ASMBXT Dev Kit *UPDATE*

an SMBX collaboration hack!
Doctor Shemp
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Re: ASMBXT Dev Kit *UPDATE*

Post by Doctor Shemp »

kil3 wrote:That's weird. It shouldn't actually do anything or run any code, as I understand it, until you die. At that point it throws an exception which the death counter catches, and then it just increments its counter and returns to the original code, all transparently.
Oh. Actually now that I think about it I did have some background programs open. So ignore what I said.
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Re: ASMBXT Dev Kit *UPDATE*

Post by kil3 »

Ok cool. Since raocow will have extra CPU strain from recording, I don't think he needs more external strain from the death counter...
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SAJewers
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Re: ASMBXT Dev Kit *UPDATE*

Post by SAJewers »

Another Devkit update, just in case I'm not around this weekend due to a storm:

Updates to Life Lift, Revolution, It's a Wonderful Demo, Misery Down, Final Fight, and Technical Difficulties.
Demo/Toad Graphic Updates
Added in missing raocow Boomerang Graphic
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Re: ASMBXT Dev Kit *UPDATE*

Post by darkychao »

SAJewers wrote:

Code: Select all

[size=150][center][url=hhttps://docs.google.com/file/d/0BxFN3CEio8_eM1R0SjU5MWNzZXM/edit?usp=sharing]Download from Google Drive![/url][/center][/size]
hhttps://docs.google.com/file/d/0BxFN3CEio8_eM1R0SjU5MWNzZXM/edit?usp=sharing
hhttps://docs.google.com/
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SAJewers
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Re: ASMBXT Dev Kit *UPDATE*

Post by SAJewers »

That would be helpful.

EDIT: Hey, you deleted your post. :|
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shaman
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Re: ASMBXT Dev Kit *UPDATE*

Post by shaman »

the link for the dev kit (the 400mb~ file) is down, it seems: http://gdurl.com/YT8f/download
is this videogames?
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SAJewers
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Re: ASMBXT Dev Kit *UPDATE*

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raekuul
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Re: ASMBXT Dev Kit *UPDATE*

Post by raekuul »

So the Dev Kit got deleted from my dropbox.

Can someone package up the current everything so that I've got a current version to work with?
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Re: ASMBXT Dev Kit *UPDATE*

Post by darkychao »

raekuul wrote:So the Dev Kit got deleted from my dropbox.

Can someone package up the current everything so that I've got a current version to work with?
main download HAS everything pakaged
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BeatBoxingBoo wrote:a medley is just, like, a mixture of medics
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shaman
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Re: ASMBXT Dev Kit *UPDATE*

Post by shaman »

When organizing the dev kit, try putting the graphics in the graphics folder instead of the world folder. We're going to replace everything default anyway, so there's no harm in that. The world folder must only contain levels and individual folders for those levels. As it stands, it's kind of a mess that I wanted to avoid by making all those rules
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SAJewers
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Re: ASMBXT Dev Kit *UPDATE*

Post by SAJewers »

They're in both the graphics and the world folders because that was the way it was originally packaged, all the replaced NPCs were placed in both folders.
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Re: ASMBXT Dev Kit *UPDATE*

Post by shaman »

SAJewers wrote:They're in both the graphics and the world folders because that was the way it was originally packaged, all the replaced NPCs were placed in both folders.
Which is obviously redundant. Keep it in the graphics folder, and it's all ok
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SAJewers
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Re: ASMBXT Dev Kit *UPDATE*

Post by SAJewers »

shaman wrote:
SAJewers wrote:They're in both the graphics and the world folders because that was the way it was originally packaged, all the replaced NPCs were placed in both folders.
Which is obviously redundant. Keep it in the graphics folder, and it's all ok
I went and looked, and according to this, the reason for graphics in the level episode folder is because it's the only way for the custom graphics to show up in the level editor menus. I guess that isn't something we really need to worry about, so I'll just remove them. Maybe someone can edit the hardcoded graphics to fix that.
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SAJewers
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Re: ASMBXT Dev Kit *UPDATE*

