Posts by Lx Xzit

by Lx Xzit
16 Oct 2020, 16:29
Forum: Super Mario Bros. X by 38A (SMBX-38A)
Topic: All Tip of the Day - 1.4.4
Replies: 2
Views: 224
  • 1

Re: All Tip of the Day - 1.4.4

They are still useful:
There is a way in the script system to draw characters from font files.

And
'Player GFX Offset Settings' will affect the single level. There is a way to make it affect the whole world.

I think it's worth to give a look at them
by Lx Xzit
8 Oct 2020, 23:38
Forum: Super Mario Bros. X by 38A (SMBX-38A)
Topic: [Released] Super Mario Bros. X by 38A v. 1.4.5 - Patch 31
Replies: 917
Views: 792415
  • 1

Re: [Released] Super Mario Bros. X by 38A v. 1.4.5 - Patch 31

Eclipsed wrote:Is there any update on whether the ice physics will be overhauled or not? I want ice physics that feel nice to play with.
I suggest making a post at bug report and explain why they feel wrong and how would the fix of it would look like
by Lx Xzit
22 Sep 2020, 23:29
Forum: Super Mario Bros. X by 38A (SMBX-38A)
Topic: [Released] Super Mario Bros. X by 38A v. 1.4.5 - Patch 31
Replies: 917
Views: 792415
  • 1

Re: [Released] Super Mario Bros. X by 38A v. 1.4.5 - Patch 31

How? Previously they were SUPER annoying, they would throw hammers randomly AND according to a timer associated with the animation. So the hammers they thrown were super unpredictable and they would often throw two hammers at (almost) the same time, making them very hard to defeat by stomping on th...
by Lx Xzit
22 Sep 2020, 9:12
Forum: Ideas & Suggestions
Topic: Frog Suit and Penguin Suit swimming physics fix
Replies: 0
Views: 100
  • 2

Frog Suit and Penguin Suit swimming physics fix

Currently, there's a big issue with the current swimming physics and it's that when the player lands underwater, he/she gets stuck on the ground and cannot do absolutely anything to detach from it. You cannot jump or you cannot go up, I have even get soft-locked several times because of it. Please r...
by Lx Xzit
22 Sep 2020, 8:55
Forum: Super Mario Bros. X by 38A (SMBX-38A)
Topic: [Released] Super Mario Bros. X by 38A v. 1.4.5 - Patch 31
Replies: 917
Views: 792415
  • 2

Re: [Released] Super Mario Bros. X by 38A v. 1.4.5 - Patch 31

Is there any new stuff or only bug fixes? Can someone tell me because I'm too lazy to look at topics. We haven't found any new feature so far, and won't likely will. Also there's a big bug with patch 31 that disables scripts if you used a "dim" variable in custom NPCs, breaking a lot of s...
by Lx Xzit
20 Sep 2020, 23:09
Forum: Bug reports
Topic: Access violation (struct)
Replies: 4
Views: 286
  • 1

Re: Access violation (struct)

That's obvious. However, 38A often misses these details, for example how he could not notice the dim "fix" broke "with" blocks? That would have been fairly easy to notice. If he wasn't able to replicate this bug and it works as expected, he should either reply me telling how to f...
by Lx Xzit
20 Sep 2020, 10:15
Forum: Bug reports
Topic: Access violation (struct)
Replies: 4
Views: 286

Re: Access violation (struct)

Not fixed or replied to yet.
by Lx Xzit
20 Sep 2020, 10:09
Forum: Bug reports
Topic: (Important bug) Dim variables in "with" statements
Replies: 0
Views: 100
  • 2

(Important bug) Dim variables in "with" statements

When you use a dim variable and then use a "with" block, accessing to this object's variables will result in "Access Violation" error. For example: dim i as integer with npc(1) .xsp = 1 'stops the script end with This bug breaks basically all my scripts. By the way, it reminds me...
by Lx Xzit
1 Sep 2020, 23:27
Forum: Super Mario Bros. X by 38A (SMBX-38A)
Topic: [Released] Super Mario Bros. X by 38A v. 1.4.5 - Patch 31
Replies: 917
Views: 792415
  • 1

Re: [Released] Super Mario Bros. X by 38A v. 1.4.5 - Patch 31

Not to mention the incredibly amount of work is it to include an online mode. If you really want to play online use Parsec.
by Lx Xzit
29 Aug 2020, 18:37
Forum: Bug reports
Topic: Smbx 1.4.5: 2 weird/questionable stuff(fixed path 31)
Replies: 1
Views: 131

Re: Smbx 1.4.5: 2 weird/questionable stuff(fixed path 31)

