Megaman Playable [v1.01] - Ready to Rock!

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

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Marioman2007
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Megaman Playable [v1.01] - Ready to Rock!

Postby Marioman2007 » Wed Jan 01, 2025 9:22 am

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Heya!
This is a playable I've been working on for a while.
It all started when I wanted to overhaul the weapons for mega man, but I quickly scrapped that, and after a while, I tried to rewrite the playable but stopped due my lack of knowledge at that time.
And the third time, I decided to start from scratch and here we are.


Features:

Accurate movement - walking, jumping, sliding and climbing, and a mega man X styled boost
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Customizable health system, for both the player and NPCs
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A custom pause menu
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A partner system (and proper rush coil and rush jet)
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Costume support!
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Random drops and items
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Fixes for barrels, clearpipe cannons and bumper, they are not perfect but still decent enough
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And a bonus feature!
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Changelog:
[1.0] - Initial release.
[1.01] - Fixed pipe warps and added world map sprites.


Credits:
Script Credits:
- Marioman2007 (Most of the scripting)
- MrDoubleA (Code help, animationPal & solid color shader)
- Emral (Code help & palette swap shader)

Graphics Credits:
- Hansungkee (Directional shooting, throwing and victory frames)
- Jon Gandee (Mario costume sprites)
- SilentDream (Luma sprites)
- Tileset from the Megamix engine


Documentation:
https://docs.google.com/document/d/1yyo ... sp=sharing

Basic usage is provided in documentation given above.
Give credit if used, and report bugs if you find any!


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Last edited by Marioman2007 on Mon Jan 13, 2025 10:14 am, edited 1 time in total.

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Re: Megaman Playable [v1] - Ready to Rock!

Postby squp » Wed Jan 01, 2025 9:38 am

this is insane you are a hero

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Re: Megaman Playable [v1] - Ready to Rock!

Postby IAmPlayer » Wed Jan 01, 2025 9:59 am

holy crap

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Re: Megaman Playable [v1] - Ready to Rock!

Postby Alagirez » Wed Jan 01, 2025 10:26 am

Really awesome stuff to start 2025. Great job!

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Re: Megaman Playable [v1] - Ready to Rock!

Postby mariobrigade2018 » Wed Jan 01, 2025 3:08 pm

Wait it’s out now?! Now that sure is a surprise. Thanks for your work, this must have been an insanely long thing to work on.

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Re: Megaman Playable [v1] - Ready to Rock!

Postby glitchprofessor » Thu Jan 09, 2025 12:51 pm

this is great stuff but theres a bug when going into pipes

Marioman2007
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Re: Megaman Playable [v1.01] - Ready to Rock!

Postby Marioman2007 » Mon Jan 13, 2025 10:18 am

Thank you everyone for the nice comments!

glitchprofessor wrote:
Thu Jan 09, 2025 12:51 pm
this is great stuff but theres a bug when going into pipes

..that's weird.
The warps work fine in the test level, so I created a fresh level to test again, and found the bug.

Updated the link to fix this and also added world map sprites.
Thanks for the report!

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Re: Megaman Playable [v1.01] - Ready to Rock!

Postby glitchprofessor » Sun Jan 19, 2025 11:37 am

another bug i found is when megaman slides on a plant a lua error message appears but it doesnt damage any of the lua code

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Re: Megaman Playable [v1.01] - Ready to Rock!

Postby Murphmario » Fri Jan 24, 2025 10:47 pm

glitchprofessor wrote:
Sun Jan 19, 2025 11:37 am
another bug i found is when megaman slides on a plant a lua error message appears but it doesnt damage any of the lua code
Something to note is that the error is only caused if the grass contains an NPC.

Another bug I found is that if an NPC passes through two or more projectiles at the same time, then the custom damage system gets completely ignored, the projectiles don't disappear, and the NPC takes regular SMBX projectile damage.

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Re: Megaman Playable [v1.01] - Ready to Rock!

Postby punkitt » Sun Feb 09, 2025 9:42 pm

my GOD youre a GENIUS

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Re: Megaman Playable [v1.01] - Ready to Rock!

Postby AlphaBlue1011 » Sun Feb 16, 2025 6:59 pm

Nice! Though, how do custom weapons work?

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Re: Megaman Playable [v1.01] - Ready to Rock!

Postby Marioman2007 » Sun Feb 16, 2025 9:51 pm

AlphaBlue1011 wrote:
Sun Feb 16, 2025 6:59 pm
Nice! Though, how do custom weapons work?

You create a lua file for the weapon (say weaponName) and an image for its icon and energy bar (weaponName-icon.png) and put those two files in the "weapons" folder.
Then you put this code in your luna.lua file to register your weapon.

Code: Select all

local mega = require("megaman/megaman")
local myWeapon  = mega.addWeapon("Test Weapon",  "weapons/weaponName")
You'll need to code the main functionality (shooting for example) by yourself
For the appearance, you can modify the weapon.settings table (check weapons/metalBlade.lua for example)

For more information on the weapon.settings table, press ctrl+F on the documentation and search for "mega.weaponDefaults"

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Re: Megaman Playable [v1.01] - Ready to Rock!

Postby AlphaBlue1011 » Mon Feb 17, 2025 5:49 pm

for some reason, this sprite glitch happens when going onto a ladder while facing left. NOT when facing right, but when facing LEFT. Could you look into this?
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Added in 1 minute 10 seconds:
Here's a gif of it happening in case you needed it:
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Re: Megaman Playable [v1.01] - Ready to Rock!

Postby Marioman2007 » Mon Feb 17, 2025 7:22 pm

AlphaBlue1011 wrote:
Mon Feb 17, 2025 5:50 pm
for some reason, this sprite glitch happens when going onto a ladder while facing left. NOT when facing right, but when facing LEFT. Could you look into this?

Huh, it looks like the player sprite meant to be rendered on the map is somehow being rendered in the level.
Did you use anything that could mess with the player sprites? It does not happen for me.

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Re: Megaman Playable [v1.01] - Ready to Rock!

Postby AlphaBlue1011 » Mon Feb 17, 2025 7:31 pm

Marioman2007 wrote:
Mon Feb 17, 2025 7:22 pm
Did you use anything that could mess with the player sprites? It does not happen for me.
i used the code here. viewtopic.php?t=29755
The values were set to 512 for the width and 448 for the height, btw.

Added in 47 seconds:
though, idk how it would affect sprites.

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Re: Megaman Playable [v1.01] - Ready to Rock!

Postby AlphaBlue1011 » Tue Feb 18, 2025 2:02 pm

I think it might have something to do with the fact that i replaced the base mega man's death effect (effect-149) with a blank image, since the level i'm making uses lava, and it causes that effect to appear normally. Maybe an update could get rid of the death effect?


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