SDS 2
- Clamestarebla
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Re: SDS 2
The main thing I see that could cause problems are the player select screen and the slot machine game (if we want to do that). Of course, we could use a manual player select screen but I think it'd be neater if it used a cursor.
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Re: SDS 2
The biggest obstacle is that many of the SMB2 enemies aren't in SMBX. We'd need to work out how best to approximate them with other NPCs, NPC flags, and maybe LunaDLL codes. And then we'd need new graphics for them.
- Clamestarebla
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Re: SDS 2
Here's a list of all the enemies in SMB2:Doctor Shemp wrote:The biggest obstacle is that many of the SMB2 enemies aren't in SMBX. We'd need to work out how best to approximate them with other NPCs, NPC flags, and maybe LunaDLL codes. And then we'd need new graphics for them.
Already in SMBX
Need NPC Flag Modifications
Need to be implemented
Ninji
Shy Guy
Tweeter
Snifit (blue and red)
Snifit Gray
Beezo
Hoopster
Trooter
Flurry
Bob-omb
Albatoss
Pidget
Cobrat
Pokey
Phanto
Porcupo
Spark
Panser
Ostro
Autobomb
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Re: SDS 2
I think it's already possible to recreate the player select just using OnInput. Whenever the day comes I can explain in more detail. I'm not sure about the slot machine but I feel like that's also possible since you can scan the coin variable and roll random numbers. Not sure about the logistics off the top of my head though.
The only NPC out of that list I think you could easily make in lunadll is phanto, because it has no interactions with anything except the player and is basically just a tile that moves towards you.
The only NPC out of that list I think you could easily make in lunadll is phanto, because it has no interactions with anything except the player and is basically just a tile that moves towards you.
Last edited by Kil 9 years ago, edited 2 times in total.
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- Clamestarebla
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Re: SDS 2
Pidget is going to be the hardest to make I think because you have to make him swoop down and if you pick him up you need to have his carpet stay still, then have the carpet be controlled by the player.
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- Clamestarebla
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Re: SDS 2
I did a thing.
Before:
After:
Before:
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Re: SDS 2
sw33t
also since we'll probably be lacking several functional sprites, maybe a different stuff introduction curve could be used. Like instead of level X introducing sprite Y (which is not available) it could introduce something in the same theme, like egg shooters.
also since we'll probably be lacking several functional sprites, maybe a different stuff introduction curve could be used. Like instead of level X introducing sprite Y (which is not available) it could introduce something in the same theme, like egg shooters.
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Re: SDS 2
List of things that will require work/proxies/compromise/acceptance:
1) Missing/Different NPCs
2) Demo and Iris don't use the same health system as SMB2
3) Kood and Rao start with 3 health, health cannot be increased
4) Potion doors (I know SMBX includes them, but my understanding is that they work significantly different then in SMB2)
5) Cherries/Coins (seperate variables that have seperate effects)
6) Slot Machine
7) Phanto reacting to the key
8) The level exits (though this should be fairly simple)
9) Character select (a reasonable replacement should be easy)
10) No "super jump"
11) Iris lacks Flutter Jump
Certainly will be harder to imitate then SMB1 and probably harder to imitate then SMB3, but a reasonable homage should be doable.
1) Missing/Different NPCs
2) Demo and Iris don't use the same health system as SMB2
3) Kood and Rao start with 3 health, health cannot be increased
4) Potion doors (I know SMBX includes them, but my understanding is that they work significantly different then in SMB2)
5) Cherries/Coins (seperate variables that have seperate effects)
6) Slot Machine
7) Phanto reacting to the key
8) The level exits (though this should be fairly simple)
9) Character select (a reasonable replacement should be easy)
10) No "super jump"
11) Iris lacks Flutter Jump
Certainly will be harder to imitate then SMB1 and probably harder to imitate then SMB3, but a reasonable homage should be doable.
