SMBX 1.4.5?

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Re: SMBX 1.4.5?

Postby Cedur » Sun Jul 07, 2019 9:09 am

McNaquar wrote:No one has to agree with me at all or like me... I just want to be able to voice an opinion without it being stomped on to death as if I don't have the right to speak my own mind

You're not being stomped to death at first, neither here nor in the previous Mario Royale thread, when Electriking did nothing but enlightening you why SMBX doesn't get taken down and you instantly pilloried him yourself AND flamed him. Not only you can't accept to be wrong about something, you are completely inable to deal with contradiction and you have an extraordinary self-victimization complex. Once you start going apeshit like this, of course you get more backlash.

Being wrong or not being well-informed doesn't make you an idiot. On the other hand your outbursts are idiotic behaviour.
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Re: SMBX 1.4.5?

Postby SrgtShocwave » Thu Jul 11, 2019 5:14 am

McNaquar wrote:No one has to agree with me at all or like me... I just want to be able to voice an opinion without it being stomped on to death as if I don't have the right to speak my own mind

As someone who primarily uses 1.4.4, I can say that its definitely the black sheep of SMBX as a whole. This is mainly due to things such as the physics changes and the use of Teascript instead of Lua, but there are other arguments as to why people wouldn't want to use it.

I mean, just like how you're only here to spread an opinion, other people have differing opinions and preferences. Now forgive me if I'm spreading misinformation but the reason for the hate is because 38A made unnecessary changes in the new update out of spite for the people who use his engine. This includes using a new formula for levels which essentially corrupts levels made in 1.4.4, the removal of hidden features and the further tampering of the physics (trust me, after playing Toad for months, I've really noticed this one).

I don't hate 38A, nor will I stop using 1.4.4, but all the backlash he is getting is warranted to say the least. This isn't about "X2 is better REEEE", its about the creator just being annoying for the sake of being annoying. I've had my 1.4.4 episode up on the forums for months and not once have I ever gotten a negative comment about the version I was using. From what I've read it just seems like you've taken things a bit too seriously; it's alright to defend your opinion, just don't do it in a way that seems more like a childish argument rather than a structured debate.

On that note, sorry for going off topic again.
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Re: SMBX 1.4.5?

Postby Wiimeiser » Sat Mar 07, 2020 5:05 pm

So apparently it's out now, someone made a level in it,
Spoiler: show
and apparently it's doing something with events that's screwing with other versions

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Re: SMBX 1.4.5?

Postby Cedur » Sun Mar 08, 2020 9:01 am

Wiimeiser wrote:
Sat Mar 07, 2020 5:05 pm
So apparently it's out now, someone made a level in it,
Spoiler: show
and apparently it's doing something with events that's screwing with other versions

Yes it's no secret that there's no full backward compatibility from 1.4.5 to 1.4.4.
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Still using the legacy editor? Get SMBX2 and PGE, it will improve your experience significantly. Here's why. And remember, Yoshis are tools to be used and discarded.

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Re: SMBX 1.4.5?

Postby thegameseum » Wed Mar 11, 2020 3:33 am

Cedur wrote:
Sun Mar 08, 2020 9:01 am
Wiimeiser wrote:
Sat Mar 07, 2020 5:05 pm
So apparently it's out now, someone made a level in it,
Spoiler: show
and apparently it's doing something with events that's screwing with other versions

Yes it's no secret that there's no full backward compatibility from 1.4.5 to 1.4.4.
Well, that's a little weird if you ask me. I wonder why It's like that. It doesn't really make sense to me.
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Re: SMBX 1.4.5?

Postby skyhighway » Sun Mar 22, 2020 12:30 am

Cedur wrote:
Sun Mar 08, 2020 9:01 am
Yes it's no secret that there's no full backward compatibility from 1.4.5 to 1.4.4.
dunno who told you that 1.4.5 doesn't have backwards compatibility, but they're very incorrect; 1.4.4 levels can be played without hitch in 1.4.5.
I do not care about who you believe in.
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and now for the shitposting: show
Quill wrote:Bowser was laughing because he had an AK-47 and Luigi didn't.
Knux wrote: I imagine that the theme for hell is just smb3 sky over and over again
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Re: SMBX 1.4.5?

Postby Wiimeiser » Sun Mar 22, 2020 3:44 am

Does 1.4.5 have a "spawn NPC" event action?

