Share and discuss custom LunaLua code and content packs for SMBX2.
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DigitalDetective47
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Postby DigitalDetective47 » Fri Mar 27, 2020 10:54 pm
I like the new changes from SMBX2β4, although I would like to suggest one slight improvement for the full release of SMBX2. Would it be possible to make it so that .nsf files would play the track specified in the header, instead of always playing track 1 no matter what? Even better would be if selecting a .nsf file would open a sub‐dialog allowing the creator to specify which track to use. It's really annoying that I can't use chiptune NES songs due to this as is causes the filesize of episodes to increase dramatically. This could also work for other multi‐track sound formats, but I think .nsf would be the most common due to SMB1, SMB2, & SMB3 all being released originally on the NES.
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Quantumenace
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Postby Quantumenace » Sat Mar 28, 2020 7:00 pm
Some issues with the explosion recode:
PAL version:
Beta 4: The explosion no longer chains a combo score.
It also has the issue of the hit effect appearing in a strange place.

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rednaxela
- Koopa

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Postby rednaxela » Sun Mar 29, 2020 7:31 am
Ninji2701 wrote: ↑Fri Mar 27, 2020 10:54 pm
I like the new changes from SMBX2β4, although I would like to suggest one slight improvement for the full release of SMBX2. Would it be possible to make it so that .nsf files would play the track specified in the header, instead of always playing track 1 no matter what? Even better would be if selecting a .nsf file would open a sub‐dialog allowing the creator to specify which track to use. It's really annoying that I can't use chiptune NES songs due to this as is causes the filesize of episodes to increase dramatically. This could also work for other multi‐track sound formats, but I think .nsf would be the most common due to SMB1, SMB2, & SMB3 all being released originally on the NES.
You can already specify tracks within multi-track emulator music formats like nsf. See here: https://wohlsoft.ru/pgewiki/SDL_Mixer_X#Path_arguments
You basically add "|tracknum" to the music filename, with 0 as the first track. So |1 for second track, or |2 for third track, etc. It's not the most user-friendly thing, but it should work.
Quantumenace wrote: ↑Sat Mar 28, 2020 7:00 pm
Some issues with the explosion recode:
Ah, I have a good idea what's going on there. Should be able to include fix in the upcoming patch 2 easily enough.
Last edited by rednaxela on Sun Mar 29, 2020 2:12 pm, edited 2 times in total.
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DigitalDetective47
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Postby DigitalDetective47 » Sun Mar 29, 2020 10:10 am
rednaxela wrote: ↑Sun Mar 29, 2020 7:31 am
Ninji2701 wrote: ↑Fri Mar 27, 2020 10:54 pm
I like the new changes from SMBX2β4, although I would like to suggest one slight improvement for the full release of SMBX2. Would it be possible to make it so that .nsf files would play the track specified in the header, instead of always playing track 1 no matter what? Even better would be if selecting a .nsf file would open a sub‐dialog allowing the creator to specify which track to use. It's really annoying that I can't use chiptune NES songs due to this as is causes the filesize of episodes to increase dramatically. This could also work for other multi‐track sound formats, but I think .nsf would be the most common due to SMB1, SMB2, & SMB3 all being released originally on the NES.
You can already specify tracks within multi-track emulator music formats like nsf. See here: https://wohlsoft.ru/pgewiki/SDL_Mixer_X#Path_arguments
You basically add "|tracknum" to the music filename, with 0 as the first track. So |1 for second track, or |2 for third track, etc. It's not the most user-friendly thing, but it should work.
Thanks for making me aware of this feature!
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Quantumenace
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Postby Quantumenace » Sun Mar 29, 2020 5:34 pm
rednaxela wrote: ↑Sun Mar 29, 2020 7:31 am
Ah, I have a good idea what's going on there. Should be able to include fix in the upcoming patch 2 easily enough.
Another minor thing about the code is that the "BOMB" effect appears in front of the score, which could probably be fixed easily by creating the explosion effect before damaging the NPCs instead of after. Thanks for the good work!
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Hoeloe
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Postby Hoeloe » Sun Mar 29, 2020 8:31 pm
Quantumenace wrote: ↑Sun Mar 29, 2020 5:34 pm
rednaxela wrote: ↑Sun Mar 29, 2020 7:31 am
Ah, I have a good idea what's going on there. Should be able to include fix in the upcoming patch 2 easily enough.
