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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Sat Jan 23, 2016 6:45 pm
player:mem master race
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HenryRichard
- Reznor

- Posts: 2843
- Joined: Mon Dec 23, 2013 12:09 pm
- Flair: Is this where I type my password?
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Postby HenryRichard » Mon Jan 25, 2016 5:59 pm
So I made a little update to inputs.lua. I've contacted RockyTheChao about it and he said it's fine if I share it, so without further ado,
I present:
INPUTS2.LUA
yay
...It's not much of an update, but it makes it support multiplayer. I'm planning on eventually implementing a few more things, but there isn't really that much more you can add.
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
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Postby Wohlstand » Thu Jan 28, 2016 5:14 am
Hello!
Yesterday we are migrated PGE Project's and LunaLUA main site to a new server and we now finally have a separated domain name.
New location of PGE Project and LunaLUA downloads, PGE-Wiki ("home" of LunaLUA documentation), PGE Forums, etc. is here: http://wohlsoft.ru.
All links from engine.wohlnet.ru will be automatically redirected to a new place!
- New server is going to be much faster for America, Australia and Asia (continents which are located far out off Moscow city)
- More stability
- Much more disk space for a file storing!
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
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Postby Wohlstand » Thu Jan 28, 2016 3:16 pm
I cloud port PGE Boxes where are message box, question box, menu box, and text input box
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Kevsoft
- Ripper II

- Posts: 375
- Joined: Sun Jul 27, 2014 8:03 am
Postby Kevsoft » Sat Jan 30, 2016 3:22 am
LunaLua v0.7.3 is finally released. I apologize for the long waiting, but there where a lot of critical changes in this version.
Please make sure that your CC12 level is working with this version!
So here is the changelog:
* Custom images can now be drawn behind SMBX sprites.
* Hardcoded images can now be patched via hardcoded-*.png
* Added new compareLunaVersion for version checking
* Added new event onKeyboardPress which handles raw keyboard input
* Added new draw function (Graphics.draw [Named args])
* Added new OpenGL drawing system (Graphics.glDraw [Named args])
* Added new lua based pause function: Misc.pause, Misc.unpause, Misc.isPausedByLua
* Improvement [LunaLua]: Refactored mainV2.lua for better performance and smaller code
* Added new function for better controlling the loop: onTick, onTickEnd, onDraw, onDrawEnd
* Improvement [LunaLua]: onHUDDraw and onCameraUpdate now has the camera index as argument.
* Improvement [LunaLua]: onMessageBox can now be cancelled
* Added FIELD_BOOL which can be used for the mem-functions.
* Added NPC.get overload with only the npc-id as argument.
* Bugfix [LunaLua]: SMBX doesn't crash anymore, if you pass nil to some LunaLua functions.
* Improvement [LunaLua]: The max npc id is now 300
* Added NPC:harm
* Bugfix [LunaLua]: Tiles can now correctly be replaced with PNGs.
* Bugfix [LunaLua]: PlayerSetting.height was pointing to players width
* Extended Camera class
* Bugfix [LunaLua]: Cheat defines now don't reset.
* Added registerCustomEvent, so you can create custom events from your APIs.
* Added event onCameraUpdate and Camera.x, Camera.y is now writeable.
* Added a lot of new world map classes.
* Added Misc.doPSwitchRaw - You can now trigger the raw P-Switch effect.
* Added Misc.doPSwitch - You can now trigger the full P-Switch effect.
* Added Misc.doBombExplosion - You can now spawn bomb explosions.
* Bugfix [LunaLua]: Misc.resolveFile and Misc.resolveDirectory don't crash anymore and works faster now.
* Bugfix [LunaLua]: Some unreliability of Animation.spawn has been fixed.
* Bugfix [LunaLua]: Level sounds.ini now works correctly when using from the main game
* Bugfix [LunaLua]: Hitboxes and offsets are now reset before loading a new level or world
* Bugfix [LunaLua]: Misc.loadEpisode now works also without Autostart ini file.
* Added onStart - This event is the better "onLoad". This event will be executed, when SMBX is running the first frame.
* Fixed music.ini bug which wasn't supported track number suffix for NSF/HES/etc. multi-track musics
* NPCs can now be killed, even if they are hidden.
* Add width/height properties to LuaImageResource.
* Allow onNPCKill to be cancelled.
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TDK
- Phanto

- Posts: 1440
- Joined: Wed Nov 11, 2015 12:26 pm
- Flair: Retired
Postby TDK » Sat Jan 30, 2016 2:08 pm
Is there any way to prevent the player from interacting with a block?
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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 » Sat Jan 30, 2016 2:56 pm
TheDinoKing432 wrote:Is there any way to prevent the player from interacting with a block?
Wouldn't it be easier just to make it a BGO?
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TDK
- Phanto

