Day 4

This post is about new NPC configs and descriptions of changes to NPCs. What could they be?

Applied to Electric Cannonball, Charged Spiny, Van de Graf, Waddle Doo Beam, Spark and Sumo Bros Lightning
Now used by: Baby Yoshi, Bumper, Small Switch, Palace Switch, Red Springs, Sonic Monitors, Starman, Megashroom, Mutant Vines, various Platforms, Skewers, Birds, Rotating Bill Blasters, Crates, Dolphins and friendly NPCs
Now have a new config flag “permanent” which, when true, keeps it around instead of destroying it
Now emits light by default.
Can now register custom NPC interactions. Currently used by Twister, Chain Chomp’s Post and Small Switches

Day 3

Checkpoint: Added extra settings for changing the powerup and sound
Costume Block: Added extra settings for forcing the block to set a specific costume
Bros (Hammer, Boomerang, Sledge): Added extra settings for jumping through blocks and onto different ledges
Lineguided Cannon: Added extra settings to allow the cannon to spawn NPCs “attached”. Intended to be used with Dino Torch Fire or other nogravity noblockcollision NPCs that make sense as a cannon attachment. Does not work with all NPCs
Bloopers: Add new extra settings
Launch Barrels: Force extra setting limit increased to 99
Snake Block: Added speed extra setting

Day 2

Tileset Itembox: Tilesets may now include any combination of object types
Tileset Itembox: You can “favorite” individual items in the tileset itemebox, making them appear in the “Custom” tab in the new Favorite tileset
Tileset Itembox: You can now right-click items in the tileset itembox to copy their graphics into your custom folders, just like with the Level Itembox
Tileset Itembox: World map tilesets no longer show up in levels. Level tilesets no longer show up on the world map

Tileset Editor: Search now automatically searches for name and ID
Tileset Editor: New tilesets get created at 5×5 size
Tileset Editor: You can now save a tileset as a global tileset, causing it to show up regardless of level or episode

Something’s brewing

From today there will be regular blog posts highlighting new changelog items until the day the brew is ready. Let’s start off simple and structured.

Deprecated: Old Goal Tape
Deprecated: Old Piranha Plant NPCs
Deprecated: Old SMB3 Donut Block NPCs
Deprecated: Old POW Block

Blurp (npc-232): No longer deprecated
Fishbone (npc-234): No longer deprecated

SMBX2 Beta 4 Patch 4 Release!

Hello everyone!

Today, we are releasing another patch for SMBX2 Beta 4. This one fixes bugs that have come up since the last patch, focusing, among other things, on the following: clean upscaling, proper setting of layers and death flags of spawned npcs, and some quality of life stuff.

Download instructions are the usual. For the changelog, yup! That’s right.

Enjoy! And keep an eye out for MAGLX3, a SMBX episode releasing soon for this patch.

SMBX2 Beta 4 Patch 3 Release


Hey everyone!

So, today the third patch for Beta 4 is being posted.

Download page is the same as usual. If you would like to download only the changes since an early version of Beta 4, use the Patch 3 download. If you’re new and downloading for the first time, the main download now includes the patch so no need to worry about that.

You can check the changelog for the full details, but most things are bugfixes, alongside a couple other minor details. Have fun!

Spring Cleaning

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…

TILES

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

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.

WORLD MAP

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!

HOELOE’S CEREAL

See you next time!

~Enjl

Open the floodgates!

Hello there.

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:

CHARGING CHUCKS

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:

SNAKE BLOCK

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!

ENDLESS POSSIBILITIES

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:

HOELOE’S CEREAL

See you soon!

-Enjl