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

- Posts: 1465
- Joined: Sat Oct 03, 2015 6:18 pm
- Flair: The Codehaus Girl
- Pronouns: she/her
Postby Hoeloe » Wed Feb 17, 2021 2:14 pm
Instant warps are a bit weird. You can use some simple lua code to warp between levels instantly though.
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DrMekar
- Eerie

- Posts: 785
- Joined: Sat Apr 08, 2017 7:16 am
- Flair: CUSTOM CHARACTER CREATOR
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Contact:
Postby DrMekar » Wed Feb 17, 2021 2:52 pm
Hoeloe wrote: ↑Wed Feb 17, 2021 2:14 pm
Instant warps are a bit weird. You can use some simple lua code to warp between levels instantly though.
On the subject, is there a way in the works to make Warps that are larger than one Block? Would make some sequences a lot less time cosuming to built.
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Beau_Faye
- Goomba

- Posts: 2
- Joined: Thu Feb 25, 2021 10:28 am
- Pronouns: he/him
Postby Beau_Faye » Thu Feb 25, 2021 10:35 am
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MrDoubleA
- Edward

- Posts: 394
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- Flair: How much munchers?
Postby MrDoubleA » Thu Feb 25, 2021 10:48 am
Beau_Faye wrote: ↑Thu Feb 25, 2021 10:35 am
hello i am sorry for bothering but i am actually having some trouble with a level of the game? that would be the level 3-3, the 1st bubble in the room we're the checkpoint is does not "work" apparently since i can't swim in it
What episode are you playing? There's no single 3-3.
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Beau_Faye
- Goomba

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Postby Beau_Faye » Thu Feb 25, 2021 8:06 pm
MrDoubleA wrote: ↑Thu Feb 25, 2021 10:48 am
Beau_Faye wrote: ↑Thu Feb 25, 2021 10:35 am
hello i am sorry for bothering but i am actually having some trouble with a level of the game? that would be the level 3-3, the 1st bubble in the room we're the checkpoint is does not "work" apparently since i can't swim in it
What episode are you playing? There's no single 3-3.
it's the uh The New World 2 - Parte 1
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ElectriKong
- Bowser

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Postby ElectriKong » Fri Feb 26, 2021 2:54 am
Please post issues related to specific episodes in the appropriate topic. This thread is for SMBX2 in general, not for posting anything to do with any specific episodes or levels.
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Wiimeiser
- Snifit

- Posts: 215
- Joined: Mon Jun 24, 2019 4:36 am
- Flair: What?
Postby Wiimeiser » Sun Feb 28, 2021 11:46 pm
An NPC despawning by moving offscreen still plays its on-death event even though it shouldn't. This means any level using NPC 465 is prone to breaking, because the event will trigger just by moving far enough away instead of only by touching it.
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Alucard648
- Flurry

- Posts: 177
- Joined: Sun Aug 16, 2015 3:45 am
Postby Alucard648 » Mon Mar 01, 2021 12:55 am
I think, it should be a section option to process NPC`s offscreen. It should be at level designer`s responsibility to treat offscreen NPC`s fair gameplay-wise and perfomance effective.
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Emral
- Cute Yoshi Egg

- Posts: 9887
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Mon Mar 01, 2021 1:17 am
Wiimeiser wrote: ↑Sun Feb 28, 2021 11:46 pm
An NPC despawning by moving offscreen still plays its on-death event even though it shouldn't. This means any level using NPC 465 is prone to breaking, because the event will trigger just by moving far enough away instead of only by touching it.
That's not entirely true. Non-generated NPCs don't die when they move offscreen, and the death event only plays when NPCs die. What I suspect is happening here is the the section in question has "no turn back" enabled. That flag causes NPCs moving too far left to die. If that's not the case it would help if you could provide a level where this behaviour is reproducable, so that we can take a look.
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Wiimeiser
- Snifit

- Posts: 215
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- Flair: What?
Postby Wiimeiser » Mon Mar 01, 2021 1:46 am
Yes, I did set that flag, so it seems like that's the issue. On the subject of that flag, it seems to prevent all leftward camera movement, to the point where trying to create that one looping level from Lost Levels is impossible (8-2 I think...)
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Emral
- Cute Yoshi Egg

