I did a Playthrough: Twitch 1 • Twitch 2 / PeerTube 1 • PeerTube 2 Very appealing visuals! Soundtrack was great, too, but the Episode's music could use a bit more variety. :whistle: The level design from The Invasion 1 has aged badly in some places. Air Raid in particular was something that did not ...
Yeah, if the change can be made, it'd be good to make it optional so players can choose their preference.
That said, you can check out how it would affect you with TheXTech. It's really easy to change the input there by making two minor replacements in the source-code.
Vitaly Novichkov (better known as Wohlstand :fox: ) is a developer of many open-source programs such as: • The PGE Project (also known as Moondust) is the game engine project I primarily develop. This project intends to give game creators an easier and more robust environment for creating 2D-side s...
Or, I have a little idea of a compatibility mode like GZDoom does: for certain cases and for specific WAD files, it disables/enables certain bugs and features, required for the best experience of specific game. This sounds like the best solution to me. :yes: There may very well be other issues in t...
I encountered an issue regarding hub worlds. While it's a huge convenience in most episodes that the last level location is remembered, it breaks Mario & Luigi's Marathon:
I have a request for a quality of life feature: A hotkey for opening the current level in the PGE Editor. The path to the executable could be added to thextech.ini.
Wohlstand wrote:OBS Studio (Open Broadcasting Software), I use it for a while.
It's good for complicated set-ups, but too bloated for a simple window recording. I tried out a few others and vokoscreen looks like the best for the job. It's almost as convenient as the in-game recorder, and it supports mkv.
Speaking about SMBX2, after making this fix, they had to provide the compatibility system to re-enable this bug again. Oh, that's interesting. I didn't expect something like this to be the case. btw, please use old LunaLua-SMBX for gameplay comparison: Isn't stable for me sadly. No version based on...
GIFs2PNG algorithm: treat out-of-mask area as white pixels ✔️ Latest commit 0d94080 1 hour ago Sprites will now look more transparent than on Vanilla. Comparison.png This creates some advantages and disadvantages: ProCon.png Personally I think this is fine and you can leave it as-is. :good: _______...
After noticing a visual bug in Yoshi's Archipelago 's Mirage Manor , I learned that the Vanilla Engine makes sprites half-transparent when their m.gif is replaced by a White 1x1 Pixel. This is not taken into consideration by SMBX2, TheXTech and GIFs2PNG, which leads to the following result: MirageMa...
I found two bugs while playing Another Adventure : Bubble Bug: https://i.imgur.com/jKcqsVb.mp4 AnotherAdventureBubbleBug.mp4 Mirror Bug: https://i.imgur.com/bHbbopc.mp4 AnotherAdventureMirrorBug.mp4 The Bubble Bug occurs on Linux-NSMBX, Linux-TheXTech and Wine-TheXTech, but not on SMBX2. The Mirror ...
Any items out of SMBX64 max type automatically turning into item-1 to prevent possible crashes. (SMBX 1.3 will just crash). NPC-400 is a 108+ out of range of SMBX64. "SMBX64Ex" means not adding more item types, but extending functionality of existing without of compatibility breackage. I ...
I made a test level to compare how checkpoints behave and learned that SMBX2 has three separate types: npc-192, the midway gate from 1.3 which can only be included once. npc-400, reusable midway gates whose activation will be tracked. npc-430, reusable checkpoint flags that can be re-activated. TheX...
In TheXTech's thread, I brought up the suggestion to change the Purple Yoshi's ground pound input from "Down" to "Alt Run" in order to prevent it from being triggered accidentally. If it's possible to bring this change to 2.0 as well, I'd like to request it. This would instantly ...
On a SSD, loading the Zelda Demo Stage takes 7 seconds, and loading Moor 1 from Super Mario Enigmatic 2 takes 16 seconds: https://streamable.com/b82fiz In the Playthrough by Eclipsed, Moor 1 takes only 5 seconds to load, so I wonder whether I can do something about this. EDIT: Beta 4 Patch 2 improve...
In code there are "axis" and "hat", but some joysticks can treat d-pad as buttons, that makes odd... I think, I'll need to add the ability to set multiple keys for a single action to allow you use both "axis" and "hat" If it's any help, here's how my Controll...
So, I'll just backport PGE Engine's joystick module and I'll allow to set up arrow keys also. I checked 1.3.2.1 and the Arrow keys work! But sadly, it appears I now have to choose between Analog and D-Pad. I went back to PGE and it's the case there, too. Can you add second input options so that bot...