Share and discuss custom LunaLua code and content packs for SMBX2.
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Bulby_VR
- Fighter Fly

- Posts: 33
- Joined: Wed Aug 07, 2019 11:18 am
Postby Bulby_VR » Wed Apr 29, 2020 2:07 pm
Oh no, the dreaded sizeable block strikes again. I've had problems with the sizeable block in other scripts, so of course it will pop up again. I will try and make better anims. Also, for the different anims: The reason I made the anims from the game and not unique is because of costumes. I don't want to ruin compatibility by adding my own sprites, so I looked and found the best ones. Maybe I could check for costumes? I'll try my best and post a new version soon!
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Lusho
- Blooper

- Posts: 163
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- Flair: Intention is what matters
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Postby Lusho » Wed Apr 29, 2020 3:13 pm
What if you added that custom animations as optional? so you can keep compatibility while also making it fancier for people that might want it.
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Bulby_VR
- Fighter Fly

- Posts: 33
- Joined: Wed Aug 07, 2019 11:18 am
Postby Bulby_VR » Wed Apr 29, 2020 3:53 pm
CJ_RLushi wrote:
What if you added that custom animations as optional? so you can keep compatibility while also making it fancier for people that might want it.
That's actually a good idea! Off to the wiki I go!
I'll update it after I've finished anim. I've fixed the mechanics, but will hold off for anims.
Added in 23 minutes 31 seconds:
To tide you over, I will post the link for the mechanic fix:
http://www.mediafire.com/file/edo5djcyp ... l.lua/file
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Lusho
- Blooper

- Posts: 163
- Joined: Wed Dec 25, 2019 11:39 pm
- Flair: Intention is what matters
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Postby Lusho » Wed Apr 29, 2020 5:15 pm
One more thing, its still possible to float with the groundpound, this time quickly pressing up and down, i guess the fix would be setting a timer, so you need to wait from the moment you groundpound until you can cancel, i think NSMB works like this, one more thing, i dont know if its planned but i would like some sort of effect when you land a ground pound, maybe an sfx?
PD: i guess a timer that waits from the moment you cancel until you can gp again would also be good, im not sure let me check in mario maker quickly
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Keroro04
- Swooper

- Posts: 63
- Joined: Tue Apr 21, 2020 7:59 pm
Postby Keroro04 » Wed Apr 29, 2020 5:22 pm
Maybe the float can be intentional for ground pound canceling, ala Mario Maker? Obviously it couldn’t be used for infinite height, but it could be used to slow a person’s descent a bit if you had the right timing, ala the Screw Attack?
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Lusho
- Blooper

- Posts: 163
- Joined: Wed Dec 25, 2019 11:39 pm
- Flair: Intention is what matters
- Pronouns: he/him
Postby Lusho » Wed Apr 29, 2020 5:27 pm
That bit of floating is not the problem, is that you can use it indefinitely without really any timer or anything, so its possible to float in the air as long as you're tapping up and down
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Keroro04
- Swooper

- Posts: 63
- Joined: Tue Apr 21, 2020 7:59 pm
Postby Keroro04 » Wed Apr 29, 2020 5:30 pm
I know, it was just my suggestion on a way to fix that problem, to just make it so you’d have to wait a bit between ground pounds so that the float physics are more balanced ala Mario Maker.
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Bulby_VR
- Fighter Fly

- Posts: 33
- Joined: Wed Aug 07, 2019 11:18 am
Postby Bulby_VR » Fri May 01, 2020 12:04 pm
I've added a timer so you can't ground pound right after you just ground pounded. Currently working on costumes which I know will not be stressful
I've made the timer exposed so you can toy with it when it's released.
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Bulby_VR
- Fighter Fly

- Posts: 33
- Joined: Wed Aug 07, 2019 11:18 am
Postby Bulby_VR » Sat May 02, 2020 12:18 pm
The animation is working except for the fact that if you call for the spin animation in your luna.lua file it will not work.
Some notes about that animation: You WILL NOT be able to change costumes on mario or luigi if you enable the fancy animations.
For the person that showed Waluigi; I have banned him in newer versions because of his bombs. Same applies to link, samus, and uncle broadsword. You can play around with the lua file if you know how to use lua, but they will not be enabled by default. Maybe I could take a page from Enjl's another walljump script, where you can register animations. Please suggest anything you'd want to see in version 1.4!
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Bulby_VR
- Fighter Fly