- Posts: 1440
- Joined: Wed Nov 11, 2015 12:26 pm
- Flair: Retired
Postby TDK » Sat Jan 30, 2016 3:05 pm
PixelPest wrote:TheDinoKing432 wrote:Is there any way to prevent the player from interacting with a block?
Wouldn't it be easier just to make it a BGO?
Unfortunately, I'm reaching the background limit for the level I'm making.
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Emral
- Cute Yoshi Egg

- Posts: 9887
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sat Jan 30, 2016 3:34 pm
TheDinoKing432 wrote:PixelPest wrote:TheDinoKing432 wrote:Is there any way to prevent the player from interacting with a block?
Wouldn't it be easier just to make it a BGO?
Unfortunately, I'm reaching the background limit for the level I'm making.
You can use the ghost house backgrounds to substitute for monotone background object clusters.
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lotus006
- Spike

- Posts: 284
- Joined: Thu Sep 24, 2015 12:59 am
Postby lotus006 » Sat Jan 30, 2016 3:39 pm
You can use colliders and make whatever you want to the block when the player touch the collider !
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lotus006
- Spike

- Posts: 284
- Joined: Thu Sep 24, 2015 12:59 am
Postby lotus006 » Sat Jan 30, 2016 11:25 pm
Wohlstand wrote:
I cloud port PGE Boxes where are message box, question box, menu box, and text input box
If its possible I think is on the same kind, but can you port a code that can show us a CursorPos this should be very usefull
Thanks in advance 
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underFlo
- Wart

- Posts: 4456
- Joined: Mon Jul 14, 2014 10:44 am
- Flair: sup im lesbiab
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Postby underFlo » Sun Jan 31, 2016 5:42 am
Just a fyi for everyone using Graphics.draw in 0.7.3, opacity doesn't work due to a bug. This will probably get fixed in the next Nightly build (if it wasn't already), but there probably won't be a stable version with the error fixed until after CC12, so use a version of Graphics.drawImage in those cases.
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lotus006
- Spike

- Posts: 284
- Joined: Thu Sep 24, 2015 12:59 am
Postby lotus006 » Sun Jan 31, 2016 6:35 am
Spinda wrote:Just a fyi for everyone using Graphics.draw in 0.7.3, opacity doesn't work due to a bug. This will probably get fixed in the next Nightly build (if it wasn't already), but there probably won't be a stable version with the error fixed until after CC12, so use a version of Graphics.drawImage in those cases.
On my way opacity work well probably something enter in conflict on your side
I mean with this : Graphics.drawImageWP
but the only thing I cant do now is the text I hope opacity will coming soon on this
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underFlo
- Wart

- Posts: 4456
- Joined: Mon Jul 14, 2014 10:44 am
- Flair: sup im lesbiab
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Postby underFlo » Sun Jan 31, 2016 6:58 am
I'm talking about Graphics.draw, not Graphics.drawImage/Graphics.drawImageWP.
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lotus006
- Spike

- Posts: 284
- Joined: Thu Sep 24, 2015 12:59 am
Postby lotus006 » Sun Jan 31, 2016 7:36 am
Spinda wrote:I'm talking about Graphics.draw, not Graphics.drawImage/Graphics.drawImageWP.
Sorry I didnt know about this one
Edit: Yep I Just tried and it's not working 
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DarkWolf658
- Snifit

- Posts: 239
- Joined: Wed Jun 24, 2015 11:43 am
Postby DarkWolf658 » Tue Feb 02, 2016 9:11 pm
Is there a lag free version of this? I'm using the luna loader version, but the game is extremely slowed down, regardless of any lua scripts running at the time. It seems that the game is running every frame, despite not having Disable Frameskip checked.
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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 » Tue Feb 02, 2016 9:13 pm
DarkWolf658 wrote:Is there a lag free version of this? I'm using the luna loader version, but the game is extremely slowed down, regardless of any lua scripts running at the time. It seems that the game is running every frame, despite not having Disable Frameskip checked.
What are your specs?
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DarkWolf658
- Snifit

- Posts: 239
- Joined: Wed Jun 24, 2015 11:43 am
Postby DarkWolf658 » Tue Feb 02, 2016 9:16 pm
Windows 7, around 1.2 gigs of ram, 32 bit system
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lotus006
- Spike

- Posts: 284
- Joined: Thu Sep 24, 2015 12:59 am
Postby lotus006 » Tue Feb 02, 2016 9:48 pm
and videocard ?
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