- Posts: 9887
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Postby Emral » Mon Mar 01, 2021 2:21 am
Wiimeiser wrote: ↑Mon Mar 01, 2021 1:46 am
Yes, I did set that flag, so it seems like that's the issue. On the subject of that flag, it seems to prevent all leftward camera movement, to the point where trying to create that one looping level from Lost Levels is impossible (8-2 I think...)
Yeah, the flag is an old 1.3 flag and not built for more complex structures. I believe it's just to "simulate smb1-type scrolling". It would certainly be possible to create a more sophisticated implementation using lua. Nobody has done so at the moment, however.
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ben
- Flurry

- Posts: 175
- Joined: Mon Dec 07, 2015 4:23 pm
Postby ben » Thu Mar 11, 2021 4:15 pm
Enjl wrote: ↑Sat Dec 19, 2020 5:13 am
The "New World Map System" is on the roadmap.
I would like to ask friendly whether the content of the roadmap is updated at the place where the one I quoted is, or are there new roadmaps at any time?
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Emral
- Cute Yoshi Egg

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Postby Emral » Fri Mar 12, 2021 1:12 am
ben wrote: ↑Thu Mar 11, 2021 4:15 pm
Enjl wrote: ↑Sat Dec 19, 2020 5:13 am
The "New World Map System" is on the roadmap.
I would like to ask friendly whether the content of the roadmap is updated at the place where the one I quoted is, or are there new roadmaps at any time?
No new roadmaps. We're just focusing on completing long-in-development episodes right now, so progress is slow.
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ben
- Flurry

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- Joined: Mon Dec 07, 2015 4:23 pm
Postby ben » Fri Mar 12, 2021 1:19 pm
Enjl wrote: ↑Fri Mar 12, 2021 1:12 am
We're just focusing on completing long-in-development episodes right now, so progress is slow.
Different things take different time.
I’m continue to looking forward to 2.0.0. 
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Wiimeiser
- Snifit

- Posts: 215
- Joined: Mon Jun 24, 2019 4:36 am
- Flair: What?
Postby Wiimeiser » Mon Mar 15, 2021 7:41 am
You should probably hold off fixing all but the most critical or easy-to-fix issues in built-in episodes (stuff like crashes and the issue Invasion 2 and Princess Cliche had with inter-level transitions) until you've done most of the bigger stuff because they could just break again as you change stuff around.
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ben
- Flurry

- Posts: 175
- Joined: Mon Dec 07, 2015 4:23 pm
Postby ben » Sat Mar 27, 2021 8:01 pm
I’m especially looking forward to the level – and world – editor in this software.
I’m looking forward to using this software to start creating an episode.
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Cedur
- Link

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Postby Cedur » Sun Mar 28, 2021 8:38 am
Well you can already? Even though its still in Beta?
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ben
- Flurry

- Posts: 175
- Joined: Mon Dec 07, 2015 4:23 pm
Postby ben » Tue Mar 30, 2021 3:31 pm
Of course you’re right.
So far I have (generally) preferred to use a full release, rather than not a full release.
This has been because it is understandable that a full release contains fewer bugs than not a full release. (Of course, this does not mean that a full release is free of bugs and that software which is not a full release can not be used.)
Irrespective of this: I watched videos with different elements from 2.x in the beta phase on YouTube and I’m looking forward to use them whenever I like in my episode.
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Emral
- Cute Yoshi Egg

- Posts: 9887
- Joined: Mon Jan 20, 2014 12:58 pm
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Postby Emral » Tue Mar 30, 2021 4:24 pm
ben wrote: ↑Tue Mar 30, 2021 3:31 pm
This has been because it is understandable that a full release contains fewer bugs than not a full release.
That's not true for continuous software development. New major releases are always more buggy than after following patches. Unity always manages to break some things in their Long Term Support versions that they already fixed in the patches of the previous releases, for instance.
Similarly, SMBX2 won't be bug-free when Version 2.0 comes out. The bugs will likely be larger in number than they are now, just in different areas. Patch 4 or 5 or 6 of Version 2.0 might bring that back down to a comfortable amount, like we are at right now.
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