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
DarkWolf658
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby DarkWolf658 » Tue Feb 02, 2016 9:57 pm

lotus006 wrote:and videocard ?
Does not suport direct x or open gl (so 90% of games)

lotus006
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby lotus006 » Tue Feb 02, 2016 11:20 pm

DarkWolf658 wrote:
lotus006 wrote:and videocard ?
Does not suport direct x or open gl (so 90% of games)
This is probably the reason why you get laggy :cry:

lotus006
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby lotus006 » Wed Feb 03, 2016 1:23 am

Is there a way to get in lunalua the same kind of text the one in dialog in game , because in Lunalua we can only have it in
Upper case, when I try to use Lower case is not working :(

underFlo
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby underFlo » Wed Feb 03, 2016 6:16 am

Use Text.print(object data, int type, int x, int y), with type ranging from 1 to 3. 3 is the default. Alternatively, you can use rockythechao's textblox API which supports custom fonts.

TvGameSmwSmbx
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby TvGameSmwSmbx » Wed Feb 03, 2016 6:33 am

Just say something here first of all I think you should test this in Windows 10 more often and get rid of all the bugs so good be safe hundred percent

Edit: and the reason why I say this cuz I'm using Windows 10 full compatible version just to be safe because Windows 10 this pick up a lot of bugs because Microsoft making really complicated here and please don't be offended

lotus006
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby lotus006 » Wed Feb 03, 2016 7:37 am

Spinda wrote:Use Text.print(object data, int type, int x, int y), with type ranging from 1 to 3. 3 is the default. Alternatively, you can use rockythechao's textblox API which supports custom fonts.
Oh god I feeling silly , i didnt know for int type thanks alot i feel very bad lol I used without this all the time !!
I will test soon asap. :D

I got a surprise also for who interressted :
http://www.smbxgame.com/forums/v ... 12#p195212

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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby Zipper » Wed Feb 03, 2016 11:46 am

TvGameSmwSmbx wrote:Just say something here first of all I think you should test this in Windows 10 more often and get rid of all the bugs so good be safe hundred percent

Edit: and the reason why I say this cuz I'm using Windows 10 full compatible version just to be safe because Windows 10 this pick up a lot of bugs because Microsoft making really complicated here and please don't be offended
I'm using Win10 and I haven't encountered any out-of-the-norm bugs so far.

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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby Wohlstand » Wed Feb 03, 2016 4:14 pm

Zipper wrote:
TvGameSmwSmbx wrote:Just say something here first of all I think you should test this in Windows 10 more often and get rid of all the bugs so good be safe hundred percent

Edit: and the reason why I say this cuz I'm using Windows 10 full compatible version just to be safe because Windows 10 this pick up a lot of bugs because Microsoft making really complicated here and please don't be offended
I'm using Win10 and I haven't encountered any out-of-the-norm bugs so far.
Try to use audio conversion utility from "Tools -> External tools -> Convert audio (SoX)" which shown on that screenshot as a place where it crashed.

Quantumenace
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby Quantumenace » Wed Feb 03, 2016 9:19 pm

The latest(?) download version of particles.lua has an annoying bug. Line 140 is:

local mag = self.falloff(1-d)*self.strength;

leaving out the * makes the program treat it as a function instead of multiplication and stops lua with an error. Besides, shouldn't it be

local mag = (1-d*self.falloff)*self.strength;

Sorry if this has already been fixed, I have no clue how to compile source code.

lotus006
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby lotus006 » Wed Feb 03, 2016 11:54 pm

Spinda wrote:Use Text.print(object data, int type, int x, int y), with type ranging from 1 to 3. 3 is the default. Alternatively, you can use rockythechao's textblox API which supports custom fonts.
I tested now and it's work but it's the range from 2.1 to 4.6 dont use it below these values because it make crashing smbx i dunno why
but the only thing i have just a question how to make custom fonts ?? I dont see nothing for this in the wiki I mean how to
make our self without api :(

and I want to ask to kevsoft if he can to make the original from the one of the hud in small text if it's possible, because
i have just the full black text and white text in lower text , it's look weird out of their dialog box :D haha
I prefer the outlined one :D

Thanks :D

Emral
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby Emral » Thu Feb 04, 2016 3:55 am

Use textblox for custom fonts.

lotus006
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby lotus006 » Thu Feb 04, 2016 4:15 am

Enjl wrote:Use textblox for custom fonts.
I wanted to test it in the early day but its in red the api i cant download it :(

Emral
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby Emral » Thu Feb 04, 2016 4:33 am

Textblox is natively included in lunalua 0.7.3 I think.

lotus006
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby lotus006 » Thu Feb 04, 2016 4:36 am

Enjl wrote:Textblox is natively included in lunalua 0.7.3 I think.
I made a search in the wiki about Textblox and no result :(
but CinematX have some use with this but no info about this :(

Emral
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby Emral » Thu Feb 04, 2016 4:40 am

After a search on the wiki you SHOULD have stumbled across the cinematx github. https://github.com/rockythechao/cinematX
On the cinematX page it's guaranteed that graphX and textblox are up to date. For examples on how you can use textblox, look no further than xmem.lua.

lotus006
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby lotus006 » Thu Feb 04, 2016 4:51 am

Enjl wrote:After a search on the wiki you SHOULD have stumbled across the cinematx github. https://github.com/rockythechao/cinematX
On the cinematX page it's guaranteed that graphX and textblox are up to date. For examples on how you can use textblox, look no further than xmem.lua.
Thanks I just found :)
I looked into this but I'm not sure how to just use text I dont want to use box :(

underFlo
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby underFlo » Thu Feb 04, 2016 5:26 am

textblox.print (int x, int y, object text, font)

lotus006
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby lotus006 » Thu Feb 04, 2016 5:38 am

Spinda wrote:textblox.print (int x, int y, object text, font)
where did you found this ?

crap I just found this after you :( Thanks :)

If found this also in textblox.lua

Code: Select all

function textblox.print (text, xPos,yPos, fontObj, t_halign, t_valign, w, alpha)
or

Code: Select all

textblox.printExt (text, {x=xPos, y=yPos, font=fontObj, halign=t_halign, valign=t_valign, width, opacity=alpha})

MidiGuyDP
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby MidiGuyDP » Thu Feb 04, 2016 11:14 am

Heyo. I had a little question I figured it would be faster to ask here then to look around.

I've been wondering, has anyone here made a Time Trail style timer?

Like one that would start at 0:00.00 (minute:second.milliseconds) at the beginning of the level, then stop once the player would get ANY kind of goal.

In other words, a way to turn the level into a time trail. :)

TDK
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Re: LunaLua Offical Thread - SMBX Usermod Framework

Postby TDK » Thu Feb 04, 2016 1:09 pm

MidiGuyDP wrote:Heyo. I had a little question I figured it would be faster to ask here then to look around.

I've been wondering, has anyone here made a Time Trail style timer?

Like one that would start at 0:00.00 (minute:second.milliseconds) at the beginning of the level, then stop once the player would get ANY kind of goal.

In other words, a way to turn the level into a time trail. :)
To make a time trial timer:

Step 1: In the editor, make an event called 'end' for when the player get the exit.
Step 2: Use this:

Code: Select all

local t = 0
local finish = false

function onLoop()
	if not finish then
		t = t + 1
	end
	local minute = tostring(math.floor(t/3900))
	local second = tostring(math.floor((t/65)) % 60)
	local cent = tostring(math.floor((100 * t/65)) %100)	
	Text.print(minute..":"..second..":"..cent ,0,10)
end

function onEvent(event)
	if event == "end" then
		finish = true
	end
end


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