Posts by Lx Xzit

by Lx Xzit
22 Sep 2019, 10:50
Forum: Super Mario Bros. X by 38A (SMBX-38A)
Topic: [Released] Super Mario Bros. X by 38A v. 1.4.5 - Patch 22
Replies: 800
Views: 319440
  • 1

Re: [Released] Super Mario Bros. X by 38A v. 1.4.5 - Patch 22

Added in patch 22: Player char(1).grabbing (Finally!) = returns the ID of the NPC the player is grabbing, read only. char(1).pulling char(1).walljumptimer char(1).icetimer = stands for the time the player is frozen if hit by an ice ball Block block().pcollision block().ncollision The last two proper...
by Lx Xzit
21 Sep 2019, 7:18
Forum: Ideas & Suggestions
Topic: block().ipsolid, .inpcsolid and .slopeangle
Replies: 2
Views: 129

Re: block().ipsolid, .inpcsolid and .slopeangle

That's pretty clever! Definitely much better than my original idea. In that case I'd like suggest the properties .pcollision and .npc collision
by Lx Xzit
20 Sep 2019, 5:40
Forum: Super Mario Bros. X by 38A (SMBX-38A)
Topic: [Released] Super Mario Bros. X by 38A v. 1.4.5 - Patch 22
Replies: 800
Views: 319440
  • 2

Re: [Released] Super Mario Bros. X by 38A v. 1.4.5 - Patch 22

(Hooray, a post that doesn't say smbx.exe is a virus!) Just wanted to point the new features that have been added through patches (to not miss the track): char(1).alive (Writable) char(1).climbing char(1).inwater char(1).stand char(1).sliding char(1).sjumping char(1).warping char(1).weapon (Writable...
by Lx Xzit
20 Sep 2019, 5:07
Forum: Ideas & Suggestions
Topic: char(1).weaponDelay (or .wpndelay)
Replies: 0
Views: 59

char(1).weaponDelay (or .wpndelay)

Can we please have a variable to adjust the frequency the player can throw projectiles? (e.g if the value is 10, then the player can throw fireballs every ten frames.)
by Lx Xzit
18 Sep 2019, 20:00
Forum: Bug reports
Topic: Cant' take the windows off-screen (Fixed patch 22)
Replies: 0
Views: 61

Cant' take the windows off-screen (Fixed patch 22)

I can't take offscreen any window, whenever I try to do the game forces me to have the window always on screen, which is annoying: Honeycam 2019-09-18 13-48-48.gif I suggest doing what Windows does, it lets you take the windows off-screen as much as you want, and when the cursor reaches the right co...
by Lx Xzit
18 Sep 2019, 19:28
Forum: Ideas & Suggestions
Topic: char(1).pulling ,char(1).walljumptimer and char(1).icetimer(done)
Replies: 5
Views: 105

Re: char(1).pulling ,char(1).walljumptimer and char(1).icetimer(done)

For the second one: do if sys(enablewalljump) if char(1).x = v(x) and char(1).ysp > 0 and ((char(1).facing = 0 and keypress(-11)) or (char(1).facing = 1 and keypress(-12))) v(walljumptimer) += 1 else v(walljumptimer) = 0 end if end if v(x) = char(1).x call sleep(1) loop I don't think a property for ...
by Lx Xzit
18 Sep 2019, 19:13
Forum: Ideas & Suggestions
Topic: 2 related suggestions
Replies: 1
Views: 63

Re: 2 related suggestions

I'd rather call them "heartdmg" and "maxHP". I think they also could fit in sysvals
by Lx Xzit
18 Sep 2019, 5:51
Forum: Bug reports
Topic: Can't change default NPCs speed (through interaction)
Replies: 0
Views: 62

Can't change default NPCs speed (through interaction)

I'm not 100% if this is a bug or it's just that I'm doing something wrong, but whenever I try to interact with other npcs (e.g Shells, Bombs, Galoombas, or any other affected by gravity) and I tell it to jump, it won't work. However, trying to executing other orders works fine, it just happens whene...
by Lx Xzit
15 Sep 2019, 23:17
Forum: Ideas & Suggestions
Topic: block().ipsolid, .inpcsolid and .slopeangle
Replies: 2
Views: 129

block().ipsolid, .inpcsolid and .slopeangle

Sometimes when I work on collisions I find myself in the problem of detecting whether the block is solid or not. I usually make an array containing non-solid blocks (sizables, bridges and slopes) to solve this, but it's not efficient. That's why I'm suggesting the properties: block().ipsolid ("...
by Lx Xzit
15 Sep 2019, 23:12
Forum: Ideas & Suggestions
Topic: npc().scollect
Replies: 0
Views: 50

npc().scollect

This property is meant to work with all kind of coins (including Dragon Coins and Star Coins). It would do nothing in non-coin npcs. scollect stands for "self-collect". If this value is set 1, the npc will "collect itself" like if the player collected it, but without intervention...
by Lx Xzit
3 Sep 2019, 22:34
Forum: Ideas & Suggestions
Topic: char(1).warping, char(1).blinking and char(1).curframe
Replies: 7
Views: 207

