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Posted: 1 Dec 2014, 21:13
by Christian07
I thought about this right now. What about a function which deletes every X block? For example, if I want to delete every wood fill block (block-16) in my level, I'd type the ID of the block I want to delete somewhere and that function will delete all the blocks.

Posted: 2 Dec 2014, 6:45
by Squishy Rex
I could see how that would work, but I don't know how useful it would be, except for some sort of rapid deletion of blocks. It's definitely a creative idea though and it may serve a purpose in the future. :)

Posted: 2 Dec 2014, 17:01
by Alucard
Squishy Rex wrote:I could see how that would work, but I don't know how useful it would be, except for some sort of rapid deletion of blocks. It's definitely a creative idea though and it may serve a purpose in the future. :)
I have already suggested Layer->Destroy(bool perform_effects) which destroys all blocks, BGO`s and NPC`s on given layer with option to play dectruction effects on all affected items.

Posted: 2 Dec 2014, 20:05
by Veudekato
You can delete layer and objects will be deleted too

Posted: 3 Dec 2014, 4:30
by Wohlstand
Veudekato wrote:You can delete layer and objects will be deleted too
Alucard means engine's event action which will destroy all items of target layer in the game process.

Posted: 7 Dec 2014, 10:41
by Squishy Rex
Just two suggestions:

1. I'm not sure if this has already been mentioned, but, what about sizable warps?

2. Extended "No Turn Back" where you can select which direction you want it to work (eg. Left, Right, Up or Down). This could be extremely useful for vertically scrolling levels.

Posted: 7 Dec 2014, 13:20
by sky2
Sizable warps... I want it, for Instant warp type...

IDK if this was mentioned... But what about online play? I'm not talking about the editor or collab levels. Just multiplayer where you can play episodes through internet, hamachi, comodovpn and so on.

Posted: 7 Dec 2014, 14:32
by Kevsoft
sky2 wrote:IDK if this was mentioned... But what about online play? I'm not talking about the editor or collab levels. Just multiplayer where you can play episodes through internet, hamachi, comodovpn and so on.
This will be done for sure.

Posted: 10 Dec 2014, 14:31
by Squishy Rex
sky2 wrote:Sizable warps... I want it, for Instant warp type...

Yeah, that's what I meant. I think sizable door or pipe warps might be a bit pointless. However, special selections for warps that allow only the player to enter under the effects of a certain power-up would be good, especially for a Mini Mario or Frog Mario type player. Frog players could enter some pipes with water jets gushing from them while players without a frog suit couldn't.

Posted: 10 Dec 2014, 19:42
by Alucard
Squishy Rex wrote:
sky2 wrote:Sizable warps... I want it, for Instant warp type...

I think sizable door or pipe warps might be a bit pointless.
Giant pipes, boss doors, and other such stuff.

Posted: 10 Dec 2014, 21:04
by Wohlstand
Sizable warps already planned ;-)
You can see size fields while you read the LVLX specification. Size will be definable for entrances only, exit - is a target point where player will be teleported. But exception will be two-way warps where will be available resizing of exit because it is also an opposite entrance.

Posted: 11 Dec 2014, 3:16
by Josh16
are we going to get more enemy and tileset without replacing it or replacing the custom ones one day?
and that it can be loaded into any level?

its annoying to have no space to add more :blush:

Posted: 11 Dec 2014, 8:02
by Squishy Rex
Once SMBX is replicated, work on SMBXtended will begin. This will be like updating SMBX in a sense, where new NPCs, codes etc will be made, so there will be new things that SMBX 1.3 does not have. I believe replacing enemies while keeping the original enemy as well has been talked about. If anything it would come in the form of a Custom NPCs tab, by where you can use simple SMBX NPC codes to basically make a replica of any enemy without replacing the actual enemy itself. An example might be being able to have two entirely different Venus Fire Trap graphics in the same level, where as in SMBX this cannot be done.

Posted: 11 Dec 2014, 16:50
by Josh16
that's good news to see :)
hope this project will be good for every one

Checkpoint behavours

Posted: 2 Jan 2015, 19:50
by bossedit8
What I surely want to suggest is to add a function to the Checkpoint that if you die while the Checkpoint has been touched and go to a different Level that the Checkpoint still has it's function like in Super Mario World since over there, even if you go to a different Level, the Checkpoint from the previous Level is still active and you always start at the Midway until you beat the Level entirely or getting a Game Over by losing all of your existing Lifes (1UPs).

The other thing by the Checkpoint behavour is to manually place the Starting Player for the Checkpoint so you don't have to always Start right where the Checkpoint is and to prevent from any glitching ups like if you put a sizeable tile right at the checkpoint you always start at the top in SMBX which is sometimes a very bad idea.

