xmap - the thinking man's overworld

Share and discuss custom LunaLua code and content packs for SMBX2.

Moderator: Userbase Moderators

deice
Volcano Lotus
Volcano Lotus
Posts: 596
Joined: Fri Jul 23, 2021 7:35 am

Re: xmap - the thinking man's overworld

Postby deice » Sat Nov 19, 2022 12:44 pm

Alucard648 wrote:
Sat Nov 19, 2022 12:00 am
Which will take ages to do.
i'm fairly certain it's set to drop before next year's vanilla contest, or at the very least that was implied by the wording in this post.
nevertheless if it becomes evident that either it won't or that it will but there won't be anything different to account for regarding the overworld, i'll go ahead with optimizing xmap after i'm done fulfilling real-life obligations.

Emral
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 9865
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Phoenix

Re: xmap - the thinking man's overworld

Postby Emral » Thu Nov 24, 2022 9:13 pm

The next SMBX2 update will not contain changes to the overworld.

deice
Volcano Lotus
Volcano Lotus
Posts: 596
Joined: Fri Jul 23, 2021 7:35 am

Re: xmap - the thinking man's overworld

Postby deice » Fri Nov 25, 2022 7:10 am

Enjl wrote:
Thu Nov 24, 2022 9:13 pm
The next SMBX2 update will not contain changes to the overworld.
yo, thanks for the heads up! great timing too, i might have some free time this weekend so it's the perfect time to try and get something done.

deice
Volcano Lotus
Volcano Lotus
Posts: 596
Joined: Fri Jul 23, 2021 7:35 am

Re: xmap - the thinking man's overworld

Postby deice » Sat Nov 26, 2022 6:04 am

an update has been made to chocomap which optimizes the drawing method, meaning you'll no longer lose performance on world maps with large element counts. (if you end up with so many elements that there's still slowdown despite using the newest version, you might want to consider pre-rendering large tile chunks instead of using individual tiles)

there's also a minor update to xpath which fixes one bug and one oversight. please redownload and enjoy.

HAK0TA538
Bob-Omb
Bob-Omb
Posts: 22
Joined: Wed Oct 18, 2023 11:57 pm
Flair: Lua is cool
Pronouns: He/Him

Re: xmap - the thinking man's overworld

Postby HAK0TA538 » Mon Oct 30, 2023 9:41 pm

Im very confused on how to use the nsmb star coin signs? I tried to use the addSign function in the onStart in map.lua and nothing happened, also it says to have sign.png in the folder but when i downloaded it it didin't come with sign.png. Could i have an example of what the map.lua should look like?

Added in 29 minutes 14 seconds:
function onStart()
function coinSign.addSign(1312, 320, 2)
end
end


Error:

<name> or "..." expected near 1312

deice
Volcano Lotus
Volcano Lotus
Posts: 596
Joined: Fri Jul 23, 2021 7:35 am

Re: xmap - the thinking man's overworld

Postby deice » Tue Oct 31, 2023 7:22 am

HAK0TA538 wrote:
Mon Oct 30, 2023 10:10 pm
it says to have sign.png in the folder but when i downloaded it it didin't come with sign.png.
whoops! must've forgotten to package it when reuploading at some point, thanks for the heads-up. it should be fixed now, try redownloading
HAK0TA538 wrote: Could i have an example of what the map.lua should look like?

Code: Select all

function onStart()
  function coinSign.addSign(1312, 320, 2)
  end
end
the problem with this code is that it's using function declaration syntax instead of function call syntax. try something like:

Code: Select all

local xmap = require("xmap")
local coinSign = xmap.coinSign

function onStart()
	coinSign.addSign(1312, 320, 2)
end
if you need any other examples, the link under "example episode" provides a download for an episode folder which has a "map.lua" that showcases a decent amount of features
also, remember that you need to edit your episode-wide luna.lua file to include

Code: Select all

require("xpath")
at the start

IttaBaby
Bot
Bot
Posts: 55
Joined: Sat Apr 08, 2017 8:19 pm

Re: xmap - the thinking man's overworld

Postby IttaBaby » Fri Nov 03, 2023 4:24 am

Tried to make a chimney on yoshi's house using this using wanime but it's a no go
I think I put entirely too many frames in there for it to run properly
is there a way to make a chimney at all?

deice
Volcano Lotus
Volcano Lotus
Posts: 596
Joined: Fri Jul 23, 2021 7:35 am

Re: xmap - the thinking man's overworld

Postby deice » Fri Nov 03, 2023 6:38 am

IttaBaby wrote:
Fri Nov 03, 2023 4:24 am
Tried to make a chimney on yoshi's house using this using wanime but it's a no go
I think I put entirely too many frames in there for it to run properly
is there a way to make a chimney at all?
i don't think the yoshi's house chimney from smw has enough frames to cause an issue here. if you'd send the files you used (image, txt file, lua code) it'd be much easier to troubleshoot it