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Re: SMBX 1.4.5?

Postby skyhighway » Sun Mar 22, 2020 11:07 am

Wiimeiser wrote:
Sun Mar 22, 2020 3:44 am
Does 1.4.5 have a "spawn NPC" event action?
yes. go into the events tab, should be obvious from there.
I do not care about who you believe in.
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and now for the shitposting: show
Quill wrote:Bowser was laughing because he had an AK-47 and Luigi didn't.
Knux wrote: I imagine that the theme for hell is just smb3 sky over and over again
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Re: SMBX 1.4.5?

Postby Cedur » Sun Mar 22, 2020 12:16 pm

skyhighway wrote:
Sun Mar 22, 2020 12:30 am
Cedur wrote:
Sun Mar 08, 2020 9:01 am
Yes it's no secret that there's no full backward compatibility from 1.4.5 to 1.4.4.
dunno who told you that 1.4.5 doesn't have backwards compatibility, but they're very incorrect; 1.4.4 levels can be played without hitch in 1.4.5.

It's been established on the 38A server that you're not right with this.
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Still using the legacy editor? Get SMBX2 and PGE, it will improve your experience significantly. Here's why. And remember, Yoshis are tools to be used and discarded.

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Re: SMBX 1.4.5?

Postby Wiimeiser » Mon Mar 23, 2020 5:47 am

skyhighway wrote:
Sun Mar 22, 2020 11:07 am
Wiimeiser wrote:
Sun Mar 22, 2020 3:44 am
Does 1.4.5 have a "spawn NPC" event action?
yes. go into the events tab, should be obvious from there.
I don't have 1.4.5, I asked because I found out that that feature was what was causing the crash on a specific level one of the SMBX2 dev team complained about because it didn't work on anything he had.

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Re: SMBX 1.4.5?

Postby skyhighway » Mon Mar 23, 2020 12:42 pm

Wiimeiser wrote:
Mon Mar 23, 2020 5:47 am
skyhighway wrote:
Sun Mar 22, 2020 11:07 am
Wiimeiser wrote:
Sun Mar 22, 2020 3:44 am
Does 1.4.5 have a "spawn NPC" event action?
yes. go into the events tab, should be obvious from there.
I don't have 1.4.5, I asked because I found out that that feature was what was causing the crash on a specific level one of the SMBX2 dev team complained about because it didn't work on anything he had.
Oh. Makes sense.
I do not care about who you believe in.
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and now for the shitposting: show
Quill wrote:Bowser was laughing because he had an AK-47 and Luigi didn't.
Knux wrote: I imagine that the theme for hell is just smb3 sky over and over again
Image

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Re: SMBX 1.4.5?

Postby skyhighway » Mon Mar 23, 2020 12:44 pm

Cedur wrote:
Sun Mar 22, 2020 12:16 pm
skyhighway wrote:
Sun Mar 22, 2020 12:30 am
Cedur wrote:
Sun Mar 08, 2020 9:01 am
Yes it's no secret that there's no full backward compatibility from 1.4.5 to 1.4.4.
dunno who told you that 1.4.5 doesn't have backwards compatibility, but they're very incorrect; 1.4.4 levels can be played without hitch in 1.4.5.

It's been established on the 38A server that you're not right with this.
I dunno what's up with my copy of 1.4.5, then. There seem to be severe inconsistencies between game mechanics, including that loading thing Void and I were talking about.
I do not care about who you believe in.
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and now for the shitposting: show
Quill wrote:Bowser was laughing because he had an AK-47 and Luigi didn't.
Knux wrote: I imagine that the theme for hell is just smb3 sky over and over again
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Re: SMBX 1.4.5?

Postby Wiimeiser » Mon Mar 23, 2020 8:35 pm

skyhighway wrote:
Mon Mar 23, 2020 12:42 pm
Wiimeiser wrote:
Mon Mar 23, 2020 5:47 am
skyhighway wrote:
Sun Mar 22, 2020 11:07 am


yes. go into the events tab, should be obvious from there.
I don't have 1.4.5, I asked because I found out that that feature was what was causing the crash on a specific level one of the SMBX2 dev team complained about because it didn't work on anything he had.
Oh. Makes sense.
Namely this level

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Re: SMBX 1.4.5?

