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

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Postby FirestarPlays » Fri Nov 01, 2019 9:00 am
==> scripts/base/game/marioChallenge.lua:424: attempt to access local.thisLevel (a nil value)
How do i fix this?
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Bluecat5995
- Goomba

- Posts: 3
- Joined: Thu Aug 01, 2019 7:42 pm
Postby Bluecat5995 » Fri Nov 01, 2019 6:43 pm
Enjl wrote: ↑Fri Oct 25, 2019 3:56 am
Bluecat5995 wrote: ↑Thu Oct 24, 2019 10:07 pm
Instead of the Super Mario Allstars textures, music, characters for Super Mario Bros. 1, 2, and 3 can you change it or make new ones to the NES originals please?
And make them unusable in levels that use graphics from multiple games? Please just use custom graphics if you don't like the defaults for your level or episode.
But the SMB3 tile sets I can find are way too small.
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Emral
- Cute Yoshi Egg

- Posts: 9890
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- Flair: Phoenix
Postby Emral » Sat Nov 02, 2019 2:14 am
Bluecat5995 wrote: ↑Fri Nov 01, 2019 6:43 pm
Enjl wrote: ↑Fri Oct 25, 2019 3:56 am
Bluecat5995 wrote: ↑Thu Oct 24, 2019 10:07 pm
Instead of the Super Mario Allstars textures, music, characters for Super Mario Bros. 1, 2, and 3 can you change it or make new ones to the NES originals please?
And make them unusable in levels that use graphics from multiple games? Please just use custom graphics if you don't like the defaults for your level or episode.
But the SMB3 tile sets I can find are way too small.
SMBX tiles are resized to trice the original size. You can do this in any drawing software with trivial effort if you disable anti-alias or use nearest neighbour sampling.
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DrMekar
- Eerie

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Postby DrMekar » Sat Nov 02, 2019 8:55 am
I'm not really sure where to ask this, since I don't even know if it is possible, though I
ask it here.
Is it possible to use the filters that can be enabled in the Pause Menu in Level Editor
in a level in the Main Game and Midlevel?
I'm making a level that starts of as a normal Forest Level, though Midlevel the Forest starts
burning. I already use black fog particles, but I feel like there're not enough.
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Emral
- Cute Yoshi Egg

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Postby Emral » Sat Nov 02, 2019 10:52 am
DrMekar wrote: ↑Sat Nov 02, 2019 8:55 am
I'm not really sure where to ask this, since I don't even know if it is possible, though I
ask it here.
Is it possible to use the filters that can be enabled in the Pause Menu in Level Editor
in a level in the Main Game and Midlevel?
I'm making a level that starts of as a normal Forest Level, though Midlevel the Forest starts
burning. I already use black fog particles, but I feel like there're not enough.
The filters on the pause screen are filters for colorblindness, so you can test if colorblind people are able to play your levels.
They're written as shaders in the GLSL programming language. Shader programming is something you can do by writing .vert (vertex shaders) and .frag (fragment shaders) and loading them in your lua file.
https://docs.google.com/document/d/1uOd ... wvggx5ehog
You will need to dig into shader programming in order to understand how shaders work. They're fairly advanced. The gist of it is that the code in a shader runs for every pixel on the screen and returns a colour to display for that pixel, but there's a lot more to it once you begin reading the docs and looking at simple examples. In scripts/shaders you can find the code for the colorblindness shaders, which might be good to look at for simple color manipulation.
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DrMekar
- Eerie

- Posts: 786
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Postby DrMekar » Sat Nov 02, 2019 12:18 pm
Enjl wrote: ↑Sat Nov 02, 2019 10:52 am
DrMekar wrote: ↑Sat Nov 02, 2019 8:55 am
I'm not really sure where to ask this, since I don't even know if it is possible, though I
ask it here.
Is it possible to use the filters that can be enabled in the Pause Menu in Level Editor
in a level in the Main Game and Midlevel?
I'm making a level that starts of as a normal Forest Level, though Midlevel the Forest starts
burning. I already use black fog particles, but I feel like there're not enough.
The filters on the pause screen are filters for colorblindness, so you can test if colorblind people are able to play your levels.
They're written as shaders in the GLSL programming language. Shader programming is something you can do by writing .vert (vertex shaders) and .frag (fragment shaders) and loading them in your lua file.
https://docs.google.com/document/d/1uOd ... wvggx5ehog
You will need to dig into shader programming in order to understand how shaders work. They're fairly advanced. The gist of it is that the code in a shader runs for every pixel on the screen and returns a colour to display for that pixel, but there's a lot more to it once you begin reading the docs and looking at simple examples. In scripts/shaders you can find the code for the colorblindness shaders, which might be good to look at for simple color manipulation.
Intresting to know. I didn't know they are there for this reason.
Okay Thanks, I'll do that in a while.
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Hoeloe
- Phanto

- Posts: 1465
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Postby Hoeloe » Sat Nov 02, 2019 5:26 pm
Enjl wrote: ↑Sat Nov 02, 2019 10:52 am
In scripts/shaders you can find the code for the colorblindness shaders, which might be good to look at for simple color manipulation.
The colourblindness shaders are what's called a "colour matrix filter". This basically just takes in a 3x3 matrix (which is effectively a grid consisting of 9 numbers) and multiplies it with the existing pixel's colour to produce an output colour. Here's a little diagram roughly showing how it works:
Each column of the matrix is multiplied by the input, and then each row is added together to produce an output, effectively. What it's actually doing is a matrix multiplication, but if you're not familiar with that, this might help to understand how it works. You can use this shader yourself without writing and GLSL, and just feed in your own filter matrix.
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DrMekar
- Eerie