- Posts: 33
- Joined: Wed Aug 07, 2019 11:18 am
Postby Bulby_VR » Tue May 05, 2020 3:10 pm
This has been updated! Get the new version at the top post!
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Bulby_VR
- Fighter Fly

- Posts: 33
- Joined: Wed Aug 07, 2019 11:18 am
Postby Bulby_VR » Mon May 11, 2020 11:04 am
pushed an anti crash build, get version at the top
Added in 1 minute 7 seconds:
this might be janky on episodes because it runs a function on initAPI not on start
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JamesR624
- Spiny

- Posts: 29
- Joined: Wed Aug 09, 2017 4:24 pm
Postby JamesR624 » Tue Jul 28, 2020 2:58 pm
Hey there. This is awesome and working great. I was just curious if there was any way to set a "custom block reaction"? I am using
MrDoubleA's NPC Pack viewtopic.php?t=25011 and their Large ! block that acts how it does in Super Mario 3D World. I was curious if there was anyway to set it so that when this block is activated, the groundpound acts as an "explosion" to trigger the "push all brown blocks out at once" reaction of that block as it works in SM3DW. This could also be useful for if the creator wants the ground pound to have an "area of effect" on blocks below.
The key though is that MrDoubleA's code has the ! block react as such on a strong explosion.
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Jumper
- Tweeter

- Posts: 130
- Joined: Tue Feb 02, 2016 9:32 pm
Postby Jumper » Wed Sep 16, 2020 1:18 am
This was a really useful script in general, though I do have a question: could you perhaps add a blacklist for blocks that cannot be destroyed by ground-pounding? Reason why I ask is because I want to make the Tier 3 Block be destroyed by certain power-ups, and I don't want people to cheese levels by simply ground-pounding said block.
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JayTheUnwise123
- Shy Guy

- Posts: 8
- Joined: Mon Sep 28, 2020 2:20 am
Postby JayTheUnwise123 » Tue Nov 10, 2020 2:34 pm
Jumper wrote: ↑Wed Sep 16, 2020 1:18 am
This was a really useful script in general, though I do have a question: could you perhaps add a blacklist for blocks that cannot be destroyed by ground-pounding? Reason why I ask is because I want to make the Tier 3 Block be destroyed by certain power-ups, and I don't want people to cheese levels by simply ground-pounding said block.
This would be pretty cool, a workaround could just be putting blocks above the tier 3 blocks to prevent any ground-pound.
Also, I have found that ground-pounding in while in one of the spawn zones made by Enjl doesn't work correctly. It acts as if there is a block preventing you from ground-pounding, similiar to a bug with sizables in a previous post here.
-Huh, something similar happens with rotating blocks when they are rotating, I can kinda see why, technically there is a block still there. However, I still stop midair when ground-pounding even if i already destroyed them by spin-jumping.
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JordanTRS
- Cheep-Cheep

- Posts: 13
- Joined: Sat Apr 01, 2017 12:53 pm
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Contact:
Postby JordanTRS » Tue Sep 07, 2021 8:41 pm
I have a few requests. Firstly, in New Super Mario Bros if you're within a certain distance from landing, you won't ground pound, and will instead crouch once you hit the ground. I was wondering if there was a way to add that, since it doesn't really feel right without that. Secondly, I was hoping that there would be some way to remove the shake effect from when you hit the ground. I personally found it to be a bit annoying, and would rather not have it in my episode. I've never coded anything before, so I have no idea if any of those things are possible with the code you have currently, but they are options I do think could be beneficial as a whole
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Marioman2007
- 2025 Egg Hunter

- Posts: 529
- Joined: Tue Aug 25, 2020 3:19 am
- Flair: Dr. Bones
- Pronouns: He/Him
Postby Marioman2007 » Tue Sep 07, 2021 9:54 pm
JordanTRS wrote: ↑Tue Sep 07, 2021 8:41 pm
I have a few requests. Firstly, in New Super Mario Bros if you're within a certain distance from landing, you won't ground pound, and will instead crouch once you hit the ground. I was wondering if there was a way to add that, since it doesn't really feel right without that. Secondly, I was hoping that there would be some way to remove the shake effect from when you hit the ground. I personally found it to be a bit annoying, and would rather not have it in my episode. I've never coded anything before, so I have no idea if any of those things are possible with the code you have currently, but they are options I do think could be beneficial as a whole
Earthquake effect can be removed, there are some parts of code in which you can find earthquake = value
So, just remove those lines entirely or set the value to 0
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JordanTRS
- Cheep-Cheep

