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Submission Guidelines (READ FIRST)

The second SMBX collab!
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SAJewers
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by SAJewers »

I mean redownload it.
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by Hoeloe »

SAJewers wrote:I mean redownload it.
I already did the last time, have you uploaded a second fix?
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by SAJewers »

You probably downloaded it as It was still uploading.

EDIT: I just downlaoded it myself and tested it. It does work.
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by Holy »

I just tried it now, still doesn't work. Gets about 80 percent through then you get the "unsupported method" error.
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by Hoeloe »

SAJewers wrote:You probably downloaded it as It was still uploading.

EDIT: I just downlaoded it myself and tested it. It does work.
No, I didn't. Mediafire doesn't allow that. Most systems won't allow that.

Working on your machine and working on everyone else's machine is a totally different thing. Clearly it doesn't work on anyone else's machine, so I suggest just uploading a standard zip or rar, which are more reliable.
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by SAJewers »

It is a standard self ectracting archive, you can open it in an archive manager.
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by Holy »

Huh, yeah. I opened it in winrar and it extracted fine. I guess it's just the installer that's janky.
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by SAJewers »

Yeah, for some reason, it's choking on some file or something.

Either way, I've now reuploaded a new self extracting archive using 7zip's built-in "Create SFX Archive" rather than the modified sfx module. It won't auto-install the VS runtime, but at this point, it's probably better to field the complaints/questions from people who don't have it installed and wondering why it won't work.

Maybe something can be written into Lunaloader to check for and install if needed the VS runtimes?
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by Willhart »

SAJewers wrote:Yeah, for some reason, it's choking on some file or something.

Either way, I've now reuploaded a new self extracting archive using 7zip's built-in "Create SFX Archive" rather than the modified sfx module. It won't auto-install the VS runtime, but at this point, it's probably better to field the complaints/questions from people who don't have it installed and wondering why it won't work.

Maybe something can be written into Lunaloader to check for and install if needed the VS runtimes?
Where can I find the latest devkit, and can you update it to the first post of this thread too?
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by Hoeloe »

Extracting it rather than running it seemed to work. LunaLoader won't start a2mbxt, though, and requires you to drag and drop the exe, which is a bit of a pain.
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by Wohlstand »

Hoeloe wrote:Extracting it rather than running it seemed to work. LunaLoader won't start a2mbxt, though, and requires you to drag and drop the exe, which is a bit of a pain.
...therefore "run.bat" has been included. it already has "LunaLoader a2mbxt.exe" line
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by Hoeloe »

Wohlstand wrote:
Hoeloe wrote:Extracting it rather than running it seemed to work. LunaLoader won't start a2mbxt, though, and requires you to drag and drop the exe, which is a bit of a pain.
...therefore "run.bat" has been included. it already has "LunaLoader a2mbxt.exe" line
Ah didn't spot that. Still, it's a little awkward having 3 executable files there. Is it possible to get LunaLoader working with this devkit?
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by Wohlstand »

Hoeloe wrote:
Wohlstand wrote:
Hoeloe wrote:Extracting it rather than running it seemed to work. LunaLoader won't start a2mbxt, though, and requires you to drag and drop the exe, which is a bit of a pain.
...therefore "run.bat" has been included. it already has "LunaLoader a2mbxt.exe" line
Ah didn't spot that. Still, it's a little awkward having 3 executable files there. Is it possible to get LunaLoader working with this devkit?
then we are must build two variants of same lunaLoader: with "smbx.exe" and with "a2xt.exe", or better: "_game.exe" which will be a standard filename of executable application
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by SAJewers »

Willhart wrote:
SAJewers wrote:Yeah, for some reason, it's choking on some file or something.

Either way, I've now reuploaded a new self extracting archive using 7zip's built-in "Create SFX Archive" rather than the modified sfx module. It won't auto-install the VS runtime, but at this point, it's probably better to field the complaints/questions from people who don't have it installed and wondering why it won't work.