IttaBaby
Bot
Bot
Posts: 55
Joined: Sat Apr 08, 2017 8:19 pm

Re: xmap - the thinking man's overworld

Postby IttaBaby » Fri Nov 03, 2023 7:54 am

deice wrote:
Fri Nov 03, 2023 6:38 am
i don't think the yoshi's house chimney from smw has enough frames to cause an issue here. if you'd send the files you used (image, txt file, lua code) it'd be much easier to troubleshoot it
61 frames

deice
Volcano Lotus
Volcano Lotus
Posts: 596
Joined: Fri Jul 23, 2021 7:35 am

Re: xmap - the thinking man's overworld

Postby deice » Fri Nov 03, 2023 1:51 pm

IttaBaby wrote:
Fri Nov 03, 2023 7:54 am
61 frames
like i said, i unfortunately can't really help you unless i have the files themselves with me. without them, any attempt to debug boils down to pure guesswork and that never ends up very fruitful.
you can paste the contents of the animation's text file into a post and just send the image file used as an attachment

IttaBaby
Bot
Bot
Posts: 55
Joined: Sat Apr 08, 2017 8:19 pm

Re: xmap - the thinking man's overworld

Postby IttaBaby » Sat Nov 04, 2023 5:59 am

deice wrote:
Fri Nov 03, 2023 1:51 pm
like i said, i unfortunately can't really help you unless i have the files themselves with me. without them, any attempt to debug boils down to pure guesswork and that never ends up very fruitful.
you can paste the contents of the animation's text file into a post and just send the image file used as an attachment
well this giant line is the graphics:
Image
and the txt is

Code: Select all

gfxwidth=64
gfxheight=128
frames=61
framespeed=20
priority=8.1
and finaly the line of code to stick it on the map:

Code: Select all

	wanime.addAnimation(4, 144, 496)

deice
Volcano Lotus
Volcano Lotus
Posts: 596
Joined: Fri Jul 23, 2021 7:35 am

Re: xmap - the thinking man's overworld

Postby deice » Sat Nov 04, 2023 8:15 am

IttaBaby wrote:
Sat Nov 04, 2023 5:59 am

Code: Select all

gfxwidth=64
gfxheight=128
this is the problem right here, the parameters for size are just "width" and "height" without the "gfx" prefix. i suggest checking the documentation (linked in the original post) in the future to avoid encountering similar issues.
(also, i imagine you'll probably want to make the background of the image transparent instead of black if you actually want to place it next to a yoshi's house)

IttaBaby
Bot
Bot
Posts: 55
Joined: Sat Apr 08, 2017 8:19 pm

Re: xmap - the thinking man's overworld

Postby IttaBaby » Sat Nov 04, 2023 7:24 pm

deice wrote:
Sat Nov 04, 2023 8:15 am
this is the problem right here, the parameters for size are just "width" and "height" without the "gfx" prefix. i suggest checking the documentation (linked in the original post) in the future to avoid encountering similar issues.
(also, i imagine you'll probably want to make the background of the image transparent instead of black if you actually want to place it next to a yoshi's house)
I swear I did, the thing's just showing it weird, IDK

Added in 3 hours 32 minutes 12 seconds:
deice wrote:
Sat Nov 04, 2023 8:15 am
this is the problem right here, the parameters for size are just "width" and "height" without the "gfx" prefix. i suggest checking the documentation (linked in the original post) in the future to avoid encountering similar issues.
(also, i imagine you'll probably want to make the background of the image transparent instead of black if you actually want to place it next to a yoshi's house)
Works now, thanks!

deice
Volcano Lotus
Volcano Lotus
Posts: 596
Joined: Fri Jul 23, 2021 7:35 am

Re: xmap - the thinking man's overworld

Postby deice » Thu Feb 08, 2024 1:47 pm

a minor update has been made to xpath (the "onWarp" event is now "onMapWarp") to ensure compatibility with beta 5. no other changes have been made, and you do not need to update if you are using xmap with beta 4.

deice
Volcano Lotus
Volcano Lotus
Posts: 596
Joined: Fri Jul 23, 2021 7:35 am

Re: xmap - the thinking man's overworld

Postby deice » Tue Aug 06, 2024 7:32 am

a relatively small update has been made with some modifications to xpath and coinsign, please check the changelogs for details.
it's possible a major update to xpath may come as well down the line, but no guarantees for now


Return to “LunaLua”

Who is online

Users browsing this forum: RimeNTreason and 4 guests

SMWCentralTalkhausMario Fan Games GalaxyKafukaMarioWikiSMBXEquipoEstelari