Topics about events/announcements that are no longer relevant.
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Quantumenace
- Chain Chomp

- Posts: 308
- Joined: Mon Dec 28, 2015 2:17 am
Postby Quantumenace » Fri Apr 19, 2019 11:41 pm
Murphmario wrote: ↑Fri Apr 19, 2019 9:53 pm
That worked, thanks!
Ah, I think the drawback is that an NPC's downward speed is limited to 12. Edit: Maybe it's 8?
Last edited by Quantumenace on Sun Apr 21, 2019 10:55 pm, edited 1 time in total.
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Gabriel09213535
- Goomba

- Posts: 2
- Joined: Fri Apr 19, 2019 10:09 am
- Flair: friendship
Postby Gabriel09213535 » Sat Apr 20, 2019 8:03 am
Enjl wrote: ↑Fri Apr 19, 2019 12:13 pm
Gabriel09213535 wrote: ↑Fri Apr 19, 2019 10:18 am
my gif2png opens but then closes alone, what do I need to do to make it work?
I did it, thanks man, it helped me a lot.
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Emerald Galaxy
- Koopa

- Posts: 18
- Joined: Sun Apr 21, 2019 6:27 am
- Flair: =w=
Postby Emerald Galaxy » Sun Apr 21, 2019 6:32 am
Is there a way to make an animated ? block that has 6 frames? It doesn't seem possible to change the frames or framespeed for the blocks in the game.
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sun Apr 21, 2019 7:47 am
You could draw over all blocks of an ID with lua's Graphics.draw function... no clean way to do it natively at the moment, but I could make a library for it for the time being... Check back in the lunalua forum in about an hour or two.
Edit: viewtopic.php?f=101&t=23899
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cheezeeshoo
- Koopa

- Posts: 16
- Joined: Mon Mar 25, 2019 11:32 am
Postby cheezeeshoo » Sun Apr 21, 2019 12:36 pm
Why are effects sizes hardcoded now? No matter what I do, the effect of SMW Mario dying is cut to 32x32, while in other versions it is changed to 32x48, as it should be.
The same goes with npc-254(fairy), but it was present in 2.0 beta3 as well.

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marismb
- Blooper

- Posts: 152
- Joined: Mon Apr 30, 2018 12:48 pm
- Flair: I am human.
Postby marismb » Sun Apr 21, 2019 12:48 pm
What i need to do in this moment?

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Westretroman
- Eerie

- Posts: 704
- Joined: Tue Mar 29, 2016 6:50 pm
Postby Westretroman » Sun Apr 21, 2019 12:52 pm
marismb wrote: ↑Sun Apr 21, 2019 12:48 pm
What i need to do in this moment?
Place the SMBX2 folder on the desktop and run it there. I presume the problem, however, stems from the folder name of the folder that you placed SMBX2 in.
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sun Apr 21, 2019 1:09 pm
This has been a bug in Beta 3 already and hasn't been fixed yet. You can use the following code to fix it for your level though:
Code: Select all function onTick()
for k,v in ipairs(Effect.get(EFFECT_ID)) do
v.width = DESIREDWIDTH
v.height = DESIREDHEIGHT
end
end
Just replace the all-caps stuff.
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cheezeeshoo
- Koopa

- Posts: 16
- Joined: Mon Mar 25, 2019 11:32 am
Postby cheezeeshoo » Sun Apr 21, 2019 2:08 pm
Enjl wrote: ↑Sun Apr 21, 2019 1:09 pm
This has been a bug in Beta 3 already and hasn't been fixed yet. You can use the following code to fix it for your level though:
Code: Select all function onTick()
for k,v in ipairs(Effect.get(EFFECT_ID)) do
v.width = DESIREDWIDTH
v.height = DESIREDHEIGHT
end
end
Just replace the all-caps stuff.
Now it works properly, thanks for the tip.
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Emerald Galaxy
- Koopa

- Posts: 18
- Joined: Sun Apr 21, 2019 6:27 am
- Flair: =w=
Postby Emerald Galaxy » Sun Apr 21, 2019 6:28 pm
Enjl wrote: ↑Sun Apr 21, 2019 7:47 am
You could draw over all blocks of an ID with lua's Graphics.draw function... no clean way to do it natively at the moment, but I could make a library for it for the time being... Check back in the lunalua forum in about an hour or two.
Edit: viewtopic.php?f=101&t=23899
Thanks, this'll help a lot. However, I'm still not very experienced in using Lua in SMBX. Can I trouble you with a working example I can look at?
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sun Apr 21, 2019 6:44 pm
Emerald Galaxy wrote: ↑Sun Apr 21, 2019 6:28 pm
Enjl wrote: ↑Sun Apr 21, 2019 7:47 am
You could draw over all blocks of an ID with lua's Graphics.draw function... no clean way to do it natively at the moment, but I could make a library for it for the time being... Check back in the lunalua forum in about an hour or two.
Edit: viewtopic.php?f=101&t=23899
Thanks, this'll help a lot. However, I'm still not very experienced in using Lua in SMBX. Can I trouble you with a working example I can look at?
The topic I linked to after the edit has a library you can import and used like described in that topic.
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KorayD
- Hoopster