Another minor thing about the code is that the "BOMB" effect appears in front of the score, which could probably be fixed easily by creating the explosion effect before damaging the NPCs instead of after. Thanks for the good work!
That's actually not easily fixed. The reason for this is the fact that explosions are cancellable, and that it's now possible to spawn the hitbox without an associated effect. I'm not really sure what would be the way to adjust this.
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Chanceux2
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Postby Chanceux2 » Sun Mar 29, 2020 9:21 pm
Hoeloe wrote: ↑Sun Mar 29, 2020 8:31 pm
Quantumenace wrote: ↑Sun Mar 29, 2020 5:34 pm
rednaxela wrote: ↑Sun Mar 29, 2020 7:31 am
Ah, I have a good idea what's going on there. Should be able to include fix in the upcoming patch 2 easily enough.
Another minor thing about the code is that the "BOMB" effect appears in front of the score, which could probably be fixed easily by creating the explosion effect before damaging the NPCs instead of after. Thanks for the good work!
That's actually not easily fixed. The reason for this is the fact that explosions are cancellable, and that it's now possible to spawn the hitbox without an associated effect. I'm not really sure what would be the way to adjust this.
That bug confused me when it happened to me.
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Amyrakunejo
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Postby Amyrakunejo » Sun Mar 29, 2020 10:26 pm
I didn't know that explosions triggered NPC container boxes...
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Yey
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Postby Yey » Fri Apr 03, 2020 7:20 pm
Not sure how feasible this is, but would it be at all possible for a future update to allow importing video files (specifically stuff like MP4s, FLVs, etc)? Like, yeah, yeah, I already know that we can make cutscenes in the base game through complicated means, but it'd be cool if pre-made videos could be set to play at certain points in a level/world map (whether by LunaLua, an event, or something else entirely, IDK), feel like it could add a bit of flavor to an episode.
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Chanceux2
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Postby Chanceux2 » Fri Apr 03, 2020 7:31 pm
Yey wrote: ↑Fri Apr 03, 2020 7:20 pm
Not sure how feasible this is, but would it be at all possible for a future update to allow importing video files (specifically stuff like MP4s, FLVs, etc)? Like, yeah, yeah, I already know that we can make cutscenes in the base game through complicated means, but it'd be cool if pre-made videos could be set to play at certain points in a level/world map (whether by LunaLua, an event, or something else entirely, IDK), feel like it could add a bit of flavor to an episode.
They could use MP4 FLVs, and etcs. It's a smart idea.
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DrMekar
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Postby DrMekar » Fri Apr 03, 2020 7:37 pm
Yey wrote: ↑Fri Apr 03, 2020 7:20 pm
Not sure how feasible this is, but would it be at all possible for a future update to allow importing video files (specifically stuff like MP4s, FLVs, etc)? Like, yeah, yeah, I already know that we can make cutscenes in the base game through complicated means, but it'd be cool if pre-made videos could be set to play at certain points in a level/world map (whether by LunaLua, an event, or something else entirely, IDK), feel like it could add a bit of flavor to an episode.
I think this would be to complicated. I think the highest possibilty would be to import Gifs at some
point for Cutscenes or fake TVs.
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Chanceux2
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Postby Chanceux2 » Fri Apr 03, 2020 7:38 pm
DrMekar wrote: ↑Fri Apr 03, 2020 7:37 pm
Yey wrote: ↑Fri Apr 03, 2020 7:20 pm
Not sure how feasible this is, but would it be at all possible for a future update to allow importing video files (specifically stuff like MP4s, FLVs, etc)? Like, yeah, yeah, I already know that we can make cutscenes in the base game through complicated means, but it'd be cool if pre-made videos could be set to play at certain points in a level/world map (whether by LunaLua, an event, or something else entirely, IDK), feel like it could add a bit of flavor to an episode.
I think this would be to complicated. I think the highest possibilty would be to import Gifs at some
point for Cutscenes or fake TVs.
