SMBX2mx3 Release Notes

SMBX2mx3 is a preview build of SMBX2b4, with a mostly complete feature-set, that’s a little rough around the edges. The specifications of the software can be found in the handbook included in the download. The build’s primary purpose is for it to be used by the MAGLX3 Level Contest, hence mx3. You can download SMBX2mx3 here and, if you’re reading this before the contest deadline, you can sign up to MAGLX3 here. Below is an abridged list of changes and new additions. If you find a bug, please report it in this topic, and we’ll see to get it fixed for SMBX2b4’s release.

Changes

Throughout these lists, the most important features are bolded.

  • The default format for level files is now .lvlx.
  • Lunadll.lua and Lunaworld.lua have been standardized to luna.lua for both. The old names still work.
  • Lunaoverworld.lua has been simplified to map.lua. The old name still works.
  • Characters removed: Juni, Princess Rinka
  • Certain Character Demo Stages are being recreated.
  • Tweaks to Uncle Broadsword and Bowser to improve game feel
  • Wario has received a redesign. Go give him a try!
  • Mega Man now sports his 16-bit look by default.
  • Removed unnecessary costumes.
  • Revamped Mario Challenge aesthetic
  • The amount of built-in episodes has been reduced to decrease package size.
  • All sprites now use .png by default. Gif files are still compatible, but will also still need masks.
  • Updated visuals of sizeables and the SMB3 cave tileset.
  • Tileset Itemboxes in the Editor have gotten a facelift.
  • The Testing Menu has been enhanced.

Out-Of-The-Box Additions

These features will not require a single line of lua.

  • The ID range of 751-1000 for Blocks, BGOs, NPCs and Effects are available for personal use. Read more about this feature and “NPC Duplication” in the handbook.
  • BGOs, Backgrounds and Effects now have configuration support. Specifications can be found in the handbook.
  • Added various new NPC codes.
  • Added hundreds of new Blocks and NPCs, dozens of new Effects and BGOs, and some Backgrounds.
  • Two-Way Warps in the Editor work.
  • Legacy libraries now throw a warning when used and will be removed in Beta 5 or later

LunaLua Additions

These features require at least one line of lua.

  • Using loadscreen.lua you can now customize loading screens for your episode.
  • The Data class has been deprecated. Save data handling is now done through the global tables SaveData and GameData.
  • You can now write and use shaders using GLSL and the openGL drawing functions.
  • Using map3d.lua you can make your world map render in a 3D style.
  • You can add a darkness effect to your level using darkness.lua
  • Lineguides have been enhanced and you can add your own NPCs to the list of lineguided NPCs.
  • Orbits.lua lets you create NPCs moving around an anchor in a circular motion.
  • Switchcolors.lua lets you define your own switch colours.
  • Timer.lua is the timer library used by basegame elements. Enabling it activates the Green Berry NPC’s function, too.
  • Actorclass.lua lets you create actors for cutscenes.
  • Animatx2.lua makes complex animation cycles easier.
  • Click.lua lets you handle mouse input.
  • Handycam.lua helps with complex camera control.
  • Pblock.lua exists, serving as a mirror to pnpc.lua, just for blocks.
  • Textplus.lua is the replacement to textblox.lua
  • Lib3d.lua is a 3D renderer for levels, allowing for levels with 3D visuals.
  • Spline.lua lets you create and make objects move along splines.

19 Replies to “SMBX2mx3 Release Notes”

  1. The new beta is great but please add back the abillity to add wings to whatever I WANT, to set the scrollock, to set the fire of the hammer/fire bros to everything and to set what the spiny egg/lukita will drop, it’s really useful and fun and also used in all Mario Games

    1. 38A’s version of SMBX (1.4.x) is in NO WAY related to this project. We didn’t remove anything, and there are new features to come in the future for sure.

    1. Dummy blocks are blocks currently not used. While most dummy items (blocks, bgos, npcs) are subject to be used by us developers in the future, the range between ID 751 and 1000 has been reserved for level and episode creators to replace on a level-by-level or episode-by-episode basis.

    1. Bold assumption considering the majority of the dev team’s primary operating system is Windows 10. Please use the SMBX forums so we can narrow down the issue.

  2. It seems like custom graphics don’t load unless the level file is in the same place as the graphics. This seems to be a bug, has your team looked into this yet?

    1. Not the precise cause, but we know what the bug is and will fix it. The issue is that somewhere in your directory is a period.

      1. Yeah I managed to “fix” it enough to not have it be caused anymore. I hope you guys can continue to make this version great! Its been well worth the wait.

    1. If the installation instructions don’t help you, you’ll need to be more specific. Make sure your filepaths have only ASCII characters and no periods, too.

  3. Ok I need to clarify something, Is the fact that if you are hit with a power-up greater than a super mushroom reverting you to small mario (The Japanese SMB3 power-up mechanics) intentional? Or are you trying to make it standardized? (The American SMB3 power-up mechanics) Thanks, Greg.

    1. SMBX has used the japanese mechanics since the dawn of time, and we’re not changing it in order to maintain that compatibility. You may play as Peach, Toad or Link in order to have a three-hearts system instead, or write a few lines of lua code to implement the change on a per-episode or per-level basis.

        1. You can look at altpsystem.lua in data/scripts/legacy, which is a library that lets you choose from the SMW, NSMBDS and NSMBW powerup systems I believe.

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