Marioman's Lua Pack [v1.1]

Share and discuss custom LunaLua code and content packs for SMBX2.
Marioman2007
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Marioman's Lua Pack [v1.1]

Postby Marioman2007 » Wed Jan 24, 2024 7:34 am

Heya!
This pack contains almost all of the npcs/blocks I made. It even includes some updated stuff which I've released before.

Showcase:
Spoiler: show
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Changelog:
Spoiler: show
Version 1:
Spoiler: show
First release. New stuff:
- Variable length blocks (Custom)
- Sheep man blocks (Mega Man 10)
- Electricity blocks (Super Mario Bros. Wonder)
- Jewel blocks (Super Mario Bros. Wonder)
- Pole blocks (Super Mario Bros. Wonder)
- Pull switches (Captain Toad: Treasure Tracker)
- Balloon gliders (Custom)
- Gun (Custom)
- Bunby catcher (Mega Man 9)
- Illusian (Mega Man 9)
- Portal (Mega Man 9)
- Sakrets (Mega Man 9)
- Fire Server (Mega Man 11)
- Armads (Super Mario Bros. Wonder)
- Bowser's castle form (Super Mario Bros. Wonder)
- Countdown lifts (Super Mario Bros. Wonder)
- Missile megs (Wonder effect) (Super Mario Bros. Wonder)
- Mumsy (Super Mario Bros. Wonder)
- Sproing (Super Mario Bros. Wonder)
- F.L.U.D.D. (Super Mario Sunshine)

Changes to stuff that were previously released:
- The gun now has SFXs
- Pull switches have been reworked, they now use two IDs
Version 1.1:
Spoiler: show
New stuff:
- Balance platforms (Custom)
- Bomb potton (Mega Man 10)
- Linking Lifts (Super Mario Bros. Wonder)
- Synced ladders (Mario vs. Donkey Kong)
- Synced warp boxes (Mario vs. Donkey Kong)
- Switchboard (Super Mario 3D World)
- Warp and Mystery boxes (Super Mario 3D World)

Changes:
- Reworked variable blocks, they are now sizables and have a better way to define their contained npcs, not compatible with their older versions.
- Electricity blocks now make use of line lights.
- Jewel blocks now have a better way to define its contained npcs, they still support the old method though.
- Gun, Sakrets and Fire Servers are now containers.
- Illusian now has a better way to select the block it spawns and also a config to spawn an actual block.
- Improved sakrets' wall detection code.
- Fire server's projectile now uses the "terminalvelocity" config.
- Fire server's tank starts flashing if in the projectile state.
- Balloon gliders now work with the new synced.lua.
- Updated the editor images of some npcs.
- Fixed a crash related to the pole blocks.
- Added death effects for mega man enemies. Every enemy uses the same effect (effect-1000) so there are duplicate files. You can change the ID at the top of the npc's lua file.
- Improved some test levels.
- Fludd actions are now restricted if the player is dead or if the level is completed.
- Calling block:remove on the jewel blocks will now destroy them properly.


Download:
https://drive.google.com/file/d/16YR5Q9 ... sp=sharing


Crediting:
Each folder has a text file with credits (or sometimes with documentation).
You need to give credit to every user mentioned in that file and me.
Please tell me if I've missed anyone and I'll try to update it asap.
Last edited by Marioman2007 on Fri May 10, 2024 9:43 am, edited 2 times in total.

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Re: Marioman's Lua Pack [v1]

Postby AirShip » Wed Jan 24, 2024 12:33 pm

Amazing work as always!

mariobrigade2018
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Re: Marioman's Lua Pack [v1]

Postby mariobrigade2018 » Wed Jan 24, 2024 9:31 pm

Are there any differences between the Original Variable Block and this one? Making a documentation for rereleased stuff might be helpful for us to keep track of any of said differences.

Marioman2007
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Re: Marioman's Lua Pack [v1]

Postby Marioman2007 » Wed Jan 24, 2024 11:57 pm

mariobrigade2018 wrote:
Wed Jan 24, 2024 9:31 pm
Are there any differences between the Original Variable Block and this one? Making a documentation for rereleased stuff might be helpful for us to keep track of any of said differences.

No, the variable block did not receive any changes.
Also good call, I've added the changes to previously released stuff in the main post.

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Re: Marioman's Lua Pack [v1]

Postby Just_Thomas » Fri Jan 26, 2024 1:07 pm

I am always amazed how much ideas you guys have for new content. Also the new content by all creators looks so balanced (plattforms, enemies, new mechanics etc.).
Your FLUDD looks really nice with new HUD.
In general the spritework is really top-notch as well.
I struggle a lot to add some own graphics, often wasting several hours for the wastebin: They often just do not look as good as I hoped they would do.