Thats a good point too
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SPEEDIE
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Postby SPEEDIE » Wed Apr 08, 2020 11:46 am
So I tried to save a level with 24 sections (i know this doesn't work in .lvl formats) but I saved it in .lvlx and it just crashes.
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Cedur
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Postby Cedur » Wed Apr 08, 2020 11:50 am
It doesn't work in .lvlx either. It probably never will.
What do you even need 24 sections for?
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Murphmario
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Postby Murphmario » Wed Apr 08, 2020 12:14 pm
Just split one section into multiple areas and use Camera Zones to separate said areas.
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SPEEDIE
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Postby SPEEDIE » Wed Apr 08, 2020 2:50 pm
Cedur wrote: ↑Wed Apr 08, 2020 11:50 am
It doesn't work in .lvlx either. It probably never will.
What do you even need 24 sections for?
Well I don't need it anymore, either way, when the error popped up, it told me that saving in .lvlx would work, which is why I thought it was a bug, so apparently PGE allows it but not SMBX I guess.
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Blade King
- Goomba

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Postby Blade King » Wed Apr 08, 2020 3:24 pm
Hello, need help, when I click "Play" in the launcher gives me an error: "failed to patch SMBX", what I have to do?
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SPEEDIE
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Postby SPEEDIE » Wed Apr 08, 2020 6:52 pm
Oh and also, the WLDX format is broken. I wanted to put rain all over the map, but I guess I can't unless I split it which is something I do not want to do because I will probably change it alot.
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mcnakahr
- Bob-Omb

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Postby mcnakahr » Wed Apr 08, 2020 6:54 pm
 Potential bug found in Beta 4 Patch 1!
What is it? The "If Layer is Empty" trigger doesn't always work.
Why is it important? For some people who use the classic event system, this issue makes it impossible for chained events to work that rely on this trigger.
What could be causing it? I've observed sometimes one or two npcs get despawned while off-screen. When this occurs the game still thinks they are on the layer when they have been despawned making them not anywhere. and forcing the "If Layer is Empty" trigger to always be false.
To reproduce: (Not 100% reproducible all the time but this happens 75% of the time)
Resize a section so it has to scroll to show the whole area.
Create an event to use, have it do anything you wish.
Create a layer to put enemy npcs on. (For this purpose it's called enemy)
Place npc(s) on layers enemy spacing them apart so some of the enemy npcs can move off screen.
Set each npc's "If Layer is Empty" trigger to trigger the event you created.
Play Test the level and kill the npc enemies, letting a few off screen for a couple seconds to despawn.
Note: The odd despawning seems to happen if an enemy npc is off-screen for 2 seconds or more and the "If Layer is Empty" trigger is ignored completely if the npc changes to another npc on death (ex. Variations of Chargin' Chucks, para-koopas, Rex, etc.)
(Edited for clarification.)
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DrMekar
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Postby DrMekar » Wed Apr 08, 2020 7:43 pm
mcnakahr wrote: ↑Wed Apr 08, 2020 6:54 pm
 Potential bug found in Beta 4 Patch 1!
What is it? The "If Layer is Empty" trigger doesn't always work.
Why is it important? For some people who use the classic event system, this issue makes it impossible for chained events to work that rely on this trigger.
What could be causing it? I've observed sometimes one or two npcs get despawned while off-screen. When this occurs the game still thinks they are on the layer when they have been despawned making them not anywhere. and forcing the "If Layer is Empty" trigger to always be false.
To reproduce: (Not 100% reproducible all the time but this happens 75% of the time)
Resize a section so it has to scroll to show the whole area.
Create an event to use, have it do anything you wish.
Create a layer to put enemy npcs on. (For this purpose it's called enemy)
Place npc(s) on layers enemy spacing them apart so some of the enemy npcs can move off screen.
Set each npc's "If Layer is Empty" trigger to trigger the event you created.
Play Test the level and kill the npc enemies, letting a few off screen for a couple seconds to despawn.
Note: The odd despawning seems to happen if an enemy npc is off-screen for 2 seconds or more and the "If Layer is Empty" trigger is ignored completely if the npc changes to another npc on death (ex. Variations of Chargin' Chucks, para-koopas, Rex, etc.)
(Edited for clarification.)
That Bug already was in 1.3. Used to happen alot with Snifits.
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