Hey gamers and gamettes! It is me.
Progress on SMBX2 has been a bit stalling recently due to many team members having important projects to take care of in their personal lives, so more regularly scheduled blog posts are unlikely for now. I’d prefer putting new stuff into a huge post like THIS ONE!!!!!!
All of the thwomps got a facelift and they brought some of their buddies from the family meetup! In Beta 4 it will be possible to use NPC codes to give every id of new thwomps a personalised AI. Customise direction? Speed? Acceleration? Want them huge or mad? Combining these attributes can lead to some smashing results!
Another big boy joins the party! Boohemoth was introduced in NSMB2 as a stage hazard and now makes his way into SMBX as… a stage hazard! Here he heroically fights a green midget who is responsible for sucking all of his relatives into a vacuum cleaner. The Mega Mushroom can’t save you this time, Green Mario!
Another large member of their family. King Bill serves as a massive obstacle and can be placed to face in every direction.
These bad boys from various Mario games add an extra way to create treacherous hallways and compete with the mega thwomps in their desire to destroy all the blocks in their path.
Stretching the theme of the post a bit to describe the scale of an episode, on which these items will have a big impact! The switch palace switches come in four flavours but can be freely customised on a per-level basis to essentially have unlimited switch palaces in an episode! The IDs for the blocks toggled by them, their effect, sprite, and what data they save is freely configurable from a NPC code alone! The one drawback is that you’re restricted to 4 different colours per level, but that should hardly be a problem.
The SMM Flag checkpoint isn’t physically huge, but it is incredibly useful in huge levels! Its special feat: It can be reactivated when the player returns to it! Metroidvania levels will now be able to place checkpoints at key locations and don’t have to resort to weird workarounds to make their length not frustrating to the average player!
So that’s it for today! I wanna say it’s not entirely groundbreaking but that’d be a lie considering how half of the featured items do exactly that. Either way those are some big tools for you to play around with in the future! Which one are you most excited about?
Until next time.
Hey what’s up gamers?!?
Today I wanna explain some of the stuff that’s been going on that isn’t directly related to new features as much as it’s some cleanup and reworking of a very old feature, one that most of you should be familiar with:
Now, hold on for a second. Have you ever noticed the names of these categories? I stumbled across this a week ago and couldn’t believe how I miss(c)ed it for so many years! Redigit truly is a master at hide n’ seek! Jokes aside… the way these itemboxes are organised in SMBX is pretty bad. They’re slow to navigate and even more hellish when you’re working with anything custom. Now, PGE helps with that by allowing you to create your own custom arrangements of tiles, but it retains this messy layout. It’s time to change it!
But that’s not even the interesting part…
All the tilesets got a complete rearrangement to cut down on useless filler categories and have a more compact arrangement. The best part: They’re all in one place, so switching tilesets to place a single ?-Block is a thing of the past!
If you’re someone who likes to have their tiles on the left side of PGE (where you’d find the level itembox by default), don’t be disappointed! These sections are comfortable to use even vertically:
NPCs are arguably the most common thing anyone would want to access when leaving their custom tileset. As such, the NPCs group is the first one you will see for every category. Here, enemies are categorised by there general theme or environment where you’d most commonly see them! Don’t hesitate to use them in other environments, though.
Some of you might know that 1.3 has two beach koopa enemies, one of which being deprecated and tucked away in the hidden “The lakitus are throwing lakitus!” tab. With Beta 4, some new npcs will join the lonely child. A new blurp with its SMW AI, and a checkpoint supporting multiple checkpoints in a level have already joined him, with more enemies to come in the future.
Of course, the map isn’t forgotten either. The interesting thing: while constructing these tilesets we came across four duplicate path tiles. We dug ’em out and put ’em next to the others, so now they’re free tiles for sprite replacement!
And that’s about everthing I got regarding the tileset rearrange! Let us know what you think. See something that’s been categorised wrong? Please tell us so we can improve these categories!
See you next time!
I heard you are screaming for news about new content? The NPC array was extended exactly a week ago (April 1st) and since then we’ve seen new NPCs daily. Here are some of them:
Oh, was that too fast? Don’t worry. I prepared a small level to showcase some of the stuff some of these new NPCs can do:
So yeah. Things are appearing rapidly and are a ton of fun to use. These enemies are all pretty self-explanatory. We’re trying our best to accurately recreate the source game behaviour of all NPCs. Regardless, there are a few things I want to take a closer look at today:
Probably the most diverse enemy species in all of Super Mario World is making its way into the game! Soon enough everyone can create football tournaments in SMBX. At this point not all of them are finished, but even now they are threat you shouldn’t underestimate:
When looking at the path of the Snake Block, you might’ve been intimidated by how hard it might be to define. Don’t worry, though, as it’s as easy as putting down a platform track:
These arrows will be invisible in-game and move the snake block when it touches them. Here’s what this section looks like in action:
Yes, you can freely customise the block which an eater block spawns and eats! Want a castle where the lava moves on a set path? Very easy to do! I’m excited to see lots of eater block patterns in future levels. The possibilities are endless!
A BLOCKY DETOUR
The main focus of this post is NPCs for sure, but The0x539 has been working on some new blocks as well! They’re not inserted yet, but a great addition to any level’s geometry! Glass pipes!
Well… not literally, but still! A big focus of ours is to add interactions to the game and give designers like you a variety of things to do with all the objects added to the engine. We hope this blog post gave you some ideas for stuff to do with these early additions. If you’re interested in more, check out the claims sheet where you can track our progress, check what slots have been claimed, who made what and what npcs, blocks, effects and bgos to look forward to in the future! To end this peek into the future of 2.0 off I want to introduce a new segment to these blog posts:
See you soon!
Before SMBX 2.0’s development spirals into a massive vortex of new NPCs and bug fixes I want to talk a bit about the world map and how recent events made accessing it through lua easier for everyone. Yes, even you, Jimmy!
While we don’t quite have access to things like new world map events yet, we rediscovered some undocumented classes while dusting off the shelves last week which have unfortunately been lost up there for a long time… Whoops.
You can play around with them in SMBX 2.0 Beta 3 right now, but make sure to get rid of the heaps of dust that have gathered on them first:
“Wait instead of minigames you’ll just forget about your engine’s features?” you might be asking yourself right now. Kinda. Unintentionally. The point is: they’re here now and YOU CAN DO COOL STUFF!
How cool? Well, a simple example: You can resize ALL THE THINGS! MAKING PRE-RENDERED WORLD MAPS HAS NEVER BEEN THIS EASY!
except for the past 14 months but we don’t talk about those
A peek into the future of world maps
While Beta 4 won’t bring many new things in terms of world maps to the table, it does add some small features such as checking the visibility of path and level items. We immediately put these features to use to bring to you travL.lua, an API designed to make the player automatically walk between levels and intersections:
Game: Return to Dinosaur Land by Valtteri
And that’s our unexpected world map chapter which nobody saw coming and everyone on the team is excited about. I hope you’re also excited for the creative things that will be done with these (re)discoveries in the future! To give you an idea of something more creative that is possible with these classes: A fully three-dimensional world map.
Until next time!