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Re: Marioman's Lua Pack [v1]

Postby Spudly » Mon Mar 25, 2024 4:03 am

I'm having trouble using the pole blocks. Every time i try i get this error.
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How do i fix this? I don't know Lua, so if i need a script please add a copy paste thing

Marioman2007
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Re: Marioman's Lua Pack [v1]

Postby Marioman2007 » Wed Mar 27, 2024 12:34 am

Spudly wrote:
Mon Mar 25, 2024 4:03 am
I'm having trouble using the pole blocks. Every time i try i get this error.
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How do i fix this? I don't know Lua, so if i need a script please add a copy paste thing

Copy "block-765e.png" and rename the copied file to "block-765.png" and make it transparent.
(The FakeBlocks topic provides a fix for this kind of error.)

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Re: Marioman's Lua Pack [v1.1]

Postby Marioman2007 » Fri May 10, 2024 9:55 am

Version 1.1 is here!

Adding 7 new stuff and fixing a lot of bugs.
- Balance platforms (Custom)
- Bomb potton (Mega Man 10)
- Linking Lifts (Super Mario Bros. Wonder)
- Synced ladders (Mario vs. Donkey Kong)
- Synced warp boxes (Mario vs. Donkey Kong)
- Switchboard (Super Mario 3D World)
- Warp and Mystery boxes (Super Mario 3D World)

Changes and download can be found in the main post.

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Re: Marioman's Lua Pack [v1.1]

Postby Just_Thomas » Fri May 10, 2024 10:22 am

First of all, a big thank you for your release and for the integration of test maps.

[Block] [SM3DW] Warp and Mystery boxes:
I am somehow sure that you have overlooked something here:
If the level already uses the level timer, then it OPTICALLY doesn't work with the “purple box” (and the “exit time”). From my point of view, it is inevitable that a separate timer (from the display) is needed here (otherwise the player knows the remaining time ONLY without active level timer).
https://www.youtube.com/watch?v=9EsZJsXlN68
However, I was surprised that it still worked correctly in the background and that I was still ejected from the bonus room after 10 seconds.
About the seperate timer display I mean: You did this with your “minTimer.lua ” with a separate clock as HUD.
So if would be really cool if the timer display of the gets displayed outside of the level timer.
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Of course, I haven't had time to look at everything yet, but your “[NPC] [Custom] Balance Platforms” is an absolute blast. And once again, thanks for your effort and your new content.

Edit:
[NPC] [SMBW] Missile Megs (so 1.0 content):
I don`t get it... in your testmap nothing does happen, really nothing. I have not changed anything, I merely started the map.
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And a question about "[Block] [Custom] Variable blocks".
Does this cover the possibility of a "coin/starman" reveal?
I mean the newer SMB games at least have these "coinblocks" which however do have a star if the player already has a (active) star/is invulnerable, so for a star rush or as one might say. Can this be done with that as well? I have not yet been able to grasp all the possible uses of it.

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Re: Marioman's Lua Pack [v1.1]

Postby GreenDemon » Fri May 10, 2024 1:56 pm

Marioman2007 wrote:
Fri May 10, 2024 9:55 am
- Switchboard (Super Mario 3D World)
- Warp and Mystery boxes (Super Mario 3D World)
Minor correction: These two things actually debuted in 3D Land, not 3D World.

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Re: Marioman's Lua Pack [v1.1]

Postby mariobrigade2018 » Fri May 10, 2024 2:06 pm

GreenDemon wrote:
Fri May 10, 2024 1:56 pm
Marioman2007 wrote:
Fri May 10, 2024 9:55 am
- Switchboard (Super Mario 3D World)
- Warp and Mystery boxes (Super Mario 3D World)
Minor correction: These two things actually debuted in 3D Land, not 3D World.
Yay! someone remembers that game other than me!

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Re: Marioman's Lua Pack [v1.1]

Postby Just_Thomas » Fri May 10, 2024 3:17 pm

Marioman2007 wrote:
Fri May 10, 2024 9:55 am
- Switchboard (Super Mario 3D World)
Uhm, for whatever reason NO sound is playing in that level. I do not mean the BGM (no selected), I mean, NO sound. No jumping sound, when placed a coin, no sound either. At first I thought I had some PC problems... until I noticed it is THAT map. I am SO confused.
I actually tried copy the elements into a new level but no change, it does not play ANY sound effect.
In terms of SMBX, this is probably the strangest bug I have ever seen ... or should I say NOT heard?