- Posts: 40
- Joined: Mon Nov 23, 2015 2:30 am
Postby KorayD » Sun Apr 21, 2019 8:33 pm
Is a custom Wiggler even possible right now? I've tried to import an 8-bit Wiggler and the Wiggler's head is approximately three blocks ahead of its body. On a turn, its head goes directly to the back of the body. I'm thinking it's a glitch, because I've even included transparency.
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sun Apr 21, 2019 9:28 pm
Without more details I won't be able to tell you what's wrong. Perhaps upload your level so I can take a look.
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marismb
- Blooper

- Posts: 152
- Joined: Mon Apr 30, 2018 12:48 pm
- Flair: I am human.
Postby marismb » Mon Apr 22, 2019 3:23 am
Uh.... what i need to do in this moment (After this two massage, background missing, and "skins" don't work)

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KorayD
- Hoopster

- Posts: 40
- Joined: Mon Nov 23, 2015 2:30 am
Postby KorayD » Mon Apr 22, 2019 5:24 pm
Enjl wrote: ↑Sun Apr 21, 2019 9:28 pm
Without more details I won't be able to tell you what's wrong. Perhaps upload your level so I can take a look.
The level has nothing to do with it. Everything is alright until you set the graphic config for the Wiggler itself. Then, what happens is that the Wiggler's head gets set to the full X value. I'm pretty sure it's broken.
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Emerald Galaxy
- Koopa

- Posts: 18
- Joined: Sun Apr 21, 2019 6:27 am
- Flair: =w=
Postby Emerald Galaxy » Mon Apr 22, 2019 9:51 pm
I have another question. How do I change the starman's invincibility duration?
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Mon Apr 22, 2019 10:38 pm
KorayD wrote: ↑Mon Apr 22, 2019 5:24 pm
Enjl wrote: ↑Sun Apr 21, 2019 9:28 pm
Without more details I won't be able to tell you what's wrong. Perhaps upload your level so I can take a look.
The level has nothing to do with it. Everything is alright until you set the graphic config for the Wiggler itself. Then, what happens is that the Wiggler's head gets set to the full X value. I'm pretty sure it's broken.
Again, I can't help unless I can take a look for myself. Your descriptions are vague and unhelpful in this scenario. There must be something you're customizing and I need to know what it is and the simplest way to do that is for you to just upload what you're trying to do so I can take a look and see what's wrong for myself.
Emerald Galaxy wrote: ↑Mon Apr 22, 2019 9:51 pm
I have another question. How do I change the starman's invincibility duration?
https://docs.google.com/spreadsheets/d/ ... 1445833103
Starman section. Jam that into a npc-293.txt file.
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Emerald Galaxy
- Koopa

- Posts: 18
- Joined: Sun Apr 21, 2019 6:27 am
- Flair: =w=
Postby Emerald Galaxy » Tue Apr 23, 2019 1:52 am
Umm, it didn't seem to work. Did I do something wrong?
npc-293.txt
Code: Select all gfxoffsetx=0
gfxoffsety=0
gfxwidth=32
gfxheight=32
width=32
height=32
framestyle=0
frames=4
framespeed=2
duration=5
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DrMekar
- Eerie

- Posts: 786
- Joined: Sat Apr 08, 2017 7:16 am
- Flair: CUSTOM CHARACTER CREATOR
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Contact:
Postby DrMekar » Tue Apr 23, 2019 5:02 am
Enjl wrote: ↑Mon Apr 22, 2019 10:38 pm
KorayD wrote: ↑Mon Apr 22, 2019 5:24 pm
Enjl wrote: ↑Sun Apr 21, 2019 9:28 pm
Without more details I won't be able to tell you what's wrong. Perhaps upload your level so I can take a look.
The level has nothing to do with it. Everything is alright until you set the graphic config for the Wiggler itself. Then, what happens is that the Wiggler's head gets set to the full X value. I'm pretty sure it's broken.
Again, I can't help unless I can take a look for myself. Your descriptions are vague and unhelpful in this scenario. There must be something you're customizing and I need to know what it is and the simplest way to do that is for you to just upload what you're trying to do so I can take a look and see what's wrong for myself.
Emerald Galaxy wrote: ↑Mon Apr 22, 2019 9:51 pm
I have another question. How do I change the starman's invincibility duration?
https://docs.google.com/spreadsheets/d/ ... 1445833103
Starman section. Jam that into a npc-293.txt file.
Does this works for the Mega Mushroom too? The time
it lasts seems pretty short to me and I would like to do a level section with it.
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cheezeeshoo
- Koopa

- Posts: 16
- Joined: Mon Mar 25, 2019 11:32 am
Postby cheezeeshoo » Tue Apr 23, 2019 2:18 pm
Don't know if it was mentioned before, but I just found an issue with big switches (diamond, clubs, spades, hearts). When you finish that switch level, it is marked on the map as cleared and the first level on the map you enter will have the blocks changed, as intended, but when you leave that level (either by finishing or dying), all the blocks will be changed back and the switch on the map will return to its original position, which means that each time you finish the level, you have to go back to the switch again, and again, and again.
And another one is, when you hit the switch (inside the level), it doesn't stop the background music.
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