 guests