Share and discuss custom LunaLua code and content packs for SMBX2.
Moderator: Userbase Moderators
|
|
|
|
-
LGLMAKING
- Chain Chomp

- Posts: 342
- Joined: Mon Jun 18, 2018 7:28 am
- Flair: fish
- Pronouns: girlie!!
Postby LGLMAKING » Thu Jul 23, 2020 6:57 am
We should get Hollow Knight as a new playable sometime
|
|
|
|
|
|
|
|
|
-
SebM
- Goomba

- Posts: 2
- Joined: Thu Jul 23, 2020 5:13 am
Postby SebM » Thu Jul 23, 2020 7:04 am
Wohlstand wrote: ↑Thu Jul 23, 2020 6:08 am
SMBX2 can work on Wine on macOS up to 10.14 (Mojave). Since 10.15 (Catalina) the 32-bit support has been dropped, and Wine can't work now. Until a magic will happen and they will develop a workarond to allow 32-bit apps work again. So, think that SMBX2 is dead on macOS 10.15+. You can try run virtual machine, but the game will work a bit messy and slower. On VMWare it will probably work good I think. Didn't tested that yet. If you have macOS 10.14 or older, you can try to run the game on Wine. You need to get the native PGE Projec toolchain for macOS to use Editor with it: http://wohlsoft.ru/docs/_laboratory/ (then, you'll need to run a special script that you can find in SMBX2 directory which will install a config pack and will tune the Wine, the manual md file is attached to explain the whole process).
Ah, man. I'm on a new laptop, and it came preinstalled with the latest version—10.5.5. Dang nab it.
Thanks for all the information and the tips regarding VMs. The slow performance and extra fiddling is exactly the reason I wasn't too keen on it.
Out of interest, whose job would it be to sort out that 32-bit workaround? Wine? Apple? Someone else?
|
|
|
|
|
|
|
|
|
-
dericobanjo
- Monty Mole

- Posts: 100
- Joined: Sat Feb 16, 2019 9:05 pm
- Flair: Try out Super Sackboy 64 in LBP3!
Postby dericobanjo » Thu Jul 23, 2020 10:19 am
I just discovered a bug that if you change episode, yout point stay the same and it can also deactivate the switch palace of other episode. (SMBX2 with all patch)
|
|
|
|
|
|
|
|
|
-
Hoeloe
- Phanto

- Posts: 1465
- Joined: Sat Oct 03, 2015 6:18 pm
- Flair: The Codehaus Girl
- Pronouns: she/her
Postby Hoeloe » Thu Jul 23, 2020 10:46 am
dericobanjo wrote: ↑Thu Jul 23, 2020 10:19 am
I just discovered a bug that if you change episode, yout point stay the same and it can also deactivate the switch palace of other episode. (SMBX2 with all patch)
How are you "changing episode"? The best way to switch episodes is to go back to the launcher and switch from there. The old title screen doesn't properly handle a lot of situations.
|
|
|
|
|
|
|
|
|
-
dericobanjo
- Monty Mole

- Posts: 100
- Joined: Sat Feb 16, 2019 9:05 pm
- Flair: Try out Super Sackboy 64 in LBP3!
Postby dericobanjo » Thu Jul 23, 2020 4:20 pm
Hoeloe wrote: ↑Thu Jul 23, 2020 10:46 am
dericobanjo wrote: ↑Thu Jul 23, 2020 10:19 am
I just discovered a bug that if you change episode, yout point stay the same and it can also deactivate the switch palace of other episode. (SMBX2 with all patch)
How are you "changing episode"? The best way to switch episodes is to go back to the launcher and switch from there. The old title screen doesn't properly handle a lot of situations.
Oh, when I finish a episode and want to start a new one, I use the old title screen.
|
|
|
|
|
|
|
|
|
-
Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Fri Jul 24, 2020 10:14 am
SebM wrote: ↑Thu Jul 23, 2020 7:04 am
Out of interest, whose job would it be to sort out that 32-bit workaround? Wine? Apple? Someone else?
Wine, mainly it's need to make the wrapping of 64-bit calls for 32-bit applications which is tricky. Something similar was done to support 16-bit applications for Windows 3.x.
|
|
|
|
|
|
|
|
|
-
Nif
- Hoopster