Postby Chanceux2 » Tue Mar 24, 2020 12:04 am

Wiimeiser wrote:
Mon Mar 23, 2020 8:35 pm
skyhighway wrote:
Mon Mar 23, 2020 12:42 pm
Wiimeiser wrote:
Mon Mar 23, 2020 5:47 am


I don't have 1.4.5, I asked because I found out that that feature was what was causing the crash on a specific level one of the SMBX2 dev team complained about because it didn't work on anything he had.
Oh. Makes sense.
Namely this level
That NO NO NOOO level? How? This probably doesn't make sense. I'm wonder WHAT feature exactly

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Re: SMBX 1.4.5?

Postby Enjl » Tue Mar 24, 2020 2:52 am

Wiimeiser wrote:
Mon Mar 23, 2020 5:47 am
I don't have 1.4.5, I asked because I found out that that feature was what was causing the crash on a specific level one of the SMBX2 dev team complained about because it didn't work on anything he had.
I didn't have 1.4.5 and after someone told me which version was right I lost interest. I used to have it, but it was laughably bad so I downgraded to 1.4.4. I don't know anything about a spawn npcs feature or how it might cause a crash.
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Re: SMBX 1.4.5?

Postby Eclipsed » Tue Mar 24, 2020 3:59 am

Cedur wrote:
Sun Mar 08, 2020 9:01 am
Wiimeiser wrote:
Sat Mar 07, 2020 5:05 pm
So apparently it's out now, someone made a level in it,
Spoiler: show
and apparently it's doing something with events that's screwing with other versions

Yes it's no secret that there's no full backward compatibility from 1.4.5 to 1.4.4.
As an add on to that, 1.4.5 completely screwed how bullet bills work in the newer version. In this version, every single bullet launcher fires the first pixel it comes on screen, meaning that every bullet bill launcher starts off-screen, making it really unfun. Moreover every single time you pass a bullet launcher it always fires, it took a while to figure out but if you're big and walk off you at non full-speed basically take damage.

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Re: SMBX 1.4.5?

Postby Chanceux2 » Tue Mar 24, 2020 8:02 am

Eclipsed wrote:
Tue Mar 24, 2020 3:59 am
Cedur wrote:
Sun Mar 08, 2020 9:01 am
Wiimeiser wrote:
Sat Mar 07, 2020 5:05 pm
So apparently it's out now, someone made a level in it,
Spoiler: show
and apparently it's doing something with events that's screwing with other versions

Yes it's no secret that there's no full backward compatibility from 1.4.5 to 1.4.4.
As an add on to that, 1.4.5 completely screwed how bullet bills work in the newer version. In this version, every single bullet launcher fires the first pixel it comes on screen, meaning that every bullet bill launcher starts off-screen, making it really unfun. Moreover every single time you pass a bullet launcher it always fires, it took a while to figure out but if you're big and walk off you at non full-speed basically take damage.
That mean I'll just downgrade to 1.4.4

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Re: SMBX 1.4.5?

Postby skyhighway » Tue Mar 24, 2020 4:20 pm

Eclipsed wrote:
Tue Mar 24, 2020 3:59 am
As an add on to that, 1.4.5 completely screwed how bullet bills work in the newer version. In this version, every single bullet launcher fires the first pixel it comes on screen, meaning that every bullet bill launcher starts off-screen, making it really unfun. Moreover every single time you pass a bullet launcher it always fires, it took a while to figure out but if you're big and walk off you at non full-speed basically take damage.
This change to bullet bill cannons is actually really useful for a couple of contraptions, especially when you play around with other mechanics. Plus, with the addition of a bunch of other code options, 1.4.5 is just the most convenient version to use, creation wise. The only thing it doesn't have is the character editor.
I do not care about who you believe in.
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and now for the shitposting: show
Quill wrote:Bowser was laughing because he had an AK-47 and Luigi didn't.
Knux wrote: I imagine that the theme for hell is just smb3 sky over and over again
Image

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Re: SMBX 1.4.5?

Postby Enjl » Tue Mar 24, 2020 6:38 pm

Eclipsed wrote:
Tue Mar 24, 2020 3:59 am
As an add on to that, 1.4.5 completely screwed how bullet bills work in the newer version. In this version, every single bullet launcher fires the first pixel it comes on screen, meaning that every bullet bill launcher starts off-screen, making it really unfun. Moreover every single time you pass a bullet launcher it always fires, it took a while to figure out but if you're big and walk off you at non full-speed basically take damage.
Oh that sounds quite horrendous. I already don't use the enemy a lot because there are better options for timed projectile cannons (non-rotating rotating bill blasters set to a low firing cooldown), but dang this sounds like the nail in the coffin for using them in 38A.
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Re: SMBX 1.4.5?