Maybe something can be written into Lunaloader to check for and install if needed the VS runtimes?
Where can I find the latest devkit, and can you update it to the first post of this thread too?
I try to keep the same mediafire link: https://www.mediafire.com/folder/3fnaqy0e6n5s1/levels.

Also, corrected a few mistakes in the OP.
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by Willhart »

SAJewers wrote:
Willhart wrote:
SAJewers wrote:Yeah, for some reason, it's choking on some file or something.

Either way, I've now reuploaded a new self extracting archive using 7zip's built-in "Create SFX Archive" rather than the modified sfx module. It won't auto-install the VS runtime, but at this point, it's probably better to field the complaints/questions from people who don't have it installed and wondering why it won't work.

Maybe something can be written into Lunaloader to check for and install if needed the VS runtimes?
Where can I find the latest devkit, and can you update it to the first post of this thread too?
I try to keep the same mediafire link: https://www.mediafire.com/folder/3fnaqy0e6n5s1/levels.

Also, corrected a few mistakes in the OP.
The link for the base game says it was uploaded 2014. And it still has all the old music and old version of lua.

Edit: I'd like to update my version of the engine so I can test the new levels.

Edit: It was this link from the first post. A2XT Base Game
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by SAJewers »

Yeah, wrong link. Sorry >.>
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by Hoeloe »

Wohlstand wrote:then we are must build two variants of same lunaLoader: with "smbx.exe" and with "a2xt.exe", or better: "_game.exe" which will be a standard filename of executable application
Not necessarily. It could do a search for executable files within the same folder, or read from a config file that allows you to change the exe name. There are a number of ways to set the .exe file that runs without having it hard-coded into the application.
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by Wohlstand »

Hoeloe wrote:
Wohlstand wrote:then we are must build two variants of same lunaLoader: with "smbx.exe" and with "a2xt.exe", or better: "_game.exe" which will be a standard filename of executable application
Not necessarily. It could do a search for executable files within the same folder, or read from a config file that allows you to change the exe name. There are a number of ways to set the .exe file that runs without having it hard-coded into the application.
Okay than, this way is better
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by Kevsoft »

I would generally suggest using link file and modifying the startup commands. In addition you can set the icon and everything is fine. I could do that via config, but this would be one file more anyway.
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by SAJewers »

Or, I could just rename things.
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by SAJewers »

SAJewers wrote:Or, I could just rename things.
I've now done that. Also fixed the icon inconsistency (taskbar now no longer shows the old smbx icon). Also now includes the VC2013 redist instead of the VC2012 redist.

If for some reason you want the updated exe files.
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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Post by Hoeloe »

I've just created a shortcut file outside the Main Game folder that opens LunaLoader with the required argument. Pretty easy to set up, too.

EDIT: Having said that, I'm now getting a really weird bug where all Goombas face to the left regardless of the direction they're walking. No idea what's causing this.

EDIT EDIT: Sorry, was me being stupid. Because there's no World folder in the most recent devkit, I made one and copied over some levels from an older version. I'd forgotten to copy over the world-based npc config files too. Might be worth adding those into the devkit, rather than leaving it up to the user to copy from an older version.

It does seem like the music volume is really low in the new devkit though, which is quite odd.
Last edited by Hoeloe 8 years ago, edited 4 times in total.
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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Post by SAJewers »

Yeah, that works too.
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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Post by Wohlstand »

I'v been found wrong musics in a latest dev-kit: smb3-world1.ogg and smb3-world7.ogg are was wrongly sampled (when I tried a test I'v got a shit quality). Sample rate must be 44100 hz. Fixed versions are will be included with upgraded A2XT config pack for PGE and with A2XT version of the LunaLUA package (I always giving able to download full assemble SMBX+LunaLUA for people who are hasn't SMBX or are wanna take "Ready-To-Play" package instead of manual installing)
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Re: Level Submission FAQ/Notes (Download Base Game/Devkit Here)

Post by SAJewers »

Huh. I'll fix that.

EDIT: smb3-world7.ogg is now fixed. smb3-world1 appears to have the right sample rate.
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