- Posts: 49
- Joined: Sat Jan 11, 2020 3:55 am
- Flair: Unexian
- Pronouns: he/him
-
Contact:
Postby Nif » Tue Jul 28, 2020 12:23 pm
I have an idea: SMART TILES
basically tiles that change their shape to surrounding smart tiles / normal ground.
Just to make it easier.
What? GD will have them in 2.2... when it comes out.
|
|
|
|
|
|
|
|
|
-
MarioLover64
- Spike

- Posts: 259
- Joined: Fri Apr 26, 2019 6:09 pm
Postby MarioLover64 » Fri Jul 31, 2020 11:16 pm
Suggestion:
scene-n.txt, level-n.txt, tile-n.txt, and path-n.txt
because animations for them are too limited
|
|
|
|
|
|
|
|
|
-
Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Sat Aug 01, 2020 6:30 am
MarioLover64 wrote: ↑Fri Jul 31, 2020 11:16 pm
Suggestion:
scene-n.txt, level-n.txt, tile-n.txt, and path-n.txt
because animations for them are too limited
There are exist scene-n.ini, level-n.ini, tile-n.ini, and path-n.ini, but idk does them work on SMBX2 side or not.
|
|
|
|
|
|
|
|
|
-
Emral
- Cute Yoshi Egg

- Posts: 9888
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sat Aug 01, 2020 6:48 am
MarioLover64 wrote: ↑Fri Jul 31, 2020 11:16 pm
Suggestion:
scene-n.txt, level-n.txt, tile-n.txt, and path-n.txt
because animations for them are too limited
TakeTheL08 wrote: ↑Tue Jul 28, 2020 12:23 pm
I have an idea: SMART TILES
basically tiles that change their shape to surrounding smart tiles / normal ground.
Just to make it easier.
What? GD will have them in 2.2... when it comes out.
These ideas have been on the roadmap for a while and are likely to become implemented sometime in the future.
|
|
|
|
|
|
|
|
|
-
Wiimeiser
- Snifit

- Posts: 215
- Joined: Mon Jun 24, 2019 4:36 am
- Flair: What?
Postby Wiimeiser » Fri Aug 07, 2020 8:09 pm
Was making a level and found two bugs:
1. NPC 412 (Invisible item) is visible ingame.
2. If you put a potion in a block, you can't change what section it leads to (this originally occurred with a star block but it seems to be the case with all blocks)
|
|
|
|
|
|
|
|
|
-
Emral
- Cute Yoshi Egg

- Posts: 9888
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sat Aug 08, 2020 3:41 pm
First one is gonna be fixed in patch 3, second one is currently unfixable and has always been in the game. You can use lua code to check when a new potion spawns and infer what you need to set the ai variable to.
|
|
|
|
|
|
|
|
|
-
Murphmario
- 2025 Egg Hunter

- Posts: 2389
- Joined: Fri Dec 20, 2013 7:07 pm
- Pronouns: he/him
Postby Murphmario » Sat Aug 08, 2020 7:05 pm
On a similar topic, it would actually be pretty cool to be able to change the settings of NPCs that are in blocks.
|
|
|
|
|
|
|
|
|
-
Emral
- Cute Yoshi Egg

- Posts: 9888
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Thu Aug 13, 2020 1:04 am
Murphmario wrote: ↑Sat Aug 08, 2020 7:05 pm
On a similar topic, it would actually be pretty cool to be able to change the settings of NPCs that are in blocks.
I agree. I think this would be ideal if it was able to propagate down an entire chain of objects (for example, a bullet bill cannon from a block that shoots cheep cheeps that use the swim AI). I'm not entirely sure on the logistics of that, especially when it comes to a concise UI for it.
|
|
|
|
|
|
|
|
|
-
Flarestripe
- Spiny

- Posts: 29
- Joined: Wed Jul 19, 2017 4:19 pm
Postby Flarestripe » Sun Aug 16, 2020 11:12 pm
So, um...
My only suggestion (because I'm VERY bad at just understanding how to add the simple code for this-)
Add "start timer" and "disable timer" options in the events menu. Perhaps under the "common" tab, or a new "timer" tab.
|
|
|
|
|
|
|
|
|
-
Emral
- Cute Yoshi Egg

