Share and discuss custom LunaLua code and content packs for SMBX2.
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Murphmario
- Chargin' Chuck
- Posts: 2382
- Joined: Fri Dec 20, 2013 7:07 pm
- Pronouns: he/him
Postby Murphmario » Sat Jun 04, 2022 11:38 pm
This pack's been updated with two fixes to Wallmasters and Flagpoles. Might be a good idea to redownload this.
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CrimsonStar
- Shy Guy
- Posts: 5
- Joined: Sun Jun 12, 2022 9:04 pm
Postby CrimsonStar » Tue Jun 14, 2022 11:48 pm
I found a small error with the Mega Man Falling Meteors. The screen flashes with text every time one drops.
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Murphmario
- Chargin' Chuck
- Posts: 2382
- Joined: Fri Dec 20, 2013 7:07 pm
- Pronouns: he/him
Postby Murphmario » Fri Jun 17, 2022 8:45 pm
CrimsonStar wrote: ↑Tue Jun 14, 2022 11:48 pm
I found a small error with the Mega Man Falling Meteors. The screen flashes with text every time one drops.
Fixed, it's just some testing text I forgot to remove.
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Murphmario
- Chargin' Chuck
- Posts: 2382
- Joined: Fri Dec 20, 2013 7:07 pm
- Pronouns: he/him
Postby Murphmario » Sun Jun 26, 2022 8:52 pm
Uploaded another fix, involving a minor fix to YI Flowers as well as a major fix to Prickly Goombas.
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SuperAlex
- Snifit
- Posts: 216
- Joined: Mon Nov 02, 2020 3:02 pm
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Contact:
Postby SuperAlex » Tue Oct 04, 2022 7:52 pm
Murphmario wrote: ↑Sun Jun 26, 2022 8:52 pm
Uploaded another fix, involving a minor fix to YI Flowers as well as a major fix to Prickly Goombas.
Hi, I didn't see Blipper in the Kirby Folder, I see in the Progress spreadsheet that was finished
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Murphmario
- Chargin' Chuck
- Posts: 2382
- Joined: Fri Dec 20, 2013 7:07 pm
- Pronouns: he/him
Postby Murphmario » Wed Oct 05, 2022 9:46 pm
SuperAlex wrote: ↑Tue Oct 04, 2022 7:52 pm
Murphmario wrote: ↑Sun Jun 26, 2022 8:52 pm
Uploaded another fix, involving a minor fix to YI Flowers as well as a major fix to Prickly Goombas.
Hi, I didn't see Blipper in the Kirby Folder, I see in the Progress spreadsheet that was finished
I probably mistyped that instead of Squishy, sorry to let you down on that.
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DRACalgar Law
- Hoopster
- Posts: 112
- Joined: Sun Oct 16, 2022 3:59 pm
- Flair: King of the Boss Makers
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Contact:
Postby DRACalgar Law » Mon Oct 24, 2022 11:46 pm
Oh yes! With Wendy's Shell, I can try making a Boom Boom transform into a shell and back to itself. A remaded Boom Boom back from SM3DL.
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MrCool422
- Rex
- Posts: 35
- Joined: Sun Jan 24, 2021 12:26 am
- Flair: Autistic
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Postby MrCool422 » Tue Oct 25, 2022 2:53 pm
DRACalgar Law wrote: ↑Mon Oct 24, 2022 11:46 pm
Oh yes! With Wendy's Shell, I can try making a Boom Boom transform into a shell and back to itself. A remaded Boom Boom back from SM3DL.
Wow! It's genius!
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Mushroom King
- Blooper
- Posts: 175
- Joined: Sun May 25, 2014 5:09 am
Postby Mushroom King » Wed Jan 04, 2023 5:41 pm
There is a little bug with the Hammer Bros never jumping up if the space on the upper floor has only a height of 2 blocks. He also never stops throwing his hammer in a too fast way.
And would it be possible to have the prickly goomba react to fireball or fire type enemies (Venus Fire Trap, Fire Bros, Fire Snake...)?
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MarioChallengerX2
- Bit
- Posts: 77
- Joined: Sat Dec 31, 2022 4:34 pm
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Postby MarioChallengerX2 » Fri Apr 07, 2023 5:58 pm
Question, Murphmario. Would it be possible for you to expand on the Sonic Springs? (Like, make a sideways version of it or a diagonal version of it)
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RagingRowen
- Shy Guy
- Posts: 6
- Joined: Tue Jul 05, 2022 6:48 pm
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Postby RagingRowen » Sun Apr 30, 2023 11:46 am
A bit of a bug report.
Even if I have an Exit Type chosen for the Flagpole, it will not detect that you've exited when you go back to the world map, and paths won't be opened.
Update: Seems it doesn't work with certain Exits. ? Orb works fine for example.
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Animebryan
- Spike
- Posts: 262
- Joined: Fri Jun 03, 2016 5:40 pm
- Flair: Need help!
