Posts by SmokeyTheBandicoot

by SmokeyTheBandicoot
20 Feb 2018, 8:45
Forum: Levels
Topic: [SMBX 1.4.4] Blossom Whisper (Improved)
Replies: 2
Views: 723

Re: [SMBX 1.4.4] Blossom Whisper (Improved)

Wow that is actually one of the most impressing levels I've ever seen. Level design is good but can still be improved IMHO, while the graphic, of the foreground bamboo layer, NPCs, tileset, backgrounds and the parallax effect on the background is amazing. Very beautiful level, congrats
by SmokeyTheBandicoot
13 Feb 2018, 13:54
Forum: Projects
Topic: Super Mario Bros. X Greendan Edition Demo V. 2.0 in development!
Replies: 72
Views: 9356
  • 1

Re: Super Mario Bros. X Greendan Edition Demo V. 2.0 in development!

Greendan , can you please share the graphics of the backgrounds of the levels? I'm making an episode inspired by the NSMB saga and cannot find any NSMB2 and NSMBU background. I'll credit you obviously and I'll have to edit them anyway to fit the style of my project (quite a bit different in graphic...
by SmokeyTheBandicoot
28 Apr 2017, 9:47
Forum: Bug reports
Topic: Unremoveable BGOS (Patch 2)
Replies: 8
Views: 604

Re: Unremoveable BGOS (Patch 2)

I consider the four buttons on the right a very useful feature which I use quite a bit extensively. However, people which never used them may not understand what is going on when you can't remove a tile or a BGO What I am suggesting is a better way to highlight the four buttons, maybe turning to red...
by SmokeyTheBandicoot
18 Mar 2017, 2:23
Forum: Ideas & Suggestions
Topic: Lazy Camera and in-game event-controlled zooming
Replies: 3
Views: 318
  • 2

Lazy Camera and in-game event-controlled zooming

Those would be two powerful improvements to the Camera, that is the part of the level the player actually sees on screen at any given moment. Lazy Camera: Maybe in level settings, this option makes so that Mario isn't always at the center of the camera (at least on the y-axis), but the camera will s...
by SmokeyTheBandicoot
13 Mar 2017, 1:14
Forum: Ideas & Suggestions
Topic: Special Layer: "Fake wall"
Replies: 2
Views: 387

Re: Special Layer: "Fake wall"

I'd like to have the Layertype system rather than the "NSMB Fake Layer", because it will just give us more possibilities to use the same blocks and NPCs in our levels. Think as Background pipes for decoration, or NPCs on the background that interact between them but not with the player.
by SmokeyTheBandicoot
12 Mar 2017, 0:33
Forum: Ideas & Suggestions
Topic: Script ideas for players
Replies: 2
Views: 320
  • 2

Re: Script ideas for players

I would also add .walljumping (descending while touching a wall) .onwalljump (when a walljump is made) .groundpounding (when the player rides on a purple yoshi and is ground pounding or, if and when it will be implemented, when the player is ground pounding) .ongroundpound (when player touches the g...
by SmokeyTheBandicoot
10 Mar 2017, 13:20
Forum: Ideas & Suggestions
Topic: Modify Brightness property of NPCs through scripts
Replies: 0
Views: 241
  • 1

Modify Brightness property of NPCs through scripts

I noticed that with TeaScript is possible to customize a lot of NPC properties (speed, health, position, etc.) but it isn't possible to change the brightness. Personally it would be really useful to create animations and interesting mechanics. I was trying to replicate NSMBU Light Block, Dark Tower ...
by SmokeyTheBandicoot
2 Mar 2017, 3:10
Forum: Ideas & Suggestions
Topic: Add gfx expansion to Backgrounds!
Replies: 2
Views: 299

Re: Add gfx expansion to Backgrounds!

Excellent suggestion! And maybe even backgrounds with more frames, so the creativity won't be limited anymore!
by SmokeyTheBandicoot
2 Mar 2017, 3:07
Forum: Bug reports
Topic: Player falling through block platforms and sizeables
Replies: 4
Views: 318

Re: Player falling through block platforms and sizeables

Yes, I bet this bug happened since the smbx 1.3 days. I though about using NPCs to move the player, but I thought it would have produced the same results. Thanks for the suggestion! Time to rework custom graphic a little bit :biggrin:
by SmokeyTheBandicoot
1 Mar 2017, 0:50
Forum: Bug reports
Topic: Player falling through block platforms and sizeables
Replies: 4
Views: 318

Re: Player falling through block platforms and sizeables

Yes, tested right now, every sizeable block, every platform block. Hope to see this one fixed.
by SmokeyTheBandicoot
28 Feb 2017, 2:10
Forum: Bug reports
Topic: Player falling through block platforms and sizeables
Replies: 4
Views: 318
  • 1

Player falling through block platforms and sizeables

SMBX 1.4.4 - Patch 1 (currently latest) description: The player passes through platform blocks (block like sizeables, bridges, clouds, and in general blocks which are "platforms" or "platforms (up)" ) falling through them as soon as they are moving towards the up direction. steps...
by SmokeyTheBandicoot
24 Feb 2017, 22:50
Forum: Bug reports
Topic: SMBX 1.4.4 patch 1 bug: tileset editor runtime error 9 - subscript OoR
Replies: 7
Views: 850

Re: SMBX 1.4.4 patch 1 bug: tileset editor runtime error 9 - subscript OoR

Yes, they seem to be hard to reproduce, but if they never get reported, they might be never fixed. Let's hope for the best!
by SmokeyTheBandicoot
24 Feb 2017, 18:45
Forum: Ideas & Suggestions
Topic: Suggestion to improve SMBX and make it more modern as NSMB Ds to NSMBU
Replies: 7
Views: 841
  • 2

Suggestion to improve SMBX and make it more modern as NSMB Ds to NSMBU

Currently SMBX is perfect to reproduce levels in SMB1, SMB2, SMB3, SMW and other games' style, but it lacks some important things for the NSMB series, so there are my suggestions to improve SMBX and make it more like NSMB: 1) Rotating function for scripts. The script function LSpin(layername, x, y, ...
by SmokeyTheBandicoot
24 Feb 2017, 17:30
Forum: Bug reports
Topic: SMBX 1.4.4 patch 1 bug: tileset editor runtime error 9 - subscript OoR
Replies: 7
Views: 850

SMBX 1.4.4 patch 1 bug: tileset editor runtime error 9 - subscript OoR

SMBX 1.4.4 Patch 1 (currently latest) bug: SMBX crashes with runtime error 9 - subscript out of range steps to reproduce: 1) open any saved level 2) open tileset editor 3) create a new custom tileset (tileset, form, outer and inner frames) 4) start editing 5) cannot say the exact steps to crash the ...

Go to advanced search