Share and discuss custom LunaLua code and content packs for SMBX2.
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Hoeloe
- Phanto

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Postby Hoeloe » Tue Nov 03, 2020 7:49 pm
Amyrakunejo wrote: ↑Tue Nov 03, 2020 5:01 pm
[My thought train: stretched screen/pixels]
This is a horrible way to do 16:9 resolution, which is why no-one considered it.
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Emral
- Cute Yoshi Egg

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Postby Emral » Wed Nov 04, 2020 5:22 am
MarioLover64 wrote: ↑Tue Nov 03, 2020 5:49 pm
A per level toggle
If on older levels, use the standard resolution
The is basically the same-effort-but-less-useful variant of giving control to the level designer, which... was mentioned much earlier as an eventuality.
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Amyrakunejo
- Spike

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Postby Amyrakunejo » Wed Nov 04, 2020 8:39 pm
Hoeloe wrote: ↑Tue Nov 03, 2020 7:49 pm
Amyrakunejo wrote: ↑Tue Nov 03, 2020 5:01 pm
[ZDooM Res Code: stretched screen/pixels]
This is a horrible way to do 16:9 resolution, which is why no-one considered it.
Well, okay then; it was just something I thought of that might be useful... 
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Marioman2007
- 2025 Egg Hunter

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Postby Marioman2007 » Mon Nov 09, 2020 4:17 am
how about making some of the hardcoded gfx sizable like talkable npc sign, player lives etc. ?
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Hoeloe
- Phanto

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Postby Hoeloe » Mon Nov 09, 2020 7:26 am
What does that even mean...? Most hardcoded GFX can have their size changed with custom graphics but likely won't display correctly because they'll be positioned in the wrong place.
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Marioman2007
- 2025 Egg Hunter

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Postby Marioman2007 » Mon Nov 09, 2020 10:25 pm
That means we need to make custom graphics of the same dimensions? Am I right?
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Hoeloe
- Phanto

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Postby Hoeloe » Tue Nov 10, 2020 3:33 am
I mean, if you want them to display correctly sure, but there's also no really sensible way to do things otherwise.
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Jumper
- Tweeter

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Postby Jumper » Tue Nov 10, 2020 8:35 pm
Isn't it possible to have a .txt file that specifies the coordinates and size of the hardcoded gfx at some point in the future?
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Emral
- Cute Yoshi Egg

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Postby Emral » Wed Nov 11, 2020 12:25 am
Jumper wrote: ↑Tue Nov 10, 2020 8:35 pm
Isn't it possible to have a .txt file that specifies the coordinates and size of the hardcoded gfx at some point in the future?
Unlikely since each is rendered differently. Just redraw them manually.
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Hoeloe
- Phanto

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Postby Hoeloe » Wed Nov 11, 2020 1:31 am
Hardcoded GFX are basically just "misc" - they're used for all sorts of different purposes and in all sorts of different contexts, so it really doesn't make sense to have any kind of consistent "set size and draw coordinates", since while that might be appropriate for say the HUD elements (which already allow that), it doesn't make sense for the cursors, for example.
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Jumper
- Tweeter

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Postby Jumper » Wed Nov 11, 2020 8:22 am
Okay, thanks for clearing that up.
I was referring to the HUD elements, but I didn't even think about the other gfx (the cursor, for instance).
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Amyrakunejo
- Spike

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Postby Amyrakunejo » Wed Nov 11, 2020 6:30 pm
HUD elements.include?(cursor)
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PdizzleParker
- Chain Chomp

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Contact:
Postby PdizzleParker » Tue Nov 17, 2020 1:45 am
So I just updated to the latest patch for SMBX2 and wanted to play, but when I click the play button on the launcher I get this error message:
Clicking the ok button will open up the SMBX 1.3.0.1 launcher. Trying to test a level in the PGE editor will also open the SMBX 1.3.0.1 launcher.
The only thing I can think of is that I somehow downloaded the patch wrong. Can anybody help me out?
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Wohlstand
- Chargin' Chuck