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Contact:
Postby Animebryan » Thu Jun 29, 2023 12:18 am
Got this error with the Stalfos:
I have the stalfos.lua file in the same level folder.
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Marioman2007
- Lakitu
- Posts: 462
- Joined: Tue Aug 25, 2020 3:19 am
- Flair: Dr. Bones
- Pronouns: He/Him
Postby Marioman2007 » Thu Jun 29, 2023 12:34 am
Animebryan wrote: ↑Thu Jun 29, 2023 12:18 am
Got this error with the Stalfos:
I have the stalfos.lua file in the same level folder.
Error says that the stalfos.lua file should be inside a folder named "AI".
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Animebryan
- Spike
- Posts: 262
- Joined: Fri Jun 03, 2016 5:40 pm
- Flair: Need help!
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Contact:
Postby Animebryan » Thu Jun 29, 2023 1:51 am
It just won't stop bitching
Also tried putting it in data -> scripts -> npcs -> AI, didn't help.
Edit; Found the solution. Had to make an AI folder within the level folder. The fact that there were no instructions to signify this is BS & could've saved me a lot of hassle.
(Now posts won't show colons : : : : I just typed 4 of them, won't show the number nine either 9 9 9 9 just typed 4 of them)
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SNESLuigi9768
- Shy Guy
- Posts: 7
- Joined: Thu May 18, 2023 8:51 pm
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Postby SNESLuigi9768 » Mon Aug 28, 2023 6:26 pm
This is an absolutely amazing NPC pack! It's impressive that you managed to accurately recreate all these NPCs INCLUDING bosses! I have a question though; what do I have to change to reproduce that horrible SMB1 Bowser seen that GIF?
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mariobrigade2018
- Snifit
- Posts: 244
- Joined: Wed May 24, 2023 7:00 pm
- Flair: Normie in coding who dreams of making a Mario game
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Postby mariobrigade2018 » Sat Sep 09, 2023 8:51 pm
Is there a way to change the speed the hammer Bro throws the hammer, and is there a way to change the hammer from the custom one to the base game one?
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Murphmario
- Chargin' Chuck
- Posts: 2382
- Joined: Fri Dec 20, 2013 7:07 pm
- Pronouns: he/him
Postby Murphmario » Sun Sep 10, 2023 10:20 pm
mariobrigade2018 wrote: ↑Sat Sep 09, 2023 8:51 pm
Is there a way to change the speed the hammer Bro throws the hammer, and is there a way to change the hammer from the custom one to the base game one?
thrownSpeedX and thrownSpeedY for the throwing speed and thrownNPC for the NPC. Though for the latter, the custom hammers are animated more accurately to the ones in SMB3 compared to the ones in basegame.
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mariobrigade2018
- Snifit
- Posts: 244
- Joined: Wed May 24, 2023 7:00 pm
- Flair: Normie in coding who dreams of making a Mario game
- Pronouns: he/him
Postby mariobrigade2018 » Mon Sep 11, 2023 12:37 am
Murphmario wrote: ↑Sun Sep 10, 2023 10:20 pm
mariobrigade2018 wrote: ↑Sat Sep 09, 2023 8:51 pm
Is there a way to change the speed the hammer Bro throws the hammer, and is there a way to change the hammer from the custom one to the base game one?
thrownSpeedX and thrownSpeedY for the throwing speed and thrownNPC for the NPC. Though for the latter, the custom hammers are animated more accurately to the ones in SMB3 compared to the ones in basegame.
I know that, but I gave the basegame hammer this CGFX:
Which the custom Hammer Bro will throw, and this:
is what the custom Sledge Bro will throw.
(And in case anyone wants to know, this is what the other hammer type is:
Its for the Amazing Flying Hammer Bro.)
I was also wondering if I could make Core's Ice Bros use this bros AI. How would I do that?
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mariobrigade2018
- Snifit
- Posts: 244
- Joined: Wed May 24, 2023 7:00 pm
- Flair: Normie in coding who dreams of making a Mario game
- Pronouns: he/him
Postby mariobrigade2018 » Sun Oct 01, 2023 1:11 am
I found a bug with the Bomb Bro.
The bombs thrown by the Bomb Bro will only be thrown to the left. I found that using the bros.lua AI fixed that problem.
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Murphmario
- Chargin' Chuck
- Posts: 2382
- Joined: Fri Dec 20, 2013 7:07 pm
- Pronouns: he/him
Postby Murphmario » Sun Oct 01, 2023 1:18 am
mariobrigade2018 wrote: ↑Sun Oct 01, 2023 1:11 am
I found a bug with the Bomb Bro.
The bombs thrown by the Bomb Bro will only be thrown to the left. I found that using the bros.lua AI fixed that problem.
That's interesting. It probably has to do with a combination of me just copying the basegame Hammer Bro. AI for the Bomb Bros. and possibly Redigit jank since basegame Mouser has the exact same bomb problem.
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