Re: SDS 2
1) I can probably program a perfect phanto replica but that's it
3) What's the health increase mechanic again? I don't remember
4) From what I've heard the potion thing is incredibly buggy in smbx so maybe it should be avoided
5) I don't remember the difference honestly
6) ezpz
7) Should be easy enough
10) Don't think I can do anything about super jump
11) Actually I think it'll be possible to recreate the Luigi flutter jump physics
3) What's the health increase mechanic again? I don't remember
4) From what I've heard the potion thing is incredibly buggy in smbx so maybe it should be avoided
5) I don't remember the difference honestly
6) ezpz
7) Should be easy enough
10) Don't think I can do anything about super jump
11) Actually I think it'll be possible to recreate the Luigi flutter jump physics
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- Clamestarebla
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Re: SDS 2
Can you like, copy how an npc behaves and paste it to another npc? Because Ostros can just be modified tweeters. I just looked again at the enemy list and I think those are those are the npc modifications needed:
Beezo: Grab-able Bullet Bill that is solid for the player
Trooter: Solid Podoboo
Flurry: Hurtful Bully
Albatoss: 2-wide solid Bullet Bill
Cobrat: 2-high Monty Mole
Porcupo: Resprited Spiny
Autobomb: 2-wide Mega Mole
If I recall correctly, there are 3 types of Panzers:
Red Panzers: Stand Still and shoot at angles and straight up
Green Panzers: Move around and shoot at angles and straight up
Blue Panzers: Stand Still and shoot straight up
Beezo: Grab-able Bullet Bill that is solid for the player
Trooter: Solid Podoboo
Flurry: Hurtful Bully
Albatoss: 2-wide solid Bullet Bill
Cobrat: 2-high Monty Mole
Porcupo: Resprited Spiny
Autobomb: 2-wide Mega Mole
If I recall correctly, there are 3 types of Panzers:
Red Panzers: Stand Still and shoot at angles and straight up
Green Panzers: Move around and shoot at angles and straight up
Blue Panzers: Stand Still and shoot straight up
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- Clamestarebla
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Re: SDS 2
1) See Previous Post
2) Can't you change that?
4) Duplicate section -> Replace block with -> Add npcs -> bingo
5) Don't cherries behave like they did in SMB2?
2) Can't you change that?
4) Duplicate section -> Replace block with -> Add npcs -> bingo
5) Don't cherries behave like they did in SMB2?
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Re: SDS 2
I wish. I don't think I can do anything that can't be achieved with NPCcodes. The stuff in the NPCcodes are the only modular interactions that were ever programmed into the game. Everything else is hardcoded behavior for each sprite. I was hoping you guys could get most of them to work with reskinning and NPCcode magic.Clemasterable wrote:Can you like, copy how an npc behaves and paste it to another npc?
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- Clamestarebla
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Re: SDS 2
I'll try to see if I can find a replacement for Ostros then.Kil wrote:I wish. I don't think I can do anything that can't be achieved with NPCcodes. The stuff in the NPCcodes are the only modular interactions that were ever programmed into the game. Everything else is hardcoded behavior for each sprite. I was hoping you guys could get most of them to work with reskinning and NPCcode magic.Clemasterable wrote:Can you like, copy how an npc behaves and paste it to another npc?
Edit: Found it; accelerated, solid, grab-able, 2x2, resprited SMW para-goombas.
Last edited by Clamestarebla 9 years ago, edited 1 time in total.
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Re: SDS 2
I look foward to SDS 3 more than this. I was just never a fan of the gameplay.
The slot machine can be replaced by something else entirely.
Do we have a library of lunadll tricks and files?
I'm surprise kill said that the jump can't be done. I thought anything could be done with the player. It would be a sudden increase in Y speed, like the Dra's castle in SMBX, only done with with lunaDLL.
The slot machine can be replaced by something else entirely.
Do we have a library of lunadll tricks and files?
I'm surprise kill said that the jump can't be done. I thought anything could be done with the player. It would be a sudden increase in Y speed, like the Dra's castle in SMBX, only done with with lunaDLL.