- Posts: 9888
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Mon Aug 17, 2020 3:55 am
The events system won't be changed until we replace it entirely.
|
|
|
|
|
|
|
|
|
-
Chilly14
- Snifit

- Posts: 236
- Joined: Thu Jul 18, 2019 10:28 pm
- Flair: wash your hands and stay at home
- Pronouns: he/him
Postby Chilly14 » Thu Aug 20, 2020 11:02 pm
Suggestion: An extra settings option for certain NPCs (such as Rip Van Fish, Phantos, and Thwomps) to ignore the Whistlin' Chuck's whistling. I mean, I don't want my Thwomps to wake up and start slamming like crazy as the Chuck summons enemies via a Lua script.
|
|
|
|
|
|
|
|
|
-
Emral
- Cute Yoshi Egg

- Posts: 9888
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Fri Aug 21, 2020 12:32 am
Chilly14 wrote: ↑Thu Aug 20, 2020 11:02 pm
Suggestion: An extra settings option for certain NPCs (such as Rip Van Fish, Phantos, and Thwomps) to ignore the Whistlin' Chuck's whistling. I mean, I don't want my Thwomps to wake up and start slamming like crazy as the Chuck summons enemies via a Lua script.
Copy the whistlin' chuck's lua file to a custom range npc id and change it so it doesn't enable whistling code but instead runs your lua script.
|
|
|
|
|
|
|
|
|
-
Jumper
- Tweeter

- Posts: 130
- Joined: Tue Feb 02, 2016 9:32 pm
Postby Jumper » Fri Aug 21, 2020 12:41 am
I'm not sure if this has been suggested before (or if it even is planned), but I'd like to have Overworld Map Events.
|
|
|
|
|
|
|
|
|
-
CaptainMonochrome
- Hoopster

- Posts: 47
- Joined: Fri Aug 21, 2020 3:40 pm
- Flair: SMW sprites rock!
- Pronouns: he/him
Postby CaptainMonochrome » Fri Aug 21, 2020 4:34 pm
Wow! As someone who's been following 2.0's development for a while, you have all outdone yourselves! Wonderful work! Still, there are a few suggestions I have which could further improve the experience.
Speeding off of Slopes
Firstly, I'd like to discuss something pertaining to slopes and the Clear Pipe Cannon. Running off of slopes with the sonicstooslow cheat is one of the most euphoric experiences I think I've had with SMBX. Watching Luigi zip off of them is wonderful! Furthermore, the Clear Pipe Cannon has the ability to push you beyond your normal maximum speeds, no cheats required! The only problem is, the very moment you touch an upwards slope, your speed vanishes. I feel that giving characters the ability to conserve their speed as they run up slopes would make way for dynamic levels centered around the gimmick of blasting through areas at a rapid pace.
More Official Names
Secondly, I'd recommend renaming certain items in the editor. Although this is generally of lower priority, given that it doesn't even remotely affect gameplay, and all of the names given to them in the editor still make sense, it's best to give them their official names, just to ensure that it's easy to search for them. Namely, quite a few items don't actually use their official names. Some instances of this include the various trampolines (NPCs 26, 457, and 458), which are all referred to as Springboards; Rotating Blocks, which are referred to as Turn Blocks (block 90 and NPC 364); Message Blocks, which are referred to as Help Blocks (block 281), and Lava Lifts, which are referred to as Skull Rafts (NPC 190). On a side note, the Yoshi Egg (NPC 96) is referred to as Yoshi Eggs. It's a silly little error, and, if anything is to be renamed, the Yoshi Egg should be prioritized.
Gravitational Customization
Thirdly, if there's a feature that I'd find to be interesting, it's changeable gravity. Not only gravity which can be lowered, but also gravity which can be increased. You've already added in the ability to make levels dark, something which, as someone who religiously plays Super Mario Maker 2, I absolutely despise, so why not add in another of the effects which you might come across at night? In particular, if it'd be possible to make gravity change dynamically, the possibilities of puzzle-solving would be limitless!
Anyways, that's all I'd really like to say. As a big fan of 2D Mario, SMBX 2.0 already does the wonderful world of 2D justice, and I sincerely thank you all for giving SMBX 2.0 its due diligence.
|
|
|
|
|
Return to “LunaLua”
Users browsing this forum: No registered users and 8 guests
|