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Postby DrMekar » Sun Nov 03, 2019 3:30 am
Hoeloe wrote: ↑Sat Nov 02, 2019 5:26 pm
Enjl wrote: ↑Sat Nov 02, 2019 10:52 am
In scripts/shaders you can find the code for the colorblindness shaders, which might be good to look at for simple color manipulation.
The colourblindness shaders are what's called a "colour matrix filter". This basically just takes in a 3x3 matrix (which is effectively a grid consisting of 9 numbers) and multiplies it with the existing pixel's colour to produce an output colour. Here's a little diagram roughly showing how it works:
Each column of the matrix is multiplied by the input, and then each row is added together to produce an output, effectively. What it's actually doing is a matrix multiplication, but if you're not familiar with that, this might help to understand how it works. You can use this shader yourself without writing and GLSL, and just feed in your own filter matrix.
Okay, thanks. This will problably be handy at some point.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Mon Nov 04, 2019 8:10 am
Okay, I have resumed work of WohlSoft site back. Looks like the attacking was stopped.
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cato
- Volcano Lotus

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Postby cato » Tue Nov 05, 2019 8:24 am
Something about custom graphic for Sumo Bros:

How is the projectile not lower enough to hit the ground?
Also this:

Can't really make a gimmick for having NPCs going into a set path without glitches.
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FirestarPlays
- Chain Chomp

- Posts: 301
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Postby FirestarPlays » Wed Nov 06, 2019 12:03 pm
A little help, please? *I don't have Bowser's Vengeance*
Edit: Did I just kill the thread?
Ummmm...
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cato
- Volcano Lotus

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Postby cato » Sun Nov 10, 2019 9:20 am
Wanted to make a pipe level, but it exceeds the limit of 99 warps. Somehow, the checkbox of "Two Way Warp" is disabled. Any advice?
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Cedur
- Link

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Postby Cedur » Sun Nov 10, 2019 1:33 pm
cato wrote: ↑Sun Nov 10, 2019 9:20 am
Wanted to make a pipe level, but it exceeds the limit of 99 warps. Somehow, the checkbox of "Two Way Warp" is disabled. Any advice?
uh ... the limit for warps should be 2000 anyway?
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
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Postby Emral » Sun Nov 10, 2019 1:48 pm
It was 200 in 1.3 and 2000 since MAGLX2 I believe. It was never 99 to my knowledge. All the two-way box would do if it was enabled is spawn in a second warp that goes the other way, so you wouldn't use half the warps even if it did work.
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Wiimeiser
- Snifit

- Posts: 215
- Joined: Mon Jun 24, 2019 4:36 am
- Flair: What?
Postby Wiimeiser » Sun Nov 10, 2019 5:35 pm
Were these ever corrected at any point?
-Activating a snake block causes blocks to randomly lose collision.
-NPCs 412 and 378 block fireballs.
On the subject of warps I was able to make more than 420 in the MAGLX3 version. What version are you using?
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sun Nov 10, 2019 11:54 pm
Wiimeiser wrote: ↑Sun Nov 10, 2019 5:35 pm
Were these ever corrected at any point?
-Activating a snake block causes blocks to randomly lose collision.
-NPCs 412 and 378 block fireballs.
On the subject of warps I was able to make more than 420 in the MAGLX3 version. What version are you using?
Former was fixed on the PAL version (straight upgrade to MAGLX3 version) I beleve. Latter wasn't, but I know both are definitely fixed in the current repo build.
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vitzie629
- Tweeter

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Postby vitzie629 » Mon Nov 11, 2019 5:35 pm
Enjl wrote: ↑Sun Nov 10, 2019 11:54 pm
Wiimeiser wrote: ↑Sun Nov 10, 2019 5:35 pm
Were these ever corrected at any point?
-Activating a snake block causes blocks to randomly lose collision.
-NPCs 412 and 378 block fireballs.
On the subject of warps I was able to make more than 420 in the MAGLX3 version. What version are you using?
Former was fixed on the PAL version (straight upgrade to MAGLX3 version) I beleve. Latter wasn't, but I know both are definitely fixed in the current repo build.
Current repo build? What do you mean?
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ElectriKong
- Bowser

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Postby ElectriKong » Mon Nov 11, 2019 6:22 pm
vitzie629 wrote: ↑Mon Nov 11, 2019 5:35 pm
Enjl wrote: ↑Sun Nov 10, 2019 11:54 pm
Wiimeiser wrote: ↑Sun Nov 10, 2019 5:35 pm
Were these ever corrected at any point?
-Activating a snake block causes blocks to randomly lose collision.
-NPCs 412 and 378 block fireballs.
On the subject of warps I was able to make more than 420 in the MAGLX3 version. What version are you using?
Former was fixed on the PAL version (straight upgrade to MAGLX3 version) I beleve. Latter wasn't, but I know both are definitely fixed in the current repo build.
Current repo build? What do you mean?
A version of SMBX2 for the devs.
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Hoeloe
- Phanto

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Postby Hoeloe » Mon Nov 11, 2019 8:20 pm
Electriking wrote: ↑Mon Nov 11, 2019 6:22 pm
vitzie629 wrote: ↑Mon Nov 11, 2019 5:35 pm
Current repo build? What do you mean?
A version of SMBX2 for the devs.
To clarify, the developers work on a private version of the game, in order to prepare for the next release. This will contain features and fixes not available to the public (yet), but which will be included in the next release.
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