Share and discuss custom LunaLua code and content packs for SMBX2.
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RobloxForZooky
- Shy Guy

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Postby RobloxForZooky » Sat May 09, 2020 6:54 pm
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Last edited by RobloxForZooky on Sun May 31, 2020 4:56 pm, edited 1 time in total.
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Lusho
- Blooper

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Postby Lusho » Sat May 09, 2020 8:37 pm
SMBX 1.3 was made in VB6 so i don't think that is possible.
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
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Postby FanofSMBX » Tue May 12, 2020 6:47 pm
Are there always going to be non-"human-readable" things like offsets that require external reference to understand? Compared to stuff like, say, Game Maker Language it seems that one has to do a lot more memorization to know what the code does.
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Hoeloe
- Phanto

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Postby Hoeloe » Tue May 12, 2020 10:25 pm
FanofSMBX wrote: ↑Tue May 12, 2020 6:47 pm
Are there always going to be non-"human-readable" things like offsets that require external reference to understand? Compared to stuff like, say, Game Maker Language it seems that one has to do a lot more memorization to know what the code does.
Literally no memorisation is necessary. You literally just look it up in the documentation.
Most of these things will eventually be put into simple named field access (in fact most are already). There's always going to be a situation or two that make use of direct memory access, but at this point you're unlikely to need it for most code.
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Amyrakunejo
- Spike

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Postby Amyrakunejo » Tue May 12, 2020 11:27 pm
CJ_RLushi wrote: ↑Sat May 09, 2020 8:37 pm
SMBX 1.3 was made in VB6 so i don't think that is possible.
I didn't know Visual Basic was WIndows-exclusive.
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Slavikk
- Shy Guy

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Postby Slavikk » Wed May 13, 2020 2:09 am
RobloxForZooky wrote: ↑Sat May 09, 2020 6:54 pm
please make this on chrome os
Better on Linux
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rednaxela
- Koopa

- Posts: 15
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Postby rednaxela » Wed May 13, 2020 3:03 am
Patch 2 is out now. Fixes and improvements made in patch 2 can be seen at the top of the changelog.
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Teemster2
- Rocky Wrench

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Postby Teemster2 » Wed May 13, 2020 2:10 pm
rednaxela wrote: ↑Wed May 13, 2020 3:03 am
Patch 2 is out now. Fixes and improvements made in patch 2 can be seen at the top of the changelog.
Patch 2 fixed a lot of bugs and crashes. Thank you all so much (dev team) for the hard work in polishing this editer and making it better.
When all is done we will have a very nice polished stone compared to what redigit left us.
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Zephvan
- Bob-Omb

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Postby Zephvan » Wed May 13, 2020 3:08 pm
Is the ability to disable new characters on the world map coming in the full release?

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Emral
- Cute Yoshi Egg

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Postby Emral » Wed May 13, 2020 3:15 pm
Zephvan wrote: ↑Wed May 13, 2020 3:08 pm
Is the ability to disable new characters on the world map coming in the full release?
That's the plan, adding that to the editor.
It's already possible by other means, however:
1) If you disable one or more vanilla characters, all new ones will also be disabled.
2) If you want to be more specific, you can leave those editor fields be and instead do this method. In the map.lua file, you can do the following:
Code: Select all local playerManager = require("playerManager")
playerManager.overworldCharacters = {CHARACTER_MARIO, CHARACTER_LUIGI}
This allows you to specify them in the order you want.
The names after the "CHARACTER_" prefix are MARIO, LUIGI, PEACH, TOAD, LINK, MEGAMAN, WARIO, BOWSER, KLONOA, NINJABOMBERMAN, ROSALINA, SNAKE, ZELDA, ULTIMATERINKA, UNCLEBROADSWORD and SAMUS.
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Zephvan
- Bob-Omb

