Description: Sub-forum dedicated to Vanilla SMBX - an original SMBX from 1.0 up to 1.3 made by Redigit in 2009 and maintained up to 2011 year. Also LunaLua-SMBX (188.8.131.52 and 184.108.40.206), a Vanilla SMBX equipped with LunaLua. Also content made for TheXTech exclusively post to here.
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I think, TheXtech should continue the SMBX64 standard, but with backward and parallel compatibility so:
* The smbx64 should be upgtaded to a standalone TheXtech standard (smbxt65?), because SMBX2 isn't really have own standard (it only uses extended verison of smbx64), and the smbx38a's standard we don't really know.
* But the npc and other names that are currently exist in other smbx branches, reserved for functions, which are possibly implemented from other smbx branches (easyer conversion).
* And TheXtech's own stuff inserted to higher npc, bgo and other IDs...
Will everyone can be happy, because there's functions from other smbxes, and brand new stuff too, while this stay well-structured.
There will be some percussive things (rotating platform or smw browser statue??? (X2 vs38A)), and blank gaps, what didn't gets used, and needs much bigger (can be 2x or more!) size, what is very bad.
We'll probably build a list of things and choose which objects were most important and add them in first priority.
Yeah, and the case is very similar to the second item of the poll. But still, once backend will get enough functionality and cleaners state (first of all, I want to split down the scary spaghetti code into a set of function pointers to keep AIs being more controllable and more flexible for future extending and even allow to re-use same AIs for new IDs, etc., etc.)
Maybe we should make own libraries by each asset instead of hardcoded......
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My dreamplan is that like SMBX2, each asset has own editable code that can be cloned to make an own version of that asset. Especially NPCs and players.
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