Post by SAJewers »

Update:
- Level Updates
- SMB3 Big Koopa and Big Goomba

Update

Full Devkit
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Re: ASMBXT Dev Kit *UPDATE*

Post by pholtos »

Hey SA, I don't think all the levels that were updated were added were they? For example my level tunnel hasn't been updated yet.
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SAJewers
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Re: ASMBXT Dev Kit *UPDATE*

Post by SAJewers »

Pholtos wrote:Hey SA, I don't think all the levels that were updated were added were they? For example my level tunnel hasn't been updated yet.
I had downloaded this, but I didn't add it to the update archive, oh well. It'll be in next time.
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Re: ASMBXT Dev Kit *UPDATE*

Post by Shinoda »

Freakin' Meta in world 1 crashes on me with the latest update. (It didn't in the previous ones). It gives me the runtime error whatever number every time. (Same message as that level that kept crashing in Tower of Biased)

Not sure if you've changed anything related to that level in the last update but if you did, something is up. It sucks because it's one of my favorites of World 1.
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SAJewers
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Re: ASMBXT Dev Kit *UPDATE*

Post by SAJewers »

Here's an update to the devkit, with the new updated levels, plus the hubworld sections now wrap around.

Download Update

Download Full Devkit
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Re: ASMBXT Dev Kit *UPDATE*

Post by shaman »

SAJewers wrote:Here's an update to the devkit, with the new updated levels, plus the hubworld sections now wrap around.

Download Update

Download Full Devkit
this full devkit contains all previous updates?
is this videogames?
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SAJewers
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Re: ASMBXT Dev Kit *UPDATE*

Post by SAJewers »

shaman wrote:
SAJewers wrote:Here's an update to the devkit, with the new updated levels, plus the hubworld sections now wrap around.

Download Update

Download Full Devkit
this full devkit contains all previous updates?
Yes. Everytime I make an update, I reupload the devkit with the changes.
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Re: ASMBXT Dev Kit *UPDATE*

Post by shaman »

8flight wrote:SAJewers on the next dev kit update can you order the gimmick levels according to the difficulty. You can find it on the wiki: http://asmbxt.wikia.com/wiki/World
Super Demo 128 is supposed to be the one before the last gimmick level (the one in the final world) because of the life-farming possibilities. gimmick levels shouldn't be ordered by difficulty, they're only for the gimmicky fun
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SAJewers
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Re: ASMBXT Dev Kit *UPDATE*

Post by SAJewers »

shaman wrote:
8flight wrote:SAJewers on the next dev kit update can you order the gimmick levels according to the difficulty. You can find it on the wiki: http://asmbxt.wikia.com/wiki/World
Super Demo 128 is supposed to be the one before the last gimmick level (the one in the final world) because of the life-farming possibilities. gimmick levels shouldn't be ordered by difficulty, they're only for the gimmicky fun
I kind of agree. Besides, If raocow chose to end on a gimmick level, Where is My Sanity? would be the worst level to end the LP with IMO, and I think it was already decided the last gimmick level was Flight Simulator.
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Re: ASMBXT Dev Kit *UPDATE*

Post by swirlybomb »

For that matter, I've noticed that sometimes completing GOTTA GO FAST! can hand out up to 30 lives at the end (but not always), because there are a lot of enemies crammed into a small space near the end. Should I leave it as-is, or move the leek farther away or something?
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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Re: ASMBXT Dev Kit *UPDATE*

Post by shaman »

swirlybomb wrote:
For that matter, I've noticed that sometimes completing GOTTA GO FAST! can hand out up to 30 lives at the end (but not always), because there are a lot of enemies crammed into a small space near the end. Should I leave it as-is, or move the leek farther away or something?
move it a little further
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SAJewers
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Re: ASMBXT Dev Kit *UPDATE*

Post by SAJewers »

New Devkit:

-Updated levels
-Dry Bones Graphic
-Fixed Bullet Bill Graphic

Update

Full Kit
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