General discussion about Super Mario Bros. X.
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Wed May 13, 2015 10:11 pm
I'm wondering if its possible to make a game over screen in your project because it would be cool! 
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RudeGuy
- Bowser

- Posts: 4994
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- Flair: local guy
Postby RudeGuy » Thu May 14, 2015 8:00 am
Er... What do you mean by "game over screen"?
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glitch4
- Banned
- Posts: 2577
- Joined: Tue Dec 31, 2013 3:43 pm
Postby glitch4 » Thu May 14, 2015 8:07 am
When you lost all your lifes, the game over screen appears.
The answer: It is possible with lunadll.
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Thu May 14, 2015 9:38 am
glitch4 wrote:When you lost all your lifes, the game over screen appears.
The answer: It is possible with lunadll.
OK How do you make one?
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RudeGuy
- Bowser

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- Flair: local guy
Postby RudeGuy » Thu Jun 25, 2015 8:39 pm
glitch4 wrote:When you lost all your lifes, the game over screen appears.
Oh, I see, thanks.
SuperMario12345 wrote:OK How do you make one?
Try learning LunaLua?
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Radishl
- Guest
Postby Radishl » Thu Jun 25, 2015 9:23 pm
RudeGuy07 wrote:glitch4 wrote:When you lost all your lifes, the game over screen appears.
Oh, I see, thanks.
SuperMario12345 wrote:OK How do you make one?
Try learning LunaLua?
No you missed the point, how would you make one?
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Zeldamaster12
- Cid

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- Joined: Mon Feb 24, 2014 7:43 pm
- Flair: stop looking at my flair dangit
Postby Zeldamaster12 » Thu Jun 25, 2015 9:57 pm
His point is to learn LunaLua.
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Radishl
- Guest
Postby Radishl » Fri Jun 26, 2015 11:44 am
Zeldamaster12 wrote:His point is to learn LunaLua.
But not everyone is a seasoned lunadll pro nor has the time to learn it and it's complexities.
It seems you guys don't know lunadll either so why would you reply to a topic like this.
Think.
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Mable
- Luigi

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- Joined: Sat Dec 21, 2013 4:23 am
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Contact:
Postby Mable » Fri Jun 26, 2015 12:04 pm
Radishl wrote:Zeldamaster12 wrote:His point is to learn LunaLua.
But not everyone is a seasoned lunadll pro nor has the time to learn it and it's complexities.
It seems you guys don't know lunadll either so why would you reply to a topic like this.
Think.
So if we don't know lunadll either we shouldn't reply yet you reply and didn't help either?
I do agree with ZM12 if you wanna do something like that you have to learn it he can always ask others also for help. In short if you don't learn Lunadll you can't do anything with it.
Oh also btw ZM12 talked about LunaLua not Lunadll. Just a info.
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Shidomaru
- Spike

- Posts: 256
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- Pronouns: he/him
Postby Shidomaru » Tue Jun 30, 2015 12:10 pm
I'll take the chance to ask a similar but simpler question:
I'm basically trying to display a "GAME OVER" message when the player loses his last life in my episode, which is supposed to appear during the player character's death sequence itself, right before the game boots back to the title screen.
So, using my lunadll I put this on a lunaglobal.txt file in my episode's folder:
#0
OnGlobalMem,0x00B2C5AC,0,0,1001,0,f
#1001
OnPlayerMem,+0x13C,1,0,1002,0,w
#1002
ShowText,0,300,260,3,300,GAME OVER
Basically, it's always checking if the number of lives is 0, and when it is, it checks if the player is dying. When he IS indeed dying, the "GAME OVER" text appears...
EXCEPT IT DOESN'T!  ...Does anybody know WHY? 
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Tue Jun 30, 2015 1:14 pm
Shidomaru wrote:I'll take the chance to ask a similar but simpler question:
I'm basically trying to display a "GAME OVER" message when the player loses his last life in my episode, which is supposed to appear during the player character's death sequence itself, right before the game boots back to the title screen.
So, using my lunadll I put this on a lunaglobal.txt file in my episode's folder:
#0
OnGlobalMem,0x00B2C5AC,0,0,1001,0,f
#1001
OnPlayerMem,+0x13C,1,0,1002,0,w
#1002
ShowText,0,300,260,3,300,GAME OVER
Basically, it's always checking if the number of lives is 0, and when it is, it checks if the player is dying. When he IS indeed dying, the "GAME OVER" text appears...
EXCEPT IT DOESN'T!  ...Does anybody know WHY? 
Maybe you should remove the numbers.
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Shidomaru
- Spike

- Posts: 256
- Joined: Sat Oct 11, 2014 9:24 pm
- Pronouns: he/him
Postby Shidomaru » Wed Jul 01, 2015 9:00 am
SuperMario12345 wrote:Maybe you should remove the numbers.
But WHICH numbers exactly? The code is full of them!  ...You mean these?: #0, #1001 and #1002
Can't do that because they're central to how LunaDLL works! #0 tells LunaDLL to perform the action always. #-1 would instead mean performing it only during level load, and any number from #1 to #21 means only performing it on that section of the level. Numbers from #1001 onwards are "custom events" and you use the numbers to trigger them.
So... no. I can't remove the numbers.
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Emral
- Cute Yoshi Egg

- Posts: 9866
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Wed Jul 01, 2015 9:05 am
Try checking if LunaDLL actually works
Code: Select all DEBUG PRINT
DebugPrint,-,-,-,-,Active time,-
Description -
Write some info about how lunadll is running onto the screen.
Notes -
Use this to check if anything weird is going on in your code. If you see thousands of commands
being spawned then you have a problem.
Example -
// Show debug info
DebugPrint,0,0,0,0,0,0
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Shidomaru
- Spike

- Posts: 256
- Joined: Sat Oct 11, 2014 9:24 pm
- Pronouns: he/him
Postby Shidomaru » Sun Aug 02, 2015 9:32 pm
Enjl wrote:Try checking if LunaDLL actually works
No need to check. I know it works because the level timers work and the congratulatory messages for clearing levels work too.
Update: Checked anyway... DebugPrint in lunaglobal.txt prints NOTHING.
Last bumped by PersonNamedUser on Sun Aug 02, 2015 9:32 pm.
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