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Re: THE PLAN
Posted: 17 Jun 2017, 20:58
by SAJewers
Yeah, that works. If people want to make levels, let them make whatever, and we can work with them to make it good.
Re: THE PLAN
Posted: 17 Jun 2017, 21:46
by Rixithechao
ztarwuff wrote:
Oh... I see. I wasn't aware of unpleasantness.
Guess that means I'll have to redo my Castle level based on whatever levels you find to replace his.
I'm still doing the boss and the changes you requested in PM for Belissimo, so I can include something from the new level once that's been decided.
SAJewers wrote:
Yeah, that works. If people want to make levels, let them make whatever, and we can work with them to make it good.
It's up to Hoeloe how much to bother with these points, but if I may:
- We've got the story mostly ironed out at this point, and ideally we'd want any self-contained plots or developments in new levels to complement that rather than create inconsistencies. I'd personally advise against using the uncles outright just to be safe, or at least running ideas involving them by us in the Ep. 2 story thread so we can make adjustments to the game's story or come to a compromise if necessary.
- I'd personally still like to see more than a few do-a-thing-out-of-town sidequests in the game, so if any other town devs want to do something like that, this would be their chance to make a level themselves or work with another level dev to include an optional secondary challenge that a quest could be built around.
- While we're not having people claiming levels in advance, Enjl has offered to do the W1 intro level to replace Welcoming Season and I'd like to handle one of the levels I mentioned in the ispoiler if circumstances allow it. As promised, here's a bit more detail on my ideas and reasons:
Re: THE PLAN
Posted: 17 Jun 2017, 22:48
by SAJewers
Again, I'm not Hoeloe, but unless you manage to get a lot of interest, it should just be first come first serve at this point.
Re: THE PLAN
Posted: 17 Jun 2017, 23:06
by Rixithechao
The only thing I'm actively discouraging is making levels built around stuff like, for example, "Uncle @sbestos' secret underwater volcano laser correction surgery in space" for a slot before @sy is even introduced in the game (though that'd be a neat concept for a standalone level), and even then there's some wiggle room. Everything else is just "it'd be great if" but far from mandatory.
Re: THE PLAN
Posted: 17 Jun 2017, 23:28
by SAJewers
yeah, fair enough.
Re: THE PLAN
Posted: 24 Jun 2017, 08:45
by Mabel
bruh. of all people,Willhart? how?
anyways, im bored out of my mind waiting, how about I pitch in if theres room? I actually did have a few ideas for an out-of-town quest possibly requiring to go to an earlier world level(not sure of a good reward but i can come up with that later i guess)
Re: THE PLAN
Posted: 24 Jun 2017, 17:05
by Hoeloe
Mabel wrote: ↑6 years ago
bruh. of all people,Willhart? how?
anyways, im bored out of my mind waiting, how about I pitch in if theres room? I actually did have a few ideas for an out-of-town quest possibly requiring to go to an earlier world level(not sure of a good reward but i can come up with that later i guess)
Currently we're waiting on some beta 4 tech and stability updates to get the devkit up and running. After that there are still some more levels needed, so there's definitely room.
Re: THE PLAN
Posted: 25 Jun 2017, 05:34
by Rixithechao
It's also worth noting that there will be standardized rewards for sidequests that we'll be assigning during the testing and balancing phase. You're free to add a secondary reward, like unlocking a new quest or section of the town, dialogue changes for npcs, discounts in the town's powerup shop, etc, but the primary reward of every sidequest will be one of the following:
- A leek
- A bundle of raocoins
- A collectible card
- A costume
Re: THE PLAN
Posted: 25 Jun 2017, 21:52
by Mata Hari
Hoeloe wrote: ↑6 years agoCurrently we're waiting on some beta 4 tech and stability updates to get the devkit up and running. After that there are still some more levels needed, so there's definitely room.
How are you planning to solicit extra levels
Re: THE PLAN
Posted: 25 Jun 2017, 22:07
by Hoeloe
Mata Hari wrote: ↑6 years ago
Hoeloe wrote: ↑6 years agoCurrently we're waiting on some beta 4 tech and stability updates to get the devkit up and running. After that there are still some more levels needed, so there's definitely room.
How are you planning to solicit extra levels
There are a few outstanding, and we will contact those people first. Then it's just a case of putting out a call for more levels. I shouldn't think we'll have problems finding people willing to make them, especially since we're encouraging the use of Beta 4 tech.
Re: THE PLAN
Posted: 22 Jul 2017, 00:56
by Awakenyourmind
I can make more levels. :) I'm pretty quick when it comes to making levels, that are still great. I've been wanting to get back into level making / hacking for awhile, but haven't had a good reason!