- Posts: 13
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Postby JordanTRS » Tue Sep 07, 2021 10:09 pm
marioman2007 wrote: ↑Tue Sep 07, 2021 9:54 pm
JordanTRS wrote: ↑Tue Sep 07, 2021 8:41 pm
I have a few requests. Firstly, in New Super Mario Bros if you're within a certain distance from landing, you won't ground pound, and will instead crouch once you hit the ground. I was wondering if there was a way to add that, since it doesn't really feel right without that. Secondly, I was hoping that there would be some way to remove the shake effect from when you hit the ground. I personally found it to be a bit annoying, and would rather not have it in my episode. I've never coded anything before, so I have no idea if any of those things are possible with the code you have currently, but they are options I do think could be beneficial as a whole
Earthquake effect can be removed, there are some parts of code in which you can find earthquake = value
So, just remove those lines entirely or set the value to 0
Oh, that’s convenient! Ima try that once I get the chance. There however still is the issue of the ground pound always activating no matter how close to the ground you are.
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Marioman2007
- 2025 Egg Hunter

- Posts: 529
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- Flair: Dr. Bones
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Postby Marioman2007 » Wed Sep 08, 2021 9:34 am
JordanTRS wrote: ↑Tue Sep 07, 2021 10:09 pm
marioman2007 wrote: ↑Tue Sep 07, 2021 9:54 pm
JordanTRS wrote: ↑Tue Sep 07, 2021 8:41 pm
I have a few requests. Firstly, in New Super Mario Bros if you're within a certain distance from landing, you won't ground pound, and will instead crouch once you hit the ground. I was wondering if there was a way to add that, since it doesn't really feel right without that. Secondly, I was hoping that there would be some way to remove the shake effect from when you hit the ground. I personally found it to be a bit annoying, and would rather not have it in my episode. I've never coded anything before, so I have no idea if any of those things are possible with the code you have currently, but they are options I do think could be beneficial as a whole
Earthquake effect can be removed, there are some parts of code in which you can find earthquake = value
So, just remove those lines entirely or set the value to 0
Oh, that’s convenient! Ima try that once I get the chance. There however still is the issue of the ground pound always activating no matter how close to the ground you are.
If you can detect the distance between the player and the ground, then that's also possible.
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JordanTRS
- Cheep-Cheep

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Postby JordanTRS » Wed Sep 08, 2021 12:46 pm
marioman2007 wrote: ↑Wed Sep 08, 2021 9:34 am
JordanTRS wrote: ↑Tue Sep 07, 2021 10:09 pm
marioman2007 wrote: ↑Tue Sep 07, 2021 9:54 pm
Earthquake effect can be removed, there are some parts of code in which you can find earthquake = value
So, just remove those lines entirely or set the value to 0
Oh, that’s convenient! Ima try that once I get the chance. There however still is the issue of the ground pound always activating no matter how close to the ground you are.
If you can detect the distance between the player and the ground, then that's also possible.
I mean, IS that possible?
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Marioman2007
- 2025 Egg Hunter

- Posts: 529
- Joined: Tue Aug 25, 2020 3:19 am
- Flair: Dr. Bones
- Pronouns: He/Him
Postby Marioman2007 » Wed Sep 08, 2021 10:35 pm
JordanTRS wrote: ↑Wed Sep 08, 2021 12:46 pm
marioman2007 wrote: ↑Wed Sep 08, 2021 9:34 am
JordanTRS wrote: ↑Tue Sep 07, 2021 10:09 pm
Oh, that’s convenient! Ima try that once I get the chance. There however still is the issue of the ground pound always activating no matter how close to the ground you are.
If you can detect the distance between the player and the ground, then that's also possible.
I mean, IS that possible?
It should be but I am not sure and don't know how to do that...
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