I mean I remember the times of Quake 3 when my old onboard soundcard ALWAYS died in the credits with Xearo but ...
I do not think this is happening here. At least I hope so...

EDIT:
OK, WTF????

Code: Select all

for i = 1, 91 do
	Audio.sounds[i].muted = true
end
[NPC] [SM3DW] Switchboard Platform\AI\switchboardPlatform.lua
Why? Was this for testing purposes? :lol:

Edit 2:
Do you not intend to give the plattform some kind of sound effects? Like "smw-saw.ogg" for the actual moving or "slide.ogg" for the button pressing?
I know not every npc really should have sound effects, it would be too much, but I feel like THIS one really need ones.

Edit 3:
AND an other question.
I made some copies of your juwel block with or rather for different colors.
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I have some trouble to adjust the fill-color.

Code: Select all

fillColor = Color.fromHexRGBA
Either it is totally dark ingame or nearly invisible.
The colors are probably unusable for this. Can you help me find suitable values?
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These variations use the same alpha channel as your original BTW.
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Last edited by Just_Thomas on Sat May 11, 2024 11:52 am, edited 1 time in total.

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Re: Marioman's Lua Pack [v1.1]

Postby Marioman2007 » Sun May 12, 2024 1:13 am

Just_Thomas wrote:
Fri May 10, 2024 10:22 am
[NPC] [SMBW] Missile Megs (so 1.0 content):
I don`t get it... in your testmap nothing does happen, really nothing. I have not changed anything, I merely started the map.
I'm not sure which change caused them to break, I'll check them.

Does this cover the possibility of a "coin/starman" reveal?
I mean the newer SMB games at least have these "coinblocks" which however do have a star if the player already has a (active) star/is invulnerable, so for a star rush or as one might say. Can this be done with that as well? I have not yet been able to grasp all the possible uses of it.
I don't think that is possible with the varblocks. iirc MegaDood or someone else was working on a block like that.

I actually tried copy the elements into a new level but no change, it does not play ANY sound effect.

Edit 2:
Do you not intend to give the plattform some kind of sound effects? Like "smw-saw.ogg" for the actual moving or "slide.ogg" for the button pressing?
I know not every npc really should have sound effects, it would be too much, but I feel like THIS one really need ones.
Oops, I forgot to remove that part of the code.
The platform not having any sound was intentional but I guess it could use a sound when a player steps on it.

I made some copies of your juwel block with or rather for different colors.
I have some trouble to adjust the fill-color.

Code: Select all

fillColor = Color.fromHexRGBA
Either it is totally dark ingame or nearly invisible.
The colors are probably unusable for this. Can you help me find suitable values?
Color.fromHexRGBA is a function that converts a hex value to a color object.
You can select a color, copy its hex value and then put in the function.
The default color "Color.fromHexRGBA(0xFF1C7664)" is a shade of pink (0xFF1C76) and 0x64 is the opacity (which is 100 out of 255).
You can also use other color functions instead of fromHexRGBA: https://docs.codehaus.moe/#/reference/C ... -functions

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Re: Marioman's Lua Pack [v1.1]

Postby Just_Thomas » Sun May 12, 2024 4:01 am

If a luna code template could be worked out for others to use, it would be fine, too (maybe in combination of "hit" of a block?).

Code: Select all

bool
	
	hasStarman

		Whether the player is currently affected by a Starman's invulnerability.
Can not find anything about possibility to intercept the powerup tiers of the player (being small, big, having fire/ice flower, hammer suit etc.)

Maybe in a way like that then...

Code: Select all

function onTick()
--Code by deIce
--https://www.smbxgame.com/forums/posting.php?mode=quote&p=399575
--NPC moves into player direction after spawning
	for _, v in NPC.iterate() do
		if(v:mem(0x138, FIELD_WORD) == 1 and v:mem(0x13C, FIELD_DFLOAT) == 0 and player.direction == DIR_RIGHT) then
		v.direction = DIR_RIGHT
		end

		if(v:mem(0x138, FIELD_WORD) == 1 and v:mem(0x13C, FIELD_DFLOAT) == 0 and player.direction == DIR_LEFT) then
		v.direction = DIR_LEFT
		end
	end
end
But that's just a side note, you will logically know better than I do.
The default color "Color.fromHexRGBA(0xFF1C7664)" is a shade of pink (0xFF1C76) and 0x64 is the opacity (which is 100 out of 255).
Thank you very much. I was not able to understand it before that. I am not changing a working system, so I stick with that.

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By the way, if you need to update (or even add) any of your credits - for whatever reason - with your next patch release, please let me know.
I had already, let's say, prepared your pack accordingly for my project in that regard.


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