SMBX 2.0 Open Beta

Topics about events/announcements that are no longer relevant.
Xirix
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Re: SMBX 2.0 Open Beta

Postby Xirix » Sat Jun 25, 2016 3:37 pm

Damn, nice job guys, looking forward to proper maverick thwomps. :) Then the only thing left on my dream list will be diagonal projectile spawns.

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Re: SMBX 2.0 Open Beta

Postby andreepika11233 » Sat Jun 25, 2016 5:28 pm

Anyways, there are some custom api npcs made with lunalua before the ability to add npcs with without using lunalua was possible, like this and this.
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Re: SMBX 2.0 Open Beta

Postby Enjl » Sat Jun 25, 2016 5:31 pm

andreepika11233 wrote:Anyways, there are some custom api npcs made with lunalua before the ability to add npcs with without using lunalua was possible, like this and this.
We're looking into adding these as as well as some other previously created enemies in the future. However, like snoruntpyro said, we ran out of npc slots for now.
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Re: SMBX 2.0 Open Beta

Postby andreepika11233 » Sat Jun 25, 2016 5:46 pm

Enjl wrote:
andreepika11233 wrote:Anyways, there are some custom api npcs made with lunalua before the ability to add npcs with without using lunalua was possible, like this and this.
We're looking into adding these as as well as some other previously created enemies in the future. However, like snoruntpyro said, we ran out of npc slots for now.
How did it ran out? It is by the amount of npc slots in smbx 2.0?
But 38a made new npc slots for his npcs in smbx 1.4.2, if we could figure how to add new npc slots, then we will get it in.

By the way, smbx 2.0's editor should be improved to be a remake of smbx 1.3's like smbx 1.4.2 did, maybe as a substitute of pge editor.
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Re: SMBX 2.0 Open Beta

Postby underFlo » Sat Jun 25, 2016 5:54 pm

The devs behind thid and especially LunaLua itself have been trying to expand the NPC array for a while now, however without the source code that'd be rather difficult.

Also, you can't really compare this to 1.4.2, after all that one was made from scratch as opposed to 2.0 which modifies 1.3.

Also, editing the editor wouldn't really be feasible since practically no research has been done on it and PGE is already really good so it's definitely not as important as actual features.
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Re: SMBX 2.0 Open Beta

Postby Lyrin » Sat Jun 25, 2016 5:57 pm

andreepika11233 wrote: How did it ran out? It is by the amount of npc slots in smbx 2.0?
But 38a made new npc slots for his npcs in smbx 1.4.2, if we could figure how to add new npc slots, then we will get it in.

By the way, smbx 2.0's editor should be improved to be a remake of smbx 1.3's like smbx 1.4.2 did, maybe as a substitute of pge editor.
1.4.2 isn't a modification of 1.3, it's a completely new thing that breaks compatibility with 1.3's levels, and any levels made in it can't be used in 1.3 or 2.0, and it's not supported. And you can't edit the 1.3 editor without the smbx source code which only redigit has.
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Re: SMBX 2.0 Open Beta

Postby snoruntpyro » Sat Jun 25, 2016 6:10 pm

andreepika11233 wrote:How did it ran out? It is by the amount of npc slots in smbx 2.0?
We're using the hidden, dummy NPC slots for these new npcs. Unfortunately there's only 8. Finding a way to add more slots is a top priority for the beta after this one.
By the way, smbx 2.0's editor should be improved to be a remake of smbx 1.3's like smbx 1.4.2 did, maybe as a substitute of pge editor.
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Re: SMBX 2.0 Open Beta

Postby Pseudo » Sat Jun 25, 2016 6:55 pm

andreepika11233 wrote:So, let's make a vote to either we get npc reskins in the next update or not.
http://www.strawpoll.me/embed_1/10584108
The only reason NPC reskins exist as separate NPCs in the first place is (almost certainly) because they were added before custom graphics were implemented. Now that we have custom graphics and Lua there's really no good reason to add any more.

This is all looking extremely cool by the way, Horikawa. Thanks for being great.
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Re: SMBX 2.0 Open Beta

Postby FanofSMBX » Sat Jun 25, 2016 6:56 pm

What new NPCs use the eight slots? I know there's the 4 Horikawa showed, but I don't know about the rest.