Posted: 2 Jan 2015, 23:48
by Wohlstand
bossedit8 wrote:What I surely want to suggest is to add a function to the Checkpoint that if you die while the Checkpoint has been touched and go to a different Level that the Checkpoint still has it's function like in Super Mario World since over there, even if you go to a different Level, the Checkpoint from the previous Level is still active and you always start at the Midway until you beat the Level entirely or getting a Game Over by losing all of your existing Lifes (1UPs).

The other thing by the Checkpoint behavour is to manually place the Starting Player for the Checkpoint so you don't have to always Start right where the Checkpoint is and to prevent from any glitching ups like if you put a sizeable tile right at the checkpoint you always start at the top in SMBX which is sometimes a very bad idea.
Ow, yea, this is a WRONG calculation thing in the SMBX, it should CALIBRATE, to fit player to NEAR block, but NOT over them (I will make better formula which will solve this issue). Also I will build able use multiple checkpoints. It is SIMPLE and EASY to implementing (I will store special array of checkpoinds and will mark gotten to correctly detect which points was taken and which point is last [where I should put player after it's fail]).
SMBX have a lot's of things which should be solved by re-implementing of physics system from scratch.

Anyway I will write the "Quick Start" for editor's manual and will continue works with engine. Editor now have almost everything and now I should took more care into engine. Also some PGE's things I adding into LunaDLL like SDL2_mixer library to get able play .ogg, .flac, .mid, .it, ,.xm formats which internally supports by PGE, and make able to customize default sounds and musics with INI files. Also we with Kevsoft via LunaDLL made fix of old and wired decimals bug, and GOOD BYE "RUNTIME 13" ERROR FOREVER! :cool:
But by anyway we will build new engine which will be more stable and more flexible than SMBX even with LunaDLL.

NPCs Directional behavours

Posted: 6 Jan 2015, 4:30
by bossedit8
Oh yeah, I also noticed that on SMBX Level Editor inside the NPC Window that before you can place an NPC in you can change directions to either Left where it goes left first once it is activated, on Right where it goes right first or even at Random which it either goes to left or right. There are other NPCs that goes up and/or down of course and that counts on all of the Para-Enemies and Sushies that connects with the "NPC Advanced Section".

So about my suggestion is to add a Function on the Editor so that in the Game it always goes towards the player once it is activated like if that NPC has been activated to the right side, it goes to the left and if it started on the left, it goes right. The Name of the Button can be anything you like but I would of say something called "Follow" or "Towards" but there are way more possibilities to add in.

The samething goes to an NPC Function that is going away from the player once it is activated like if it has been activated from the right side, it goes to the right and if it has been activated to the left, it goes left. It can be called "Away" but like I said, the Name can be anything.

Posted: 9 Jan 2015, 7:50
by Sambo
That sounds like a useful concept (though I don't know why you'd want an NPC to start walking away, it would just leave the screen as soon as it spawned)

What should be implemented is the ability to copy layers and events from one SMBX level to another, because I made a lot of custom levels, and then made a lot of events that need to be in every level for my LunaLUA scripts to work, and it will take hours to implement them into each level. I'm sure this feature could help many people who encounter similar problems when making levels.

Posted: 13 Jan 2015, 12:23
by Squishy Rex
bossedit8 wrote:Oh yeah, I also noticed that on SMBX Level Editor inside the NPC Window that before you can place an NPC in you can change directions to either Left where it goes left first once it is activated, on Right where it goes right first or even at Random which it either goes to left or right. There are other NPCs that goes up and/or down of course and that counts on all of the Para-Enemies and Sushies that connects with the "NPC Advanced Section".

So about my suggestion is to add a Function on the Editor so that in the Game it always goes towards the player once it is activated like if that NPC has been activated to the right side, it goes to the left and if it started on the left, it goes right. The Name of the Button can be anything you like but I would of say something called "Follow" or "Towards" but there are way more possibilities to add in.

The samething goes to an NPC Function that is going away from the player once it is activated like if it has been activated from the right side, it goes to the right and if it has been activated to the left, it goes left. It can be called "Away" but like I said, the Name can be anything.

On that note, a new function for the Firebars and Roto-Disc would be good. Basically you can have them start from the top or bottom, however, you can't set which direction you want them to spin in. The same goes for Spike Top enemies. Depending on which side of a block it is placed on will determine which way it will go, even if you set left or right.

Posted: 14 Jan 2015, 16:07
by Yingchun Soul
I Hope to add Hello's Super Mario Bros Game Master Configuration pack on PGE