Postby Eclipsed » Wed Mar 25, 2020 1:16 am

skyhighway wrote:
Tue Mar 24, 2020 4:20 pm
Eclipsed wrote:
Tue Mar 24, 2020 3:59 am
As an add on to that, 1.4.5 completely screwed how bullet bills work in the newer version. In this version, every single bullet launcher fires the first pixel it comes on screen, meaning that every bullet bill launcher starts off-screen, making it really unfun. Moreover every single time you pass a bullet launcher it always fires, it took a while to figure out but if you're big and walk off you at non full-speed basically take damage.
This change to bullet bill cannons is actually really useful for a couple of contraptions, especially when you play around with other mechanics. Plus, with the addition of a bunch of other code options, 1.4.5 is just the most convenient version to use, creation wise. The only thing it doesn't have is the character editor.
It has it's niche cases, but the fact of the matter is when most people design levels they don't consider how npcs work that often. Most people would just put a bullet bill blaster down in its default state and pay no further attention to that, which leads to really bad levels with the new canons. It's not exactly newcomer friendly to designers who just want to test stuff out.

I don't know if there's a way to change how the bullet bill cannons work from their default 1.4.5 state, if there is then it could have been implemented in varying ways such as having 1.4.4 blasters as the default and having a toggle between the two versions or having two bullet bill blasters npcs with different properties that differ by their coloring, with a nintendo inspired one for 1.4.4 and a custom coloring for 1.4.5. There were much better ways to implement that change to an npc instead of completely ruining backwards compatibility to episodes that don't even use super advanced 1.4.4 features. Simple episodes that only uses level design mechanics and not advanced features of 1.4.4 become literally unplayable.

Moreover from a player perspective it was not even clear that the bullet launchers always fired when you past them so often times, I thought the bullet bill timing was off when I went to run which lead me to unfairly getting hit multiple times. Bullet cannons don't work like this in Nintendo games (immediately fire once you're one pixel off) so there's no realistic expectation that a player should expect this. It's frustrating to any player using the engine for the first time to just play episodes since they have no idea why they get damaged unless they figure it out for themselves or find the info online
Enjl wrote:
Tue Mar 24, 2020 6:38 pm
Eclipsed wrote:
Tue Mar 24, 2020 3:59 am
As an add on to that, 1.4.5 completely screwed how bullet bills work in the newer version. In this version, every single bullet launcher fires the first pixel it comes on screen, meaning that every bullet bill launcher starts off-screen, making it really unfun. Moreover every single time you pass a bullet launcher it always fires, it took a while to figure out but if you're big and walk off you at non full-speed basically take damage.
Oh that sounds quite horrendous. I already don't use the enemy a lot because there are better options for timed projectile cannons (non-rotating rotating bill blasters set to a low firing cooldown), but dang this sounds like the nail in the coffin for using them in 38A.
I don't design much levels nowadays and but I haven't downgraded my version due to positive changes to other npcs
The hammer, fire, ice bros are far less random in 1.4.5
The leaf glitch was fixed (when you were descending down and floating with a leaf, if you turn around you could not move for half a second [this includes the blue yoshi and tanooki suit and can even happen when using a blue boot]. This glitch was extremely frustrating to deal with)
If you stand right next to a two block pipe with a fire pirhana plant, the fire that spews out does not kill you anymore if you stay there

However there are Npc Changes that are frustrating
The bullet bills for the aforementioned reasons
The leaf was heavily nerfed (In 1.4.4, if you receive p-speed and are at max speed and fall down to run on two blocks to refresh it, you refresh it. In 1.4.5, this feature was removed so your p-speed time doesn't refresh and remains the same)
Note: There was glitch where you could refresh p-speed in 1.4.4 even if you weren't at max speed and I believe this was why the change was made but there's so much better ways to change it rather than creating a huge constraint on level design.

In essence, playing 1.4.4 and 1.4.5 is basically a trade off between worse and better npcs between versions
Last edited by Electriking on Wed Mar 25, 2020 3:39 am, edited 1 time in total.
Reason: Merged double post


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