Some Suggestions/Ideas That Could be Useful

Description: Have any suggestions or new ideas for SMBX-38A? This is a place for you. Good suggestions may appear in future versions of SMBX-38A.
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Post #1by Slash_18 » 26 Jun 2020, 7:12

Hello everyone! I'd come here to make some suggestions for the SMBX 38A.
NPC
grabbingtimer: Can be used for the custom NPC code also the script value. Stands for how many time the player takes when he is grabbing on the top of the npc. If the npc is set in the SMB2 bush, the bush would also share the grabbing time.
stardmg: The damage the NPC will take when it is collided with the player who is in starman form.
spinjumpdmg: The damage the NPC will take when the player spinjumping on it.
slippery: Can be used for the custom NPC code also the script value. If the playerblocktop is enabled, the player will become slippery when he/she step on the npc.
NPC().wingstyle: Determines the NPC's wing style. 1 = Wing, 2 = Propeller, 0 = Hide
I recommend to add the values that in NPC property grid but still cannot be achieved by scripting (But not all I think). I suggest to add the value like xdmg, nox (x stands for which can make damage to the NPC), score, grabtop, grabside, noblockcolision, (spin)jumphurt, player/npcblock, player/npcblocktop, etc.
Block
Block().zpos: Determines the z-position of blocks.
Block().invisible: Determines if the block is invisible like the option of their behaviour. 1 = Enable 0 = Disable
Block().slippery: Determines if the block is slippery. 1 = Enable 0 = Disable
The 'NSMBFakeWall' option should not be put in the property grid, instead, it should be but in block's beahviour option.
Spoiler
Image
Also, I suggest to add 'Script' option in the property grid, so that the blocks can be edited like npcs.
Charactor
Char().statuetimer: Stands for the frames the player can remain the statue form, if the number sets to -1, the player is unable to become statue.
Char().flying: Determines whether the player is flying in tanooki or raccoon form or not. 1 = Flying, 0 = Not flying
Char().zpos: Determines the z-position of player.
Char().statue: Determines whether the player is in the statue form or not. 1 = Yes, 0 = No.
Char().skidding: Determines whether the player is skidding or not. 1 = Yes, 0 = No.
Section
Section().HScrolllock: Determines the scroollock on horizontal in the section. -1 = LeftLock, 1 = RightLock, 0 = Disable
Section().VScrolllock: Determines the scroollock on vertical in the section. -1 = UpLock, 1 = DownLock, 0 = Disable
Section().XWarp: Determines the screen connected on horizontal in the section. 1 = Enable, 0 = Disable
Section().YWarp: Determines the screen connected on vertical in the section. 1 = Enable, 0 = Disable
Section().OffExit: Determines the section can be walked off. 1 = Enable, 0 = Disable
Section().UnderWater: Determines the section is under water. 1 = Enable, 0 = Disable
These values are R&W.
Editor
Undo and redo function in both editor and Marioshop. This is really useful function that can bring convient to the editor. Without it would be annoying.
I'd suggest to change the UI to be more 1.4.4 like, the new UI of 1.4.5 is unconvient.
Player GFX Offset Editor that absent in 1.4.5. It's sad that the function is removed in 1.4.5, since it's really useful. Hope you can add it back.
That's all, I would not be sad if 38A dont accept my ideas, these ideas would make more benefits for SMBX 38A.

NESTED ERNEST M
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Post #2by NESTED ERNEST » 26 Jun 2020, 21:52

To use npc(x).grabedevent="script when grab that npc"
But that script in turn must call another because only run 1 frame. (and count the time)

Added after 15 minutes 58 seconds:
Your Char().statue is inside of your Char().statuetimer
char().Flytime: exists.
Char().skidding: You can detect it if the player is looking in one direction and going at a speed opposite to what it is looking at:
char(1).facing=1 and char(1).xsp>0 or char(1).facing=0 and char(1).xsp<0
Last edited by NESTED ERNEST on 26 Jun 2020, 22:39, edited 3 times in total.
Programming NPCs in SMBX-38A is fun:
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Victor ManuelMR M
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Post #3by Victor ManuelMR » 26 Jun 2020, 22:26

Spoiler
NESTED ERNEST wrote:To use npc(x).grabedevent="script when grab that npc"
But that script in turn must call another because only run 1 frame. (and count the time)


Char().statue is inside of Char().statuetimer
char().Flytime: exists.
Char().zpos: exists.
Char().skidding: You can detect it if the player is looking in one direction and going at a speed opposite to what it is looking at:
char(1).facing=1 and char(1).xsp>0 or char(1).facing=0 and char(1).xsp<0
I DIDN'T KNOW THAT Char(1).zpos EXISTED!
in fact it does not exist lol
Last edited by Victor ManuelMR on 26 Jun 2020, 23:02, edited 2 times in total.
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NESTED ERNEST M
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Post #4by NESTED ERNEST » 26 Jun 2020, 22:34

Victor ManuelMR wrote:I DIDN'T KNOW THAT Char(1).zpos EXISTED!
Sorry I was wrong, you made me doubt.
Programming NPCs in SMBX-38A is fun:
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ROCKMAN GIF IN SMBX 38A

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Victor ManuelMR M
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Post #5by Victor ManuelMR » 26 Jun 2020, 23:01

Code: Select all

Undo and redo function in both editor and Marioshop. This is really useful function that can bring convient to the editor. Without it would be annoying.

I agree with you on that part.

Code: Select all

I'd suggest to change the UI to be more 1.4.4 like, the new UI of 1.4.5 is unconvient.

The 1.4.5 interface is based on the New Super Mario X (Another Chinese fangame, Don't confuse it with the New Super Mario Bros. X) see the image :
nsmx.png

I don't think it is that bad, it has reduced the number of windows that the editor can have (possibly improving the game's FPS ???), note that the "Custom Sound Editor" and "NPC Property Grid" use the same window:
Screenshot_1.png
Kind of obvious, right?


Code: Select all

Player GFX Offset Editor that absent in 1.4.5. It's sad that the function is removed in 1.4.5, since it's really useful. Hope you can add it back.

38A will hardly add that, given the last message about. But I also hope that it comes back in the next version, it is very useful (even more if the sprites are in the center, and not in the upper left corner as in 1.3)
Last edited by Victor ManuelMR on 3 Jul 2020, 20:52, edited 1 time in total.
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Slash_18 M
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Post #6by Slash_18 » 27 Jun 2020, 5:15

NESTED ERNEST wrote:char().Flytime: exists.
Not Flytime. It's Flying. Dont get confused.
NESTED ERNEST wrote:Your Char().statue is inside of your Char().statuetimer
It's different, statuetimer is the time the player can stay in his/her statue form. And Char().status is a read only variable that detects if the player is in the statue form or not.


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