1) In the debugger window, the npc counter occurs that when an immortal npc is killed with its property alive=0 it is not discounted, but this does update when a normal npc dies, weird isn't it? It happens with all NPCs overall. It seems .alive doesn't completely kills NPCs, so you've got to use nk...
by Lx Xzit
28 Aug 2020, 2:20
Forum: Script submission
Topic: Beetroot Power Up
Replies: 1
Views: 174
  • 2

Re: Beetroot Power Up

I just tested it and it's pretty cool and well done. Good job!
Don't forget upload screenshots when you can
by Lx Xzit
28 Aug 2020, 2:10
Forum: Bug reports
Topic: The player can't jump on enemies after he got hurt
Replies: 0
Views: 108

The player can't jump on enemies after he got hurt

When the player gets hurt, he won't be able to stomp/spin jump NPCs for a little too long:
Spoiler
Honeycam 2020-08-27 20-07-22.gif
Honeycam 2020-08-27 20-07-22.gif (262.93 KiB) Viewed 108 times

If there's a timer to prevents the player for doing that, please set it correctly according the time the player cannot move in the hurting animation (38 frames)
by Lx Xzit
28 Aug 2020, 1:58
Forum: Ideas & Suggestions
Topic: char().invanim
Replies: 2
Views: 141
  • 1

Re: char().invanim

When getting a "special" power-up (Leaf, Tanooki Suit, Hammer Suit and/or Frog Suit). I call them "Special" because they have a different animation
by Lx Xzit
27 Aug 2020, 20:19
Forum: Ideas & Suggestions
Topic: Please make char().stand writable too!
Replies: 0
Views: 74
  • 1

Please make char().stand writable too!

Currently, the .stand property for players is read only. Can you please make it writable too? I'm making custom physics that relies on the movement of an NPC, and there are a few animation errors I can't fix due "stand" being incorrectly set (for example, sometimes the player is on landing...
by Lx Xzit
27 Aug 2020, 20:09
Forum: Ideas & Suggestions
Topic: char().invanim
Replies: 2
Views: 141
  • 1

char().invanim

This function returns true when player cannot move after getting a power-up/getting hurt (37 frames for powering up/down, 11 for getting an special power up) Read only. It's really hard (or even impossible) to detect accurately when the player is frozen due powering up/down without using Autorun eve...
by Lx Xzit
27 Aug 2020, 17:30
Forum: Projects
Topic: [1.4.5]vk's world [V1.16|Finished]
Replies: 8
Views: 717

Re: [1.4.5]vk's world [V1.16|Finished]

Wow it looks really promising! Can't wait for play it.
by Lx Xzit
26 Aug 2020, 14:23
Forum: Bug reports
Topic: SMBX 1.4.5: The player accidentally slides down(fixed path 31)
Replies: 3
Views: 170
  • 1

Re: SMBX 1.4.5: The player accidentally slides down(fixed path 31)

In fact, players shouldn't be able to slide Seesaws at all . I reported in multiple times, in SMM2 you can't slide Seesaws because if you do, you couldn't jump crouched and the jumps would be significantly harder. (In SMBX you can crouch midair but there are still situations where you slide accident...
by Lx Xzit
25 Aug 2020, 18:36
Forum: Bug reports
Topic: Dim variables bug (inside "if" statements)
Replies: 0
Views: 108
  • 2

Dim variables bug (inside "if" statements)

Variables initialized inside "if" statements doesn't seem to work correctly. Their operations drop random values (probably due a wrong memory address reference?) For example: if -1 then dim i as integer = 1 dim j as integer = i+2 dim k as integer = j-i call showmsg("i:"&i&...
by Lx Xzit
22 Aug 2020, 11:58
Forum: Bug reports
Topic: Character forcing facing bug
Replies: 0
Views: 124
  • 1

Character forcing facing bug

When I force the player to face to a specific direction while is holding an item, when I press the opposite direction of which is facing the carried item shows in the wrong position:

Honeycam 2020-08-22 05-53-49.gif
Honeycam 2020-08-22 05-53-49.gif (76.09 KiB) Viewed 124 times


Code: Select all

do
char(1).facing = 1
call sleep (1)
loop
by Lx Xzit
21 Aug 2020, 19:19
Forum: Ideas & Suggestions
Topic: CNPC flag: wallturnound
Replies: 1
Views: 102
  • 3

CNPC flag: wallturnound

When NPCs collide into a wall they face the opposite direction. While this is great, it's a bit annoying sometimes, especially since there's no an easy way to disable it. Can we have a function to prevent NPCs facing the opposite direction when colliding into a wall? And when a wall if sound, the .x...

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