LunaLua Offical Thread - SMBX Usermod Framework

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Shall I steam some LunaLua live development?

Yes
200
92%
No
17
8%
 
Total votes: 217
FanofSMBX
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby FanofSMBX » Sun Oct 25, 2015 6:19 pm

Can you make it so that the SMB3 green spiny egg you bounce off of it with a spin jump instead of defeating it?

Kevsoft
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby Kevsoft » Fri Oct 30, 2015 3:27 am

After much wait it is finally here: LunaLua v0.7.2
This version is a big milestone because it fixed some major bugs.

Here is the changelog:
Spoiler: show
* Extended Level class and World class (Overworld)
* Extended Player class
* Extended Section Class
* Extended Graphics Namespace
* Extended Block class
* Extended NPC class
* Added Section Namespace (Static functions for Section class)
* Added some new Defines (Defines.* namespace)
* Added switch between letterbox-mode (forced 4:3) or scretched-mode via F4
* Bugfix [LunaLua and SMBX Engine]: Decimal numbers now work perfectly in layer speed and npc codes (Thanks to DarkMecha for testing!)
* Bugfix [LunaLua and SMBX Engine]: Fullscreen in the level editor works again!
* Added printTextWP, drawImageWP, drawImageToSceneWP which enables rendering with priority settings (also known as Z-Index)
* Added sounds.ini on level-basis

Axiom
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby Axiom » Fri Oct 30, 2015 5:47 pm

Beautiful :D Can't wait to play with all the new features.

Kevsoft
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby Kevsoft » Sun Nov 01, 2015 1:51 am

For those who downloaded LunaLua and missing "FreeImage.dll", I did update the package. I apologize for that!

Valentine
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby Valentine » Sun Nov 01, 2015 6:43 am

So where should i download the new version then? Because i downloaded it from the link in halloween hypnosis and it doesn't seem to work.

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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby underFlo » Sun Nov 01, 2015 7:12 am

Frozen Boo wrote:So where should i download the new version then? Because i downloaded it from the link in halloween hypnosis and it doesn't seem to work.
http://engine.wohlnet.ru/LunaLua/

Valentine
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby Valentine » Sun Nov 01, 2015 8:24 am

That's where i already downloaded it twice from, I also downloaded it again to see if it would work now but nope

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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby Emral » Sun Nov 01, 2015 8:47 am

Frozen Boo wrote:That's where i already downloaded it twice from, I also downloaded it again to see if it would work now but nope
only update, full installation or full installation with vanilla and launcher?

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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby Valentine » Sun Nov 01, 2015 9:01 am

the only one i didn't do was the full installation with vanilla launcher (Which is what i'm currently downloading)

Edit: It downloaded and it doesn't work so none of them work apparently?

Kevsoft
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby Kevsoft » Sun Nov 01, 2015 9:41 am

I love the words "doesn't work". Could you specify it more?

Valentine
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby Valentine » Sun Nov 01, 2015 9:48 am

Image
do i need to specify more?

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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby Wohlstand » Sun Nov 01, 2015 2:20 pm

Frozen Boo, please redownload "update only" again, that issue because me: I forgot to notify Kevsoft to remove already generated zip's when he puts new files into same folder of same version.
How LunaLUA repo works:
We are have multiple folders with various content:
- LunaLUA itself of different versions
- Common dependencies folder (it contains all libraries which LunaLUA uses itself)
- Music packs (for A2XT and for SMBX)
- Sound packs (for A2XT and for SMBX)
- Basegame (hexed exe's for A2XT and for SMBX, and Vanilia+Launcher)
- Fullgame files (Contains hexed and Vanilia+Launcher exes and everything: graphics and default episodes, except musics, sounds, lunalua dependecies).