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Contact:
Postby Wohlstand » Tue Nov 17, 2020 3:55 am
thegameseum wrote: ↑Tue Nov 17, 2020 1:45 am
So I just updated to the latest patch for SMBX2 and wanted to play, but when I click the play button on the launcher I get this error message:
Clicking the ok button will open up the SMBX 1.3.0.1 launcher. Trying to test a level in the PGE editor will also open the SMBX 1.3.0.1 launcher.
The only thing I can think of is that I somehow downloaded the patch wrong. Can anybody help me out?
Whoops, seems a wrong variant of MixerX library that was built with SDL2 2.0.12, and here you have the SDL2 that is older than 2.0.12
EDIT: I did check, the latest SMBX2 should contain SDL 2.0.12 with certain gamepad support fixes, and MixerX should be compatible with it. I may guess you had to apply the patch wrongly, or something didn't overriden properly...
Please try:
- make backup of data/SDL2.dll that you have
- download this archive
- open it, find inside the "SDL-Mixer-X/bin" directory, and find inside SDL2.dll
- copy that SDL2.dll from the archive into SMBX2/data directory.
For the case if you get any sound glitches, you need to modify the game setup and (data/config/luna.ini), and find next line:
```
driver = default
```
replace it with :
```
driver = directsound
```
Should work fine.
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candle
- Buster Beetle

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Postby candle » Tue Nov 17, 2020 11:01 am
I've been playing some of the demo levels recently, to re-familiarise myself with some of the exotic characters, and came across two supposed issues. The first one I already noticed a couple of versions back, the second one could be beta4-only.
In Operation Demon, I noticed that, after you , the first lantern in the dungeon gets turned on again. If I see this correctly, you can no longer throw a key through the light ray of the second lantern, then pick it up on the other side and leave. Instead, the only way to get another key out of the dungeon would be to build a tower of keys to get to the higher platform, then fly over the gap , which I find rather awkward. Bug or not, I'd prefer if that lantern remains switched off until you escape.
In Gaseous Lizard, enemies' view cones get blocked by those translucent blocks that enemies can't pass. Because of this, these enemies are rendered harmless.
Thank you for your efforts, devs 
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fnafan88888888
- Hoopster

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Postby fnafan88888888 » Wed Nov 18, 2020 3:02 pm
When I play the game it showed me this message:
It also did this when I installed the game the first time. If I remember correctly I must create a folder called "logs" in my data which I already did:
But the message is still showing. is there anything else I can do?
Also the game was not working before, but now when it worked it lags a bit.
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candle
- Buster Beetle

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Postby candle » Wed Nov 18, 2020 3:39 pm
More feedback on the demo levels.
In Bowser's demo level, there is a typo in Harald's speech: "feat not" rather than "fear not". edit: Afterwards, Bowser talks about "glibberish" rather than gibberish. /edit
In Educational Plundering, I would add a savepoint before the race section. I think it's annoying to have to go through the entire previous section again just because you realise too late it's a race against death . In particular, I even remembered that this is a timed section, but still messed up.
Speaking of that previous section, it took me quite a while to figure out that you are supposed to traverse that spike pit by tripple-attacking. Unfortunately, I can't think of a way to make it more obvious, at least in-style for this level.
Generally speaking, I'm not sure what Uncle Broadsword adds to the game. It's a swordfighter with cool-looking moves, which, however, are very similar to those of Link. And he lacks a shield and is utterly defenseless while underwater (and, judging by his tutorial level, is curiously unable or unwilling to open treasure chests). Then again, I don't know the story behind this character. And maybe he is suitable for challenging players.
edit2: Wario is a cool character  I just wished you could just let him dive-attack by pressing down in mid-air, rather than having to press a separate button for this.
In Klonoas's demo level, I would shorten the length of the pit after the ice flower by half. That would still do the trick and would allow players faster progress. Maybe even add another savepoint behind it, because in the bomb suit section, there appears to be a platform where you must be carrying a moo to get a boost, otherwise there is no escape and you need to play half the level again. /edit2
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Chilly14
- Snifit

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Postby Chilly14 » Sat Nov 21, 2020 4:11 pm
Minor, but in the editor, some of the descriptions assume the player is male and use male pronouns to refer to them. Here's an example from the Blargg's description:

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Sonya Sanchez
- Rinka

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Postby Sonya Sanchez » Sat Nov 21, 2020 5:46 pm
"Pathetic leap toward the player"
That’s very nice to say.
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Amyrakunejo
- Spike

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Postby Amyrakunejo » Sat Nov 21, 2020 9:18 pm
Obviously coded by a person who thinks the majority of gamers are 'dUdEs' (which would be incorrect since dudes surf).
Anyway...
Blargg
"An enemy that extends its' body out of the liquid surface of which it resides to attack the player in an attempt to eat them when they draw near. Intended to be placed on lava/magma tiles."
#FIXED
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