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Postby Zephvan » Wed May 13, 2020 3:49 pm
Enjl wrote: ↑Wed May 13, 2020 3:15 pm
Zephvan wrote: ↑Wed May 13, 2020 3:08 pm
Is the ability to disable new characters on the world map coming in the full release?
That's the plan, adding that to the editor.
It's already possible by other means, however:
1) If you disable one or more vanilla characters, all new ones will also be disabled.
2) If you want to be more specific, you can leave those editor fields be and instead do this method. In the map.lua file, you can do the following:
Code: Select all local playerManager = require("playerManager")
playerManager.overworldCharacters = {CHARACTER_MARIO, CHARACTER_LUIGI}
This allows you to specify them in the order you want.
The names after the "CHARACTER_" prefix are MARIO, LUIGI, PEACH, TOAD, LINK, MEGAMAN, WARIO, BOWSER, KLONOA, NINJABOMBERMAN, ROSALINA, SNAKE, ZELDA, ULTIMATERINKA, UNCLEBROADSWORD and SAMUS.
Ok, Thanks!
I will try to use this for my episode.
EDIT 5/13/2020:
Would this code work best under "Function OnStart" or "Function OnTick"?
Added in 1 hour 13 minutes 20 seconds:
Hmmmm... It appears that custom world map music has been removed in patch 2.
I also can't load my episode from the SMBX2 Launcher.
Day 1 of patch 2 and I already broke the game. 
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Wed May 13, 2020 6:38 pm
Zephvan wrote: ↑Wed May 13, 2020 5:03 pm
Would this code work best under "Function OnStart" or "Function OnTick"?
They are for different purpose:
- onStart works once when level starts, use it to initialize stuff and things
- onTick spams always every ~1/65 of second, use it to iterate the logic, counters, mechanics, etc.
Zephvan wrote: ↑Wed May 13, 2020 5:03 pm
Hmmmm... It appears that custom world map music has been removed in patch 2.
It didn't removed, in SMBX2 it was never supported, just been removed from a config pack yet. This feature supported by PGE Engine, TheXTech and SMBX-38A only right now.
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Zephvan
- Bob-Omb

- Posts: 20
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Postby Zephvan » Wed May 13, 2020 7:10 pm
So custom music existing in previous versions was unintended. Strange, considering that Princess Cliche uses custom World Map music.
Will custom world map music return in a future version?
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Wed May 13, 2020 7:22 pm
Zephvan wrote: ↑Wed May 13, 2020 7:10 pm
Princess Cliche uses custom World Map music.
That was done out of Editor by using of `music.ini` file at episode root, please check that
It will "return back" in only a condition WLDX support will be implemented at LunaLua side.
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Quantumenace
- Chain Chomp

- Posts: 308
- Joined: Mon Dec 28, 2015 2:17 am
Postby Quantumenace » Wed May 13, 2020 11:47 pm
A word of warning: P-switches don't sort the block array anymore. Instead, they use the same method as horizontally-moving layers and snake blocks, causing collision detection and the like to check every block in the level. This may cause performance issues in very large levels.
P-Switch Blocks may also cause a crash when hitting them to end the P-Switch effect, and sometimes some coins don't revert to blocks after a P-Switch effect ends. The level "Switch Action Zone" in The Invasion 2 is broken because of this.
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rednaxela
- Koopa

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Postby rednaxela » Thu May 14, 2020 12:28 am
Quantumenace wrote: ↑Wed May 13, 2020 11:47 pm A word of warning: P-switches don't sort the block array anymore. Instead, they use the same method as horizontally-moving layers and snake blocks, causing collision detection and the like to check every block in the level. This may cause performance issues in very large levels.
P-switch block sorting was never 100% safe even in SMBX 1.3, there were some subtle bugs that would be tricky to fix. Until such time as as there's time to sort this out including the 1.3 bugs it's better to not try and do this sorting. Besides, because standard moving layers do the exact same thing with disabling sorting and people use moving layers all the time in SMBX, I'm not inclined to see this performance cost as so big a deal, at least not in the short-term.
EDIT: Of course, there are also options besides sorting or doing the full-unsorted thing. Might at some point adjust it so instead of re-sorting it'll adjust the lookup tables the minimal amount to reduce the impact, rather than being as blunt with the lookup tables as it currently is.
Quantumenace wrote: ↑Wed May 13, 2020 11:47 pm P-Switch Blocks may also cause a crash when hitting them to end the P-Switch effect, and sometimes some coins don't revert to blocks after a P-Switch effect ends. The level "Switch Action Zone" in The Invasion 2 is broken because of this.
Now this is something strange and unexpected. Will look into that.
EDIT: Thanks for noting this. It's now fixed in the hotfix, see below.
Last edited by rednaxela on Thu May 14, 2020 3:58 am, edited 4 times in total.
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Emral
- Cute Yoshi Egg