When you trying to download one of version (update only, full build or full build of entire SMBX-game with pre-installed LunaLUA), you runs a script which checking out for already-packed zip file. If that file wasn't found, it packs data which listed below into that zip and then returns a download link to you. The mistake was because when you adding new file into one of data folders without removing of generated zip, the old zip is still available

Darkonius Mavakar
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby Darkonius Mavakar » Sun Nov 01, 2015 4:48 pm

So like, i redowloaded lua 3 times, but it just won't work for some reason, it freezes the moment the editor or "start game" thing opens, so like, anyone know what's going on...?
(i've tryed to describe the problem as well as i could)

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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby TheGoatsefaceKilla » Sun Nov 01, 2015 11:04 pm

I spent about half a day fiddling with the latest build and figured out a way to recreate the SMB flagpole level end ... mostly

This link contains the commented LUA code, as well as a demo level. Here's some more documentation:
  • The only values you should change are the constants up top. POLE_POSITION is the most important value, it's the XY coordinates of the flag at the top of the flagpole. POLE_SECTION is also important, the other values only need to be changed if you use a different fanfare or have different spacing between the flag and your exit.
  • The fanfare must include a slide noise at the front of the track for this script to work. The included fanfare works just fine for this, use it in your own works if you want.
  • To prevent flag jumpers from breaking the script, I added invisible walls above the pole. You can forgo these if you're confident the player can't clear your flagpole.
  • The pole needs a foreground block layer ("Flag") and a background layer ("NoFlag"). Make the bottom 2-3 pole blocks in the "Flag" layer, add 2-3 background poles in the "NoFlag" layer, then disable the "NoFlag" layer.
  • The warp out is a door warp that points to another level or the world map. This image should help: Image
And there you go! Feedback is appreciated, and have fun building!

Kevsoft
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby Kevsoft » Mon Nov 02, 2015 2:06 am

Darkonius Mavakar wrote:So like, i redowloaded lua 3 times, but it just won't work for some reason, it freezes the moment the editor or "start game" thing opens, so like, anyone know what's going on...?
(i've tryed to describe the problem as well as i could)
Okay this is weird,

you can however help me by doing following steps:
1.) Download this utility: https://technet.microsoft.com/en-us/sys ... 96900.aspx and copy the executable (procdump.exe) into the smbx folder.
2.) Go to the smbx folder and start smbx.
3.) Go to the smbx folder and then write "cmd" in the windows explorer address bar
4.) If the command prompt is open then write following command:

Code: Select all

procdump -h -ma smbx.exe
TheGoatsefaceKilla wrote:...recreate the SMB flagpole...
Very nice! I just tested it and it works brilliant. My main suggestion would be to bundle it into an API, so it is easier to use for others.

Darkonius Mavakar
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby Darkonius Mavakar » Mon Nov 02, 2015 3:55 pm

Uhm, it says it doesn't recognise "procdump" uuh...

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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby Wohlstand » Mon Nov 02, 2015 4:59 pm

Darkonius Mavakar wrote:Uhm, it says it doesn't recognise "procdump" uuh...
Are you was put that tool into SMBX directory with LunaLUA?

TheGoatsefaceKilla
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby TheGoatsefaceKilla » Tue Nov 03, 2015 1:07 am

Kevsoft wrote:Very nice! I just tested it and it works brilliant. My main suggestion would be to bundle it into an API, so it is easier to use for others.
Oh my, uhhhh, I don't think the wiki tutorial is working. Or I'm doing it wrong, more likely :D . I'll just leave this paste here, if anyone wants to figure out what I'm doing wrong I'll be incredibly grateful!
The API paste

And I'll throw in what I've put in my lunalua.dll, to help illustrate what I'm trying to do:

Code: Select all

FlagpoleExit = loadAPI("flagpole_exit")

local pp = {-199488, -200384} --top of flagpole
local ps = 1
local fs = "SMB1Flag.ogg"
local sl = 90
local fl = 420
local es = 0.32

function onLoad()
	FlagpoleExit.init(pp,ps,fs,sl,fl,es)
end
Thanks!

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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby PersonNamedUser » Tue Nov 03, 2015 1:24 am

TheGoatsefaceKilla wrote: local pp = {-199488, -200384} --top of flagpole
local ps = 1
local fs = "SMB1Flag.ogg"
local sl = 90
local fl = 420
local es = 0.32

function onLoad()
FlagpoleExit.init(pp,ps,fs,sl,fl,es)
end[/code]

Thanks!
This should be a luascript in the next lunalua update.

TheGoatsefaceKilla
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby TheGoatsefaceKilla » Tue Nov 03, 2015 9:07 am

SuperMario12345 wrote:This should be a luascript in the next lunalua update.
I wouldn't go that far. Even if it actually worked, there's still a bunch of stuff (animated flag slide, sliding sprite for all possible characters, fireworks etc.) that would need to be added to make it comprehensive enough for official release. Thanks for the support though!


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