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Re: SMBX 2.0 Open Beta

Postby Pseudo » Sat Jun 25, 2016 6:58 pm

^
I don't think they've been revealed yet (and possibly not created).
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Re: SMBX 2.0 Open Beta

Postby Westretroman » Sat Jun 25, 2016 7:28 pm

Pseudo-dino wrote:^
I don't think they've been revealed yet (and possibly not created).
When the time comes; I will be excited to see what new npcs to use!

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Re: SMBX 2.0 Open Beta

Postby Murphmario » Sat Jun 25, 2016 7:29 pm

IDK about this, but we might also have Reflecting Podoboos and Chain Chomps, since both were mentioned on this thread (even if the original posts were deleted when the forum went down.)
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Re: SMBX 2.0 Open Beta

Postby andreepika11233 » Sat Jun 25, 2016 7:48 pm

I could hope there will be a yoshi's island Arrow Lift and even the wizard from smw, because they are experimental.
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Re: SMBX 2.0 Open Beta

Postby PixelPest » Sat Jun 25, 2016 7:51 pm

andreepika11233 wrote:I could hope there will be a yoshi's island Arrow Lift and even the wizard from smw, because they are experimental.
Isn't an Arrow Lift in YI the same thing as a Springboard? And if you mean a Magikoopa when you said "wizard", someone already made that in LunaLua

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Re: SMBX 2.0 Open Beta

Postby snoruntpyro » Sat Jun 25, 2016 8:30 pm

I think by arrow lift he means that weird thing that spins around and travels in the direction it's facing when you land on it.
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Re: SMBX 2.0 Open Beta

Postby Aero » Sat Jun 25, 2016 8:30 pm

My dad, John Nintendo, President of Nintendo said that the final release will have YI arrow lifts AND new enemies from Splatoon. Reggie even said on his YouTube that the release is going to make you "splat" your brains all over the wall.

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Re: SMBX 2.0 Open Beta

Postby Yoshi021 » Sat Jun 25, 2016 10:00 pm

But I thought that 2.0 was using PGE, in which you can add any slots easily by making a configuration pack? You could add everything that has been done in 2.0 into SMBXpanded and use that configuration for PGE. That way you will never run out of slots.
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Re: SMBX 2.0 Open Beta

Postby 4matsy » Sat Jun 25, 2016 10:22 pm

Thing is, SMBX's engine can't read PGE's config packs, which means we'd be stuck relying on PGE's engine - which isn't done yet.

And now the problem with that idea reveals itself - we'd have to finish scripting all the enemies that aren't done in PGE, as well as the new ones planned for 2.0. D: Much more work than what is currently happening.
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Re: SMBX 2.0 Open Beta

Postby The Thwomp King » Sat Jun 25, 2016 11:22 pm

I must ask, is anyone working on making Donkey Kong, Diddy Kong, and/or Dixie Kong characters for SMBX 2? XP

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Re: SMBX 2.0 Open Beta

Postby Horikawa Otane » Sun Jun 26, 2016 1:59 am

PixelPest wrote:
andreepika11233 wrote:I could hope there will be a yoshi's island Arrow Lift and even the wizard from smw, because they are experimental.
Isn't an Arrow Lift in YI the same thing as a Springboard? And if you mean a Magikoopa when you said "wizard", someone already made that in LunaLua
Yes, but it's rubbish. My next update will show off Magikoopa and Angry Sun (as well as two other new NPCs by S1eth), but sadly I had to rewrite both of those from scratch. And neither will replace an existing NPC like the current implementations sadly do.
The Thwomp King wrote:I must ask, is anyone working on making Donkey Kong, Diddy Kong, and/or Dixie Kong characters for SMBX 2? XP
In general, I'm discouraging people from developing new characters for inclusion in 2.0. Some people have come to me with really neat, fully working characters (like Hoeloe's Klonoa) and I've accepted them because it basically cost me no work to do so, but currently no one on the team is working on new characters.

I am planning to do Sonic someday for like 2.1. But that's a way's off. The focus will shift after the next beta release to working on NPCs. Hopefully getting 2.0 to potentially even surpass 1.4.x's NPC count.


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