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Re: SDS 2
Would it be possible to spawn a vine launcher or something just above the player after ducking for long enough?Kil wrote:10) Don't think I can do anything about super jump
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- Mabel
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Re: SDS 2
It's in that code I posted in the lunadll help thread.Kil wrote: 3) What's the health increase mechanic again? I don't remember
- SAJewers
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Re: SDS 2
Beezo and Albatoss should both be doable using both Rippers (In the A2XT Base Game, the Geenie and green fish)Clemasterable wrote:Can you like, copy how an npc behaves and paste it to another npc? Because Ostros can just be modified tweeters. I just looked again at the enemy list and I think those are those are the npc modifications needed:
Beezo: Grab-able Bullet Bill that is solid for the player
Trooter: Solid Podoboo
Flurry: Hurtful Bully
Albatoss: 2-wide solid Bullet Bill
Cobrat: 2-high Monty Mole
Porcupo: Resprited Spiny
Autobomb: 2-wide Mega Mole
If I recall correctly, there are 3 types of Panzers:
Red Panzers: Stand Still and shoot at angles and straight up
Green Panzers: Move around and shoot at angles and straight up
Blue Panzers: Stand Still and shoot straight up
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Re: SDS 2
Timing problem, I guess, not an execution problem.darkychao wrote:Would it be possible to spawn a vine launcher or something just above the player after ducking for long enough?Kil wrote:10) Don't think I can do anything about super jump
LunaDLL would have to count frames where the player's X speed is zero and the down button is pressed(assuming no moving layers).
- swirlybomb
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Re: SDS 2
Looks a bit... fuzzy and stuff. Why not use the SNES version like with SDS1?Clemasterable wrote:I did a thing.
Before:After:
S-shouldn't we finish and release the first game before seriously talking sequels?
Just putting it out there: SDS 2 would most likely be the hardest of the three to make, in terms of replicating the original game. Besides what Weston/others listed, there's also:
-Mario 2 has pretty 'long' levels, with 'checkpoints' at every door/screen transition
-Coins being used for slot machines and Cherries being used to get stars, as well as defeating enemies to get hearts
-1-ups actually in levels are extremely rare and are mostly gained from the slot machines
-Demo/Iris don't have health like raocow/Kood(/Sheath) do, and there are no powerups
-Health increases/mushrooms being found in Subspace and only lasting until the next level
-Subspace in general; one idea is that every level has 'subspace' versions of each section and the 'subspace' areas have impassable walls here and there to keep you stuck in the area you used the potion, but they'd have to be done in such a way that you never warp into a wall...
-probably other stuff too
So I think we'd need to figure out what we can reasonably imitate, and what we're willing to change/work around.
Another thing is bosses; SMBX only has Birdo, Mouser, and Wart, leaving out Triclyde, Fryguy, and Clawgrip. Triclyde could perhaps be a reskinned/modified SMB1 Bowser/Bananasnake King...? Birdo is also eggs-only with no fireball variants, but I think that could be done with changing eggs to fireballs on a per-level basis (which means only Pink/Green versions and no Red ones, I think).
For enemies, Albatosses could be Rippers (Metroid croissant bugs) and Panzers could be reskinned/modified Hammer Bros? That'd mean no 'chase the player' or 'shoot fireballs straight up' versions of Panzers (actually, could the latter be done somehow?), but I think it'd be a reasonable option.
Although, making reskinning/making new graphics for enemies would be technically counter-productive to Superb Demo Sisters' original motive (using the 'vanilla' A2MBXT resources because everyone was using custom stuff), wouldn't it...?
Got more to discuss but I'll say it next time.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
- Whimsical Calamari
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Re: SDS 2
Hey there just popping in
Yes. Yes that should happen. That said,swirlybomb wrote: S-shouldn't we finish and release the first game before seriously talking sequels?
First of all, Subspace could have a layer with invisible axes covering every ground surface an invisible axe, attached to each warp door NPC, that triggers an event and disappears on contact (though that leads into NPC cap territory, I know). Now, since I'm not at all familiar with Lunadll, I don't know if this is possible, but maybe said event could lock the screen, using the "Use Current" screen position, with the position being dynamically entered based on the player position?swirlybomb wrote: -Subspace in general; one idea is that every level has 'subspace' versions of each section and the subspace' areas have impassable walls here and there to keep you stuck in the area you used the potion, but they'd have to be done in such a way that you never warp into a wall..."
Last edited by Whimsical Calamari 9 years ago, edited 1 time in total.
Re: SDS 2
I should test all the lunadll that might be needed and not at the last minute, so no.swirlybomb wrote: S-shouldn't we finish and release the first game before seriously talking sequels?
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Re: SDS 2
Thing about Talkhaus sequels - they tend to get stuck in development hell. A2MT? Broke. A2MBXT? Still not done after I don't know how long - probably a lot more than a year. SDS 2? Possibly doomed to go the same way.
I don't want to sound defeatist or anything, but... yeah.
I don't want to sound defeatist or anything, but... yeah.
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