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zlaker
- Reznor

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Postby zlaker » Tue May 31, 2016 12:50 pm
Is there a way I can set the direction of an NPC like left or right?
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Emral
- Cute Yoshi Egg

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Postby Emral » Tue May 31, 2016 12:55 pm
zlakergirl357 wrote:Is there a way I can set the direction of an NPC like left or right?
NPC.direction = (-1 for left, 1 for right)
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RhysOwens
- Nipper

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Postby RhysOwens » Sat Jun 11, 2016 4:28 am
How do I change the projectile that an NPC throws. You could do something like that easily in LunaDLL.
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Emral
- Cute Yoshi Egg

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Postby Emral » Sat Jun 11, 2016 5:38 am
RhysOwens wrote:How do I change the projectile that an NPC throws. You could do something like that easily in LunaDLL.
The easy and lazy way to turn all NPC A into NPC B is:
Code: Select all function onTick()
local transform = NPC.get(npcID, section)
for k,v in pairs(transform) do
v.id = otherNPCID
end
end
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RhysOwens
- Nipper

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- Joined: Fri Apr 22, 2016 2:53 am
Postby RhysOwens » Sat Jun 11, 2016 1:33 pm
This was my code:
Code: Select all function onTick()
local transform = NPC.get(87, 1)
for k,v in pairs(transform) do
v.id = 1
end
end
I tried to make Bowser shoot Goombas instead of flames but he still shoots flames.
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HenryRichard
- Reznor

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Contact:
Postby HenryRichard » Sat Jun 11, 2016 1:41 pm
Change the 1 to -1.
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underFlo
- Wart

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Postby underFlo » Sat Jun 11, 2016 2:00 pm
(That's the first 1 he's talking about btw)
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RhysOwens
- Nipper

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Postby RhysOwens » Sat Jun 11, 2016 4:38 pm
Spinda wrote:(That's the first 1 he's talking about btw)
Thanks dude, it now works. Now I made Bowser shoot Rinkas. Has anyone done that?
Update = How do you fix the fact that the sprites look wrong when they are thrown as a replacement?
And how can you make SMB1 Bowser not shoot flames at all? When I set NPC-87 replacement to 0 the flame appears for only a split-second.
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h2643
- Reznor

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Contact:
Postby h2643 » Sun Jun 12, 2016 9:49 am
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Xirix
- Bob-Omb

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Postby Xirix » Tue Jun 14, 2016 7:49 am
Out of curiousity, has anyone made Horizontal moving Thwomps, or the ability to have Diagonal projectiles (Aka Mario 3 Cannons)? If not, where should I start about trying to code these myself?
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PixelPest
- Link

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Postby PixelPest » Tue Jun 14, 2016 8:27 am
Xirix wrote:Out of curiousity, has anyone made Horizontal moving Thwomps, or the ability to have Diagonal projectiles (Aka Mario 3 Cannons)? If not, where should I start about trying to code these myself?
Rednaxela used horizontal-moving "Maverick" Thwomps in a MaGLx2 level. Diagonal projectiles are much simpler and only involve making the values for NPC.speedX and NPC.speedY have the same absolute values
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S1eth
- Bot

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- Joined: Sat Apr 23, 2016 10:44 am
Postby S1eth » Wed Jun 15, 2016 9:41 am
What is the undocumented glDraw argument "sceneCoords" and how do I use it?
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Emral
- Cute Yoshi Egg

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Postby Emral » Wed Jun 15, 2016 10:49 am
S1eth wrote:What is the undocumented glDraw argument "sceneCoords" and how do I use it?
"sceneCoords = true" will set the coordinates for the verteces to be scene coordinates, rather than screen coordinates.
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Alagirez
- Ludwig von Koopa

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Contact:
Postby Alagirez » Wed Jun 15, 2016 11:00 pm
Is that possible to make the player fly (with leaf, tanooki, etc (not a blue shoe lol)) without limit? (aka Infinite flying)
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TheUNICORNTrap
- Goomba

- Posts: 2
- Joined: Sun Jun 12, 2016 7:23 pm
Postby TheUNICORNTrap » Wed Jun 15, 2016 11:18 pm
Hey I need to know if I can install this game for the mac. I am a new player and am interested in starting this out.
PLEASE reply thank you.
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S1eth
- Bot

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Postby S1eth » Wed Jun 15, 2016 11:25 pm
Camacho wrote:Is that possible to make the player fly (with leaf, tanooki, etc (not a blue shoe lol)) without limit? (aka Infinite flying)
http://www.wohlsoft.ru/pgewiki/SMBX_Player_Offsets
This page has some helpful memory addresses. Scroll down to flight related adresses.
You can use "Flight time remaining" to make sure that it does not count down while you are flying. Set it with Player:mem() http://www.wohlsoft.ru/pgewiki/Player_(class)
You probably want to check for "isFlying" first, and if true, set the "flight time remaining" to a certain value.
.
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Lukas Old Account
- Snifit

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- Joined: Sat Mar 28, 2015 3:01 pm
Postby Lukas Old Account » Sat Jun 18, 2016 4:44 am
So ehm, anyone here knows how to make a code that there is red fog that becomes less transparent each time the player walks one screen further?
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S1eth
- Bot

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- Joined: Sat Apr 23, 2016 10:44 am
Postby S1eth » Sat Jun 18, 2016 6:42 am
Lukas wrote:So ehm, anyone here knows how to make a code that there is red fog that becomes less transparent each time the player walks one screen further?
You will have two x coordinates in your level. The first one for when you want to start drawing fog, and the second one for when you want your fog to reach full opacity. (let's call them A and B)
So, you want to take the player's x (player.x) coordinate, or the player camera's x coordinate ( Camera.get()[1]x+Camera.get(){1].width ) and check if they are within your points A and B.
If you draw a single fog image, you can use Graphics.drawImageWP and set your opacity depending on the x coordinate difference of the player and point A/B.
http://wohlsoft.ru/pgewiki/LunaLua_glob ... _functions
If you want to use fog particles, look for: http://wohlsoft.ru/pgewiki/Particles.lua
Last edited by S1eth on Sat Jun 18, 2016 9:02 am, edited 1 time in total.
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RhysOwens
- Nipper

- Posts: 423
- Joined: Fri Apr 22, 2016 2:53 am
Postby RhysOwens » Sat Jun 18, 2016 7:13 am
Okay, I've loaded the Level Timer API into my level but the new UI graphics don't appear. I've tried putting those graphics into my level's folder but nothing happened.
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PixelPest
- Link

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Contact:
Postby PixelPest » Sat Jun 18, 2016 7:31 am
RhysOwens wrote:Okay, I've loaded the Level Timer API into my level but the new UI graphics don't appear. I've tried putting those graphics into my level's folder but nothing happened.
Have you actually set the timer using setSecondsLeft() and setTimerState() ?
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