Re: char(1).warping, char(1).blinking and char(1).curframe

The purpose of .curframe wasn't detect the action of the player but it's current frame. For example, doing a running cycle exactly as the player does is quite complex. pulling Not needed. You can already check the direction the player is facing, the direction it's going and if it's stand or not inwa...
by Lx Xzit
3 Sep 2019, 20:42
Forum: Ideas & Suggestions
Topic: char(1).warping, char(1).blinking and char(1).curframe
Replies: 7
Views: 207

Re: char(1).warping, char(1).blinking and char(1).curframe

In my opinion we should be able to change char(1).curframe as it would benefit us way more than just being able to detect it! You're right, but after thinking on it, I came to the conclusion that it's already very helpful just knowing the current frame of the player. Remember that you can already d...
by Lx Xzit
3 Sep 2019, 5:58
Forum: Bug reports
Topic: Seesaw rework (mostly fixed Patch 21)
Replies: 2
Views: 165

Re: Seesaw rework (mostly fixed Patch 21)

NESTED ERNEST wrote:Can you play SMM on your pc?
Nope. All of this was recorded on my NS, I recorded and uploaded every clip, and then I converted it into gifs
by Lx Xzit
2 Sep 2019, 4:35
Forum: Bug reports
Topic: Seesaw rework (mostly fixed Patch 21)
Replies: 2
Views: 165

Seesaw rework (mostly fixed Patch 21)

In this topic I won't focus that much on differences between SMM2 and SMBX's seesaw. I will rather focus on explaining how the seesaw works in SMM2. 1.) Hitboxes If something is stood on the blue zone, the platform won't bow: https://i.postimg.cc/T1WQr3sX/h.png https://i.postimg.cc/2jMNRWmZ/Honeycam...
by Lx Xzit
2 Sep 2019, 2:26
Forum: Bug reports
Topic: Climbing bugs (Fixed Patch 21)
Replies: 0
Views: 96

Climbing bugs (Fixed Patch 21)

1. When you're attached to a moving fence, the player won't move along with it. This does however, only happen with fences, not vines. https://i.postimg.cc/FH6NDPWg/Honeycam-2019-09-01-20-25-24.gif 2. Climbing is not respecting "jump force". This is a bit hard to explain but I'll to my bes...
by Lx Xzit
2 Sep 2019, 0:25
Forum: Ideas & Suggestions
Topic: char(1).warping, char(1).blinking and char(1).curframe
Replies: 7
Views: 207
  • 2

char(1).warping, char(1).blinking and char(1).curframe

char(1).warping (Read Only) [ADDED PATCH 21] I know there's an auto-run event to check whenever the player entered a warp, however it still requires some setup to know when the player has ended warping. It's not the same entering a door than entering a pipe, and it's not the same entering an pipe h...
by Lx Xzit
25 Aug 2019, 19:32
Forum: Bug reports
Topic: 1.4.5 Script bug
Replies: 5
Views: 230

Re: 1.4.5 Script bug

Hmmm is hard to say. I may need to update the script.
There are a lot of lines you should replace/delete due this function
by Lx Xzit
25 Aug 2019, 19:01
Forum: Bug reports
Topic: 1.4.5 Script bug
Replies: 5
Views: 230

Re: 1.4.5 Script bug

CHAR(1).STAND IS A THING OMG
by Lx Xzit
9 Aug 2019, 5:41
Forum: Ideas & Suggestions
Topic: Keypress keywords
Replies: 3
Views: 281

Re: Keypress keywords

It doesn't need to be shorter, it has to be clearer and easier to understand. I really recomend you reading naming convention suggestions since I don't think none of your suggestions actually meets them. What happens with "right" &"run" and "Alt run" & "Alt...
by Lx Xzit
5 Aug 2019, 0:49
Forum: Ideas & Suggestions
Topic: Keypress keywords
Replies: 3
Views: 281

Keypress keywords

When I work with "keypress" function, I always have to open the table of the inputs since it's hard to associate the numbers with what they represent. My suggestion is adding a bit of more flexibility to the syntaxis allowing keywords that would be interpreted in the same way, so that: if ...

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