I will tell you what makes me Like 38A more than SMBX2 and what they need to SMBX2 fix.
1.Lack of SMBX2 Dev feedback and not listen to suggestions.
Renenber when they only added characters and not NPCs like everyone else wanted.
They now have them but why not the begginging like 38A?
2. Hidden functions actually overpower some X2 functions.
Renenber when we thinked SMBX 38A did not have shaders? Well they secretly had them early than X2. Also the hidden fuctions can even redirect you to a website and display as much messages as you want because no lockdown.lua bad limitations.
3. Block BGO Effect custom
We can change so much in these...
SMBX2 still only NPC and BGO
4. Powerups more
We have new powerups and SMBX2 does not.
5. Scriptibg langauage that breaks every update.
Image if python broke old codes every update. That is basically LunaLua. Teascript can always tranfer old code and development of episode is smooth with the compatibility.
We have a very huge task list to do you can see here and we can't complete it faster than comming people suggestions from all over the world.
It's not lua language itself, there are two different things are made over lua interpreter: API bindings of internals (which we keeping to be backward compatible) and lot of additional lua libraries are shipping with SMBX2. Those libraries are made by different people and no guarantee of backward compatibility between each other. Therefore, in case of 38A, the API is designed be backward compatible. When compating APIs, 38A wins because of backward compatibility, but losing in functionality and flexibility. When comparing languages, Lua wins because it's Turing-compete language which can be used independently to write standalone scripts and apps are working out of embedded systems like LunaLua or PGE Engine. TeaScript completely lacks structures and functions. I.e. Every "script" is function, but no any sort of data structures was given. At the same time, lua is more universal and more wide-purposible language while TeaScript is too specific to 38A.
In the summary, SMBX2 is BETA and therefore no guarantee of stability yet.
Because they only managed to breach the NPC limit after beta 3, if I remember correctly
Basically, when Redigit made the original SMBX he included hardcoded limits to the number of unique NPCs, Blocks, BGOs, etc. We in the SMBX2 dev team don't have access to the source code like Redigit did so we had to hack the game to extend those limits, and those hacks took time to figure out and then implement.
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