Re: THE PLAN
Posted: 22 Jul 2017, 01:03
by pholtos
I spoke about this on the discord but if you need a guy to make a level, I'm available.
(Also still hoping my code bit gets successfully added to the castle.)
Re: THE PLAN
Posted: 23 Jul 2017, 10:39
by Jongseok
I really really want to make a A2MBXT level, but i dunno how to handle the level editor.. ANy tutorial, or whatever...?
What program is needed to make a SMBX 2.0 level?
Re: THE PLAN
Posted: 24 Jul 2017, 19:16
by Zha Hong Lang
Jongseok wrote: ↑6 years ago
I really really want to make a A2MBXT level, but i dunno how to handle the level editor.. ANy tutorial, or whatever...?
What program is needed to make a SMBX 2.0 level?
Can you run the launcher for SMBX2? It has a link to the editor at the start. However,
make sure that you use Lunatester for testing your levels because the alpha tester is for PGE, not for SMBX.
Re: THE PLAN
Posted: 25 Jul 2017, 22:22
by Jongseok
Zha Hong Lang wrote: ↑6 years ago
Jongseok wrote: ↑6 years ago
I really really want to make a A2MBXT level, but i dunno how to handle the level editor.. ANy tutorial, or whatever...?
What program is needed to make a SMBX 2.0 level?
Can you run the launcher for SMBX2? It has a link to the editor at the start. However,
make sure that you use Lunatester for testing your levels because the alpha tester is for PGE, not for SMBX.
So, I need to use PGE Editor, not old smbx 1.3 editor. I got it. Thank ya! Any tutorial??
Re: THE PLAN
Posted: 25 Jul 2017, 23:58
by Zha Hong Lang
I haven't been able to look at this yet, but here's a youtube playlist for the basics:
https://www.youtube.com/playlist?list=P ... 6jdo_zfT44_
As for Lua, you're best starting off
here, and asking questions on
Codehaus if you don't understand something.
Re: THE PLAN
Posted: 26 Jul 2017, 00:37
by Rixithechao
Couple quick notes to follow up on that:
1) The link is broken but if you copy the full address and add the underscore to the end, it works.
2) It looks like those tutorial videos use the deprecated LunaDLL autocode language. LunaLua is capable of everything autocode can do and so much more, and Lua code is much easier to read and debug.
Re: THE PLAN
Posted: 27 Jul 2017, 02:12
by Awakenyourmind
Let me know if you want me to make a level before I start one. I'd hate to make one for nothing.
Re: THE PLAN
Posted: 22 Sep 2017, 14:28
by Waddle Derp
I'd love to contribute to this but it's a little unclear to me wether or not anything in terms of levels needs to be done or wether there are requirements for designing for this. Please let me know if there's anything I can do to help out in terms of level designing.
Re: THE PLAN
Posted: 22 Sep 2017, 15:24
by Zha Hong Lang
As far as I know A2X2 is reaching its final stages? I'm hearing about work on the final castle and the final boss over in discordhaus, but I guess that it remains to be known what the exact progress is.
Re: THE PLAN
Posted: 22 Sep 2017, 17:45
by Rixithechao
We're jumping around with things. Hoeloe and Enjl are working on the final (story) level and some stuff is being done with the W8 castle to prepare it for folks getting their hands on it again (some visual and structural polish to the rooms connecting the different sections, cleaning up the existing code and setting up a structure for contributors to have self-contained code for their sections, etc), but don't take those as any indication of when the devkit will be ready. There's still quite a bit left to do.
When we are ready, however, we'll be releasing a devkit that includes a private build of SMBX2 Beta 4 for folks to make/finish the remaining levels and towns with.
Re: THE PLAN
Posted: 22 Sep 2017, 18:00
by Rixithechao
That said, here's some of the stuff we recently shared in discordhaus:
Custom pause menu
A2X2-specifc NPCs placeable from within the editor (more have been added since this screencap)
Town devs can use those chests as an alternative source of rewards if they're not up for making minigames or sidequests
Leek sanctuaries
And here's a thing that I don't think was shown in discordhaus: the costume-changing booth
Re: THE PLAN
Posted: 22 Sep 2017, 22:03
by raocow
this is gonna be unrecognisable as being from smbx, haha
Re: THE PLAN
Posted: 23 Sep 2017, 00:04
by Emral
raocow wrote: ↑6 years ago
this is gonna be unrecognisable as being from smbx, haha
psh, immediately recognised by the 4:3 aspect ratio tbh
Re: THE PLAN
Posted: 23 Sep 2017, 12:07
by SAJewers
Enjl wrote: ↑6 years ago
raocow wrote: ↑6 years ago
this is gonna be unrecognisable as being from smbx, haha
psh, immediately recognised by the 4:3 aspect ratio tbh
inb4 someone codes in 16:9 aspect ratio