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Zeus guy
- Spiny

- Posts: 26
- Joined: Fri Dec 20, 2013 12:46 pm
Postby Zeus guy » Mon Apr 04, 2016 10:58 am
EDIT: BUGFIX UPDATE OOOOooOoOooooooOOOoOo. The download is at the usual place. Basically this now works.
Greetings! It is me once again. This time I bring you a cool thing which, while a bit bugged, still works greatly.
Now, you may be wondering, how does it work?
Well that's an easy one. You just need to create a layer named "Clouds" and fill it with clouds two blocks under all ceiling tiles you want to be able to walk on. To support non-small mario you need to add an extra set of clouds under the first ones, at the exact height. If it's too high or too low, it won't work. You need to find the perfect height. This gets a lot easier using the PGE editor. No longer needed. thank mr pge calibrator
To change your gravity, just touch an smb1 coin or a ring. Make them friendly if you want to use them more than once.
In order to die from falling through the ceiling you should use lava blocks or whatever.
Here's a list of everything that's possible right now:
- Walking on the ceiling!
- Jumping on the ceiling!
- Stomping goombas with your head!
And here is the new download link.
Weird definitely-not-mario-playable included because I'm too lazy to flip mario's sprites lol Rip laziness. Will be missed.
Tileset not included
Planned content for next version:
- Making the player being able to duck on the ceiling without it being bugged
- Using npcs to make the placing of the Clouds layer easier (And also to make the player not be one pixel above the ceiling (?))
Last edited by Zeus guy on Fri May 27, 2016 3:31 pm, edited 3 times in total.
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zlaker
- Reznor

- Posts: 2844
- Joined: Fri Dec 20, 2013 1:46 pm
Postby zlaker » Mon Apr 04, 2016 11:10 am
Hey this is actually pretty cool dude. Nice job!
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Postby PixelPest » Mon Apr 04, 2016 11:57 am
Pretty cool, although there's a few issues in your code. Use API.load instead of loadAPI/loadSharedAPI and why do you use onLoop() and onTick()? Your form isn't great, but overall it's pretty neat
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Zeus guy
- Spiny

- Posts: 26
- Joined: Fri Dec 20, 2013 12:46 pm
Postby Zeus guy » Mon Apr 04, 2016 12:10 pm
zlakergirl357 wrote:Hey this is actually pretty cool dude. Nice job!
Thanks!
PixelPest wrote:Pretty cool, although there's a few issues in your code. Use API.load instead of loadAPI/loadSharedAPI and why do you use onLoop() and onTick()? Your form isn't great, but overall it's pretty neat
Wait, I used loadAPI and loadSharedAPI? I thought I changed them to API.load. Same thing for the use of both onLoop and onTick.
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PixelPest
- Link

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Postby PixelPest » Mon Apr 04, 2016 12:14 pm
Zeus guy wrote:zlakergirl357 wrote:Hey this is actually pretty cool dude. Nice job!
Thanks!
PixelPest wrote:Pretty cool, although there's a few issues in your code. Use API.load instead of loadAPI/loadSharedAPI and why do you use onLoop() and onTick()? Your form isn't great, but overall it's pretty neat
Wait, I used loadAPI and loadSharedAPI? I thought I changed them to API.load. Same thing for the use of both onLoop and onTick.
Maybe you uploaded the wrong version. Also, if you're going to comment multiple, consecutive, full lines, you can use --[[ at the beginning of the first line and ]]-- at the end of the last line. It's much quicker to remove if you want to re-introduce commented lines later, instead of having to remove a ton of --'s
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Zeus guy
- Spiny

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- Joined: Fri Dec 20, 2013 12:46 pm
Postby Zeus guy » Mon Apr 04, 2016 12:20 pm
PixelPest wrote:Zeus guy wrote:zlakergirl357 wrote:Hey this is actually pretty cool dude. Nice job!
Thanks!
PixelPest wrote:Pretty cool, although there's a few issues in your code. Use API.load instead of loadAPI/loadSharedAPI and why do you use onLoop() and onTick()? Your form isn't great, but overall it's pretty neat
Wait, I used loadAPI and loadSharedAPI? I thought I changed them to API.load. Same thing for the use of both onLoop and onTick.
Maybe you uploaded the wrong version. Also, if you're going to comment multiple, consecutive, full lines, you can use --[[ at the beginning of the first line and ]]-- at the end of the last line. It's much quicker to remove if you want to re-introduce commented lines later, instead of having to remove a ton of --'s
You just made my life a lot easier. Thank you very much.
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Alagirez
- Ludwig von Koopa

- Posts: 3616
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Postby Alagirez » Mon Apr 04, 2016 7:45 pm
Now i can implement geometry dash
Will use this
i hope you will make the wave thing
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lotus006
- Spike

