Imperfections and Interactions

Hello! It’s been a while.

While there hasn’t been a blog post in a while, that doesn’t mean we’ve just been dormant! A lot of work in areas outlined in the last post has happened, and we’re just not at the next big milestone yet. I figured I’d provide an update anyway to showcase some of the stuff that’s happened in more detail.

The largest bulk of progress that happened was in areas outlined in the last post – going through every element we added and making sure it works well and doesn’t suddenly break when someone tries to use it in unconventional ways. Not much more to describe about it, so I’ll shut my mouth now and let the gifs speak for themselves. These are only a couple of the ways in which new elements can be used in Beta 4:

Some NPCs expose a couple of configurations about them to the editor, letting you change their settings per-instance. An example is the fire snake shown above, which can have its length adjusted. Other examples are the SMW minigame cloud which lets you configure how many coins it throws, and the SMW Bowser statue which has a configurable volley of fireballs. The latter is included in another gif below. These settings will only be available in .lvlx level files, which will be the standard starting with Beta 4. Don’t worry, all .lvl files will still be perfectly functional.

Very common checks we are doing are against the reserve item box, generators, held and thrown state, as well as interactions of NPCs with other NPCs and blocks. The goal is to make all of them possible for all NPCs included. I hope you will check them all out and find cool things you can do with them!

We’re also beefing up some older elements. The new blocks of Beta 3 didn’t always support contained NPCs, for example. There was some room for improvement which we’ve now used. That isn’t to say the old elements were weak. See it more as a Power-Up for Beta 3 elements.

The above gif is from my own testing and tweaking of these elements. The others are compilation of some of these results.

(debugging of Stretches)

The goal is that people don’t have to worry about any crashes when using SMBX in creative ways, and I hope you understand the long development time that comes as a result of this.

That’s all for today. See you next time!


11 Replies to “Imperfections and Interactions”

  1. The options are almost endless now! I’m really looking forward to the release of this! I know progress has been very slow, but it’ll definitely be worth the wait.

  2. I’m glad to see things are still going well, I really appreciate the work you guys do! Beta 4 is looking like an amazing evolution of beta 3, so much new possibilities!

    Keep going strong! I hope I can mess around with beta 4 next year!

  3. Thank you Enjl for the videos.

    The content of these videos makes me happy for the (final) version 2.0. 🙂

    (Whenever this version is ready for download).

  4. Wow, this game will be amazing when it releases! I’m so excited by all the stuff thats in it. I have a sugestion though: can you add individual SMW semisoldid bocks? (if they are not already in the game, I don’t know because I don’t actually have a computer that can do anything, I’m planning on getting one though). I think you should have the ability to create sloped semisoldis like in SMW. It seems like it would be pretty easy to add, but I know you are working on a lot of other stuff, so maybe it could be added after Beta 4.

  5. Hi. I’ve been working on adding new npc to the game. Lot of the groundwork is already done thanks to my earlier experience with customLotus. Hopefully with this I can start remaking mushroom kingdom fusion on smbx.

    Enemies added so far, are soldiers, POWs, greanades and explosions from metal slug+various other small enemies. I also have two levels already remade.

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