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What would you add to Super Mario Bros. X?

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Murphmario
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1/2/2012, 2:55 pm
First topic message reminder :

Look at title.

I would like to add upside-down smb3 wood slopes.

Squishy Rex
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4/17/2013, 8:50 am
Well, I think personally before all of those fancy features everyone wants, I would add the diagonal codes from Mario Builder v11 (for airship cannons), the wall triangle codes, and other item codes like the Frog Suit and Blue Shell. Maybe try and combine Mario Builder, with Spriter Drag's Engine 7 and SMBX. However, to do so would require a complete teardown and rebuild, meaning that the outstanding physics that SMBX has to offer may end up down the toilet.
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4/17/2013, 5:28 pm
Yeah, I think it would. And thanks for considering my idea.
Squishy Rex
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4/18/2013, 3:38 am
TimeFlux101 wrote:
Murphmario wrote:More ideas from me!
Custom World map music
Yi and Terraria tabs
And lots more EVERYTHING (even little things)
u can already get world map music
1: u get some music and rename the file smb3-world1, smb3-world2 etc.
2: put the music in the episode folder
3; save a world map in the same folder and play the music by clicking on the button

id also add a powerup/boss MAKER!!!

The world map custom music does not work like that. You actually have to replace the mp3 in the music folder of SMBX. But beware, doing this without making a copy of the original track will mean you can't use the original anymore so make a backup.
K-leb25
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4/19/2013, 3:04 am
The most important:
Much more customization. We need many more attributes for NPCs to customize, for example:
1. Determine whether Raccoon Tail can damage enemies.
2. Whether hammers damage enemies.
3. How many hits needed to kill enemies.
4. How many hits needed from fireballs, iceballs, etc.
5. Whether a spin-jump will destroy the enemy, rebound the player off or do nothing and have the player just clip through (and getting damaged if the NPC hurts).
6. What other NPCs it throws, if it does throw anything (such as changing the Hammer Bros. so that they fire fireballs instead of hammers).
7. Whether it is completely invincible to everything (but falling into a bottomless pit of course).
8. How high it jumps.
9. Its movement acceleration (you could make a Bully that accels to full speed in an instant, making it more deadly!)
10. Whether it can swim/move freely in water but not in air (you could make a chasing Koopa Paratrooper look like a Rip Van Fish, but make it only able to move as such in water, so that when you hop out of the water, the best it can do is leap out of the water trying to get you).

For more visual customization:
1. Choose whether it has an animation for throwing things, standing still or other actions.
2. Whether it has an after-image when it moves (such as with the Roto-Disc), in which you can put in a sprite for the after-image, as well as choose how quickly the after-images appear and how long they appear for.
3. How it dies - does its death effect fly off the stage, just stay there and disappear after a while, or does it die like some of the Koopalings from SMW?


Another important thing is that objects other than NPCs should be customizable, like background objects and blocks. Maybe you want to make a certain able to be jump through from the bottom but not from the top? Maybe you want a background object to appear in front or behind of everything else? Maybe you want to change the amount of animation frames for some tiles and scenery in the world editor?
Stuff like that would greatly... GREATLY enhance the game!

Spoiler:
Squishy Rex
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4/19/2013, 3:09 am
After adding all of the necessary coding which I mentioned, those would be the next things I would add, plus maybe the ability to use txt. files to change the heights and such with BGOs, map scenery or anything that's not an NPC. I would also fix that very annoying scenery glitch which brings up an irritating Run-Time Error. I have a full list of the corrupt scenery items that you can't replace without causing the run-time error if anyone wants it.
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4/19/2013, 9:54 pm
Well, if you do this, I will support you.
K-leb25
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4/19/2013, 9:59 pm
Squishy Rex wrote:I have a full list of the corrupt scenery items that you can't replace without causing the run-time error if anyone wants it.

Sure, I'll have the list. Might help me in the future.


Also, some things that have really caught my attention since watching some SMW ROM hacks are the larger variety of line tracks and a lot more different player moves. The track lines that are used for platforms and Grinders to travel across are very limited in SMBX; you have vertical, hoirzontal and diagonal ones, but no curved ones. This would've been very handy if there were curved ones in SMBX like in SMW. Circles, ovals and other cool shapes could be made with curved track lines.
In SMW, Mario/Luigi can look up and down no matter which state they are in, which is a nice aesthetic feature that isn't present in SMBX. Another move is being able to duck while holding something. This would be extremely useful to have in SMBX, but alas you cannot do that. Also, when in a Raccoon/Tanooki suit, the player will have its own animation for when its ready to fly up. However, this animation isn't present in any other state, despite it should. Mario, Luigi, etc, when running really fast, still just act like they're jogging instead of flinging their arms behind them just like when they're in their Raccoon/Tanooki form. Also, in SMW, Mario/Luigi actually have an animation when they get Yoshi to fling his tongue out. And also in SMW, there is an animation for when they're kicking something. Little aesthetic details like this can really improve SMBX in my opinion.

Edit:
Also, being able to see how many Dragon Coins you have collected in the level so far would be another great aesthetic feature, just like in SMW.
Which brings me to another thing: how come if I got almost all the Dragon Coins in a level, while I also got a checkpoint, and then die before getting the last one, I'm brought back to the checkpoint but none of the Dragon Coins collected before the checkpoint are recorded? It's really annoying because I want to get all the Dragon Coins but once I'm brought back to a checkpoint, I just can't any more (unless I got them all before dying).
This brings me to another related topic: how come if I got a checkpoint in a level, but quickly go to another (even if it's just a toad house) and then come back to the previous level, the game starts me at the very beginning of that level? It's so frustrating especially on long levels because I spent all that time and frustration getting the checkpoint, only to lose it just because I wanted to stock up on power-ups.
Ok ok, complaing time over.


Last edited by K-leb25 on 4/23/2013, 2:06 am; edited 1 time in total (Reason for editing : Thought of something really important I should add.)
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4/22/2013, 8:31 pm
Nice ideas K-leb25.
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4/24/2013, 7:26 pm
me add the mecha sonic and metroid bosses
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4/24/2013, 7:27 pm
VERRY BETTER IDEAS K-leb25.
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