- Posts: 284
- Joined: Thu Sep 24, 2015 12:59 am
Postby lotus006 » Mon Apr 04, 2016 11:51 pm
Cool but how it's possible ? nice job
Next Step gravity wall  , after this we will be able to make the running corner and make mario running on wall like on Super Mario World 
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Circle Guy
- Rocky Wrench

- Posts: 645
- Joined: Mon Jan 04, 2016 9:25 pm
Postby Circle Guy » Tue Apr 05, 2016 4:36 am
i am so using this in SMGA part 2
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Zeus guy
- Spiny

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- Joined: Fri Dec 20, 2013 12:46 pm
Postby Zeus guy » Tue Apr 05, 2016 9:23 am
Camacho wrote:i hope you will make the wave thing
The wave thing? Like this?
Well I suppose I can do it. Shouldn't be too hard.
lotus006 wrote:Cool but how it's possible ? nice job 
Magic. And invisible cloud blocks.
lotus006 wrote:Next Step gravity wall  , after this we will be able to make the running corner and make mario running on wall like on Super Mario World 
I'm afraid that wouldn't be as easy as this, because this is still horizontal movement, and turning that into vertical movement would be a bit complicated I think.
Circle Guy wrote:i am so using this in SMGA part 2
Yay my thing's going to be used.
On a side note, I'm currently working on an update to this. It will slightly optimize the code, add support for ducking on the ceiling, removing the need of pixel-perfect mechanics in order to make it work, and that's it most likely.
Coming later today. Maybe.
EDIT: Forget about that, things are not working for whatever reason. It may take a bit longer than expected.
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Alagirez
- Ludwig von Koopa

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Postby Alagirez » Tue Apr 05, 2016 7:44 pm
Zeus guy wrote:Camacho wrote:i hope you will make the wave thing
The wave thing? Like this?
Well I suppose I can do it. Shouldn't be too hard.
Yes.
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PROX
- Van De Graf

- Posts: 1974
- Joined: Sun Jul 06, 2014 8:50 pm
Postby PROX » Mon May 16, 2016 11:35 pm
I wonder if you will make it so npcs will do the same thing.
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Zeus guy
- Spiny

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- Joined: Fri Dec 20, 2013 12:46 pm
Postby Zeus guy » Fri May 27, 2016 3:24 pm
I have temporarily returned from the dead to update this thing. More details up there. Some minutes after this is posted. :P
PROX wrote:I wonder if you will make it so npcs will do the same thing.
That would be complicated, but it could be made if npcs that touched the flip thing turned into another similar npc that goes up and has a flipped sprite. The only problem is that unique npcs like bosses wouldn't work with this. But I will definitely work on it when I get some time.
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Phazon1111
- Buster Beetle

- Posts: 83
- Joined: Fri Dec 27, 2013 5:24 pm
Postby Phazon1111 » Mon May 30, 2016 9:28 pm
I have a suggestion.
Try making gravity that forces you to the side of the screen.
(I feel like I could explain this better, but I think you get the idea.)
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Wed Jun 01, 2016 11:14 am
I'll definently use this in the Mosaic Group's Journey.
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7NameSam
- Bot

- Posts: 52
- Joined: Mon Dec 29, 2014 12:11 am
Postby 7NameSam » Thu Jun 02, 2016 10:08 pm
This is a neat thing you have here!
I feel like that a good next step for this Code is to make it so that you can spinjump off the bottom of enemies while upside-down
Also having the upside-down jumping affected by momentum.
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MECHDRAGON777
- Pink Yoshi Egg

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Postby MECHDRAGON777 » Thu Jun 02, 2016 10:23 pm
7NameSam wrote:This is a neat thing you have here!
I feel like that a good next step for this Code is to make it so that you can spinjump off the bottom of enemies while upside-down
Also having the upside-down jumping affected by momentum.
You mean the spin grab glitch?
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7NameSam
- Bot

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Postby 7NameSam » Fri Jun 03, 2016 11:11 am
MECHDRAGON777 wrote:7NameSam wrote:This is a neat thing you have here!
I feel like that a good next step for this Code is to make it so that you can spinjump off the bottom of enemies while upside-down
Also having the upside-down jumping affected by momentum.
You mean the spin grab glitch?
no, I meant something like this:

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DAT LUIGI FAN
- Bot

- Posts: 54
- Joined: Sun Jan 25, 2015 6:26 am
Postby DAT LUIGI FAN » Thu Jun 30, 2016 7:49 am
This must be the work of a friendly stand
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HunnyBon
- Hoopster

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- Flair: Y'ever just jhdsfhdsjkh
Postby HunnyBon » Wed Jul 13, 2016 11:40 am
This looks fantastic! I assume it works by having a separate player sprite sheet?
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