smwMap.lua (v1.2.1) - The Levels are using Levels!

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Doodoxing
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Re: smwMap.lua (v1.2.1) - The Levels are using Levels!

Postby Doodoxing » Sat Sep 07, 2024 1:37 pm

RatGoon wrote:
Wed Sep 04, 2024 8:53 am
I've encountered an issue with this where the level npcs are overridden by custom npcs that share their ids

what it looks like:
Image
Have had an exactly same bug. Changing an ID inside ini file of the level tiles resolves the issue. Of course I did change a file name of NPC as well (changed only for the SMWmap stuff to not make a conflicts with NPCs from the episode root folder).

DispaceTroblex
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Re: smwMap.lua (v1.2.1) - The Levels are using Levels!

Postby DispaceTroblex » Wed Sep 11, 2024 3:04 am

map.lvlx with smwmap.lua but Darkness, Player Lights, Effects (Including Weather, Screen Effects, etc) is not working

mariobrigade2018
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Re: smwMap.lua (v1.2.1) - The Levels are using Levels!

Postby mariobrigade2018 » Wed Sep 11, 2024 12:52