SMBX 1.4.5?

General discussion about Super Mario Bros. X.
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skyhighway
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Re: SMBX 1.4.5?

Postby skyhighway » Wed Mar 25, 2020 3:57 pm

Eclipsed wrote:
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
I caught on to the kink in bullet blasters pretty quick, personally. And besides, SMBX has always had little chips and kinks in the engine. (Keep in mind that this post is not trying to say "what's one more broken thing," I'm trying to convey that, if this is known about, it can be worked around on both the player's and creator's sides. Besides, most levels besides airship levels don't use cannons, so it's a pretty niche thing.)
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Re: SMBX 1.4.5?

Postby Roebloz » Wed Mar 25, 2020 4:02 pm

i jsut like SMBX 1.4.5 because why not
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Re: SMBX 1.4.5?

Postby Chanceux2 » Wed Mar 25, 2020 4:51 pm

Roebloz wrote:
Wed Mar 25, 2020 4:02 pm
i just like SMBX 1.4.5 because why not
In my opinion, The editor in 1.4.5 is confusing.

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Re: SMBX 1.4.5?

Postby Roebloz » Wed Mar 25, 2020 5:49 pm

Chanceux2 wrote:
Wed Mar 25, 2020 4:51 pm
Roebloz wrote:
Wed Mar 25, 2020 4:02 pm
i just like SMBX 1.4.5 because why not
In my opinion, The editor in 1.4.5 is confusing.
Eh, it's still closer to the classic one than 2.0 in my opinion.
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Re: SMBX 1.4.5?

Postby Chanceux2 » Wed Mar 25, 2020 6:03 pm

Roebloz wrote:
Wed Mar 25, 2020 5:49 pm
Chanceux2 wrote:
Wed Mar 25, 2020 4:51 pm
Roebloz wrote:
Wed Mar 25, 2020 4:02 pm
i just like SMBX 1.4.5 because why not
In my opinion, The editor in 1.4.5 is confusing.
Eh, it's still closer to the classic one than 2.0 in my opinion.
My question: why did they change the editor? 2.0 editor is way confusing

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Re: SMBX 1.4.5?

Postby Hoeloe » Wed Mar 25, 2020 8:25 pm

Because the 1.3 editor is clunky and lacks basic quality of life features like copy and paste and undo. When making SMBX2 we used the PGE editor because it was extensible, had all the quality of life we needed, and is actually easier to learn than the messy 1.3 editor.

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Re: SMBX 1.4.5?

Postby thegameseum » Wed Mar 25, 2020 8:39 pm

Honestly, the PGE editor is just way better than the legacy editor. It's also compatible with pretty much almost every version of SMBX, which is nice. Way more convenient to use, too. The only thing it lacks is real-time testing, but personally I can live without that.
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Re: SMBX 1.4.5?

Postby Wiimeiser » Thu Mar 26, 2020 3:15 am

Enjl wrote:
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.
It's a new event feature. When the game or PGE loads the arrays it runs into an exception trying to read the event and crashes. It basically changes the way events are handled in a way that PGE doesn't support, as it only supports the default events. Something similar would probably happen in SMBX2 if you tried loading Beta 3's Juni level in Beta 4.
Chanceux2 wrote:
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


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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