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- Joined: Mon Jan 20, 2014 12:58 pm
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Postby Emral » Thu May 14, 2020 1:04 am
Zephvan wrote: ↑Wed May 13, 2020 5:03 pm
Ok, Thanks!
I will try to use this for my episode.
EDIT 5/13/2020:
Would this code work best under "Function OnStart" or "Function OnTick"?
I also can't load my episode from the SMBX2 Launcher.
Day 1 of patch 2 and I already broke the game. :x
1) onStart works fine, but I'd put it in neither onStart nor onTick. Outside of functions like in what I posted will work just fine. onStart becomes important when you need specific object references, like npcs, blocks, or other scripts that aren't guaranteed to exist outside of functions. If you struggle to get the script to work, keep in mind that this is map.lua in the episode folder.
2) When the launcher fails to load your episode, what happens? Does it just not show up? If so, is it in the worlds folder and have you given it a name in the editor? What is the name?
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rednaxela
- Koopa

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- Joined: Sat Dec 05, 2015 7:06 pm
Postby rednaxela » Thu May 14, 2020 3:48 am
A hotfix to patch 2 has now been released to sort out some some early reported issues. Download location is the same. For changes see here.
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Quantumenace
- Chain Chomp

- Posts: 308
- Joined: Mon Dec 28, 2015 2:17 am
Postby Quantumenace » Thu May 14, 2020 5:40 am
rednaxela wrote: ↑Thu May 14, 2020 12:28 am P-switch block sorting was never 100% safe even in SMBX 1.3, there were some subtle bugs that would be tricky to fix. Until such time as as there's time to sort this out including the 1.3 bugs it's better to not try and do this sorting. Besides, because standard moving layers do the exact same thing with disabling sorting and people use moving layers all the time in SMBX, I'm not inclined to see this performance cost as so big a deal, at least not in the short-term.
EDIT: Of course, there are also options besides sorting or doing the full-unsorted thing. Might at some point adjust it so instead of re-sorting it'll adjust the lookup tables the minimal amount to reduce the impact, rather than being as blunt with the lookup tables as it currently is.
Thanks for the fixes.
I considered the possibility of trying to do that manually (none of my levels have P-Switches) but the benefit will be limited if an area with blocks 1-1000 gets 8000-range blocks scattered around by the P-Switch, forcing everything to the right to have a maximum lookup value in that 8000 range. It could be somewhat better if the game didn't expect the lookup values never to decrease with x, but changing the way it uses lookups would probably be a headache, and if some sparkys got close to both the low- and high-index blocks the performance would still suffer.
What type of bugs does sorting cause in 1.3?
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Zephvan
- Bob-Omb

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- Joined: Thu Apr 16, 2020 4:22 pm
Postby Zephvan » Thu May 14, 2020 10:36 am
Enjl wrote: ↑Thu May 14, 2020 1:04 am
Zephvan wrote: ↑Wed May 13, 2020 5:03 pm
I also can't load my episode from the SMBX2 Launcher.
Day 1 of patch 2 and I already broke the game.
2) When the launcher fails to load your episode, what happens? Does it just not show up? If so, is it in the worlds folder and have you given it a name in the editor? What is the name?
Never mind, it's fixed.
I think the problem was that I was using a .wldx file. I changed it to a .wld file, and it loads now.
Is it generally a bad idea to use .lvlx and .wldx file formats?
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