MaGL X2 Discussion - MaGL X2 Lands TOMORROW. GET. HYPE.

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Rednaxela
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Rednaxela »

Horikawa Otane wrote:Image
:roll:
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Dr. Freeman
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Dr. Freeman »

A super quick question. I'm almost done with my level (and I had to remake the 2nd half from scratch because the original draft was either way too breakable, or too stupid. Either way, not fun.) but a small roadblock is that I've seen in the past that it's possible to change a boss battle's health. Is this something that is only possible with LunaDLL, or can it be done without it?
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Dragon Fogel »

Dr. Freeman wrote:A super quick question. I'm almost done with my level (and I had to remake the 2nd half from scratch because the original draft was either way too breakable, or too stupid. Either way, not fun.) but a small roadblock is that I've seen in the past that it's possible to change a boss battle's health. Is this something that is only possible with LunaDLL, or can it be done without it?
It's not possible in vanilla, though you have options to sort of fake it.

-If you want a boss to have more health, the closest you can do is have multiple phases where a new boss spawns after the previous one is defeated.
-If you want a boss to have less health, use an event to deal damage before the fight begins. One example I remember being mentioned in the discussion thread last year was setting something up where shells or bombs were hitting a Mother Brain but the graphics were altered to make it look like the enemy was "powering up".
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Zygl »

Dr. Freeman wrote:A super quick question. I'm almost done with my level (and I had to remake the 2nd half from scratch because the original draft was either way too breakable, or too stupid. Either way, not fun.) but a small roadblock is that I've seen in the past that it's possible to change a boss battle's health. Is this something that is only possible with LunaDLL, or can it be done without it?
That's a LunaDLL thing, yeah. A very easy one though, it takes all of one command: SetHits.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Njord_Nytilflytter »

I need a little help with I think event stuff? I am using the vanilla editor because reasons and I have it set to start the level out with a message showing up. Unfortunately the message plays again if you restart from the midpoint, does anyone know how I can make this not happen? I do not have the strongest grasp on the events menu yet to be honest.
I really need to be more active here.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Dragon Fogel »

Start the level with the player on top of an axe and set the event to happen "on death" for the axe.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by YelseyKing »

Horikawa Otane wrote:I am pleased to announce that, as of this year, raocow will be using a live facecam for MaGL X2…
Horikawa, the master troll. :lol:
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by FusionWarrior »

As the end draws near I think the Entrants should start thinking about doing an "unofficial, ungraded" collab where we try to make a good level using the rejected names we got, for a laugh. Kind of an unofficial DLC for this year's MaGL X, or an episode 2 so to say? Would anyone else be interested? Being not a contest it would come second to everything here. Just an idea!
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Mystick »

Wow Horikawa, you're such a troll...
Yo'
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Njord_Nytilflytter »

Dragon Fogel wrote:Start the level with the player on top of an axe and set the event to happen "on death" for the axe.
That worked perfectly! Thank you so much
FusionWarrior wrote: "unofficia, ungraded" collab where we try to make a good level using the rejected names we got...
I rather like this idea.
I really need to be more active here.
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Post by Dog In Da Grass »

That one level name I wanted to use so baddly! I might do it but I might be distracted by other projects at this point.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Zygl »

YelseyKing wrote:
Horikawa Otane wrote:I am pleased to announce that, as of this year, raocow will be using a live facecam for MaGL X2…
Horikawa, the master troll. :lol:
Mystick wrote:Wow Horikawa, you're such a troll...
You guys have no idea. It's both glorious and terrible.
Horikawa Otane wrote:
Njord_Nytilflytter wrote:
FusionWarrior wrote: "unofficia, ungraded" collab where we try to make a good level using the rejected names we got...
I rather like this idea.
It could be a world in A2XT Episode 2?
I feel like the idea has enough potential for a full collab, personally. If people are into it, it is of course entirely contingent on whether or not enough people wanna do it to make a full collab.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by McKnackus »

I'm having this annoying issue where I can't run and change direction at the same time. At first I wasn't able to run to the left and jump at the same time, but now I can''t change direction. It happens whether I use a gamepad or a keyboard, I haven't changed any settings for controls, am not using any custom graphics and am using only vanilla smbx with no addons. It happens both when I test my level and when I play one of the preloaded games.


Any idea why?

edit: Ok now it only works with my gamepad but not my keyboard. I didn't do anything other than restart the game. weird.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Rixithechao »

Check this page to see if you have a ghosting issue. It's a design flaw with a lot of digital keyboards that prevent certain keys from being pressed simultaneously. My laptop has this problem. My gaming laptop. A laptop built for gaming.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by FusionWarrior »

Zyglrox Odyssey wrote:
Horikawa Otane wrote:
Njord_Nytilflytter wrote: quote="FusionWarrior" "unofficial, ungraded" collab where we try to make a good level using the rejected names we got...

I rather like this idea.
It could be a world in A2XT Episode 2?
I feel like the idea has enough potential for a full collab, personally. If people are into it, it is of course entirely contingent on whether or not enough people wanna do it to make a full collab.
The beautiful thing is it could start as either one... and whichever it becomes is simply a result of it's growing process...

All I know is I want to make a level inspired by Larn because it would make a fun challenge!


edit: I has a tired.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Dragon Fogel »

As a first step towards this collab idea, I've just finished combing through last year's version of this thread for rejected level names. Haven't checked for duplicates or compared to levels that got into MAGL X yet, though.

I don't know yet if I'll participate beyond gathering names for people's convenience, but it does sound like a fun idea and I'd like to help out with it.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by RoboTrain »

Oh gosh, I'm definitely on board for this. I really loved my unused level names, so this sounds like a fortuitous opportunity.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Dragon Fogel »

Update: Sorted through duplicates and level names actually used in MAGL X, though some of the remaining are very very similar. There's a few that have the same name as an actual MAGL X level with a few words added on.

I may start trawling this thread tomorrow, or I may wait for the deadline to pop up so this is officially locked.
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Post by Dragon Fogel »

Oh, okay, I was a bit confused because last year it looked like a bunch of discussion moved to the Received Levels thread. But now that I think about it, some of the talking in the Discussion thread was after the deadline anyways.

Seeing the full archive sounds pretty fun even if the "rejected levels" project ends up being small. Does that include last year's names?
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Dragon Fogel »

Ah well. At least my archive-trawling was useful, then. I just checked and I grabbed 216 names in total, so people definitely won't be starved for choices.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Garlyle »

I am kind of curious to do so, but mostly I want someone else with really good skills to take the name

an experiment

and see what comes of it.

Hell I just want like ten different people to take that name and do things with it without ever talking to each other and see what happens.

Also I think I'm going to start going back through rewatching the whole of MAGLX The First.
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Post by ztarwuff »

Garlyle wrote:I am kind of curious to do so, but mostly I want someone else with really good skills to take the name

an experiment

and see what comes of it.

Hell I just want like ten different people to take that name and do things with it without ever talking to each other and see what happens.

Also I think I'm going to start going back through rewatching the whole of MAGLX The First.
Well, that's easy. I've got three levels submitted to the A2XT project that fit that description already.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by SpoonyBardOL »

My level is pretty much done, but I'm not super happy with it and I'm debating whether or not I should just keep it as-is or use the extension to try and overhaul it.

I haven't touched SMBX since I did my MAGLX entry last year, and I guess I just don't have the patience for it anymore? Maybe my problem was deciding on a rather specific gimmick and trying to fit a level around it, and said gimmick kept giving me problems at every turn. As a result of it all my level is probably less than half as long as I originally wanted it to be because actually building around my gimmick turned out to be kind of tiring.

Worst thing is that I've been super busy until recently and only really got to start working on the level for real over the weekend. I haven't had time to figure out how LunaLua works, so I did everything in vanilla SMBX. I didn't even use Wohlstand's editor. So I'm not expecting to place close to first this time, honestly I'd be happy to get into the top 50% with my level being the way it is right now. Though I am really looking forward to seeing some of the crazy stuff that really creative folks can pull off with the new tools at our disposal.

I might take one more crack at it this evening to see if I can salvage a decent level out of the idea. Maybe instead of trying to expand the gimmicky section to cover another half a level, I might build a more standard level for the first half and keep the rest for the second.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Blivsey »

On the topic of An Unused MaGLX Names X Thing or w/e: I don't have any level names I could think of using for it, but maybe I could put together a little hub for it once it becomes a thing?
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Post by Dr. Freeman »

This is probably a stupid question, but I missed out on some step somewhere and I can't seem to figure out what. On the MaGLX dev kit with LunaDll installed, I created a text file in the level folder to have the SetHits code work, but when I test the level, the hits are always set to default. I tried tinkering with the section, thinking that I was wrong but it still doesn't seem to work. My only guess is that because the boss starts on a hidden layer that the frames need to be adjusted, but I'm not sure if I just made a mistake with just implementing the code properly in the first place. If all the LunaDLL files are in the folder with the engine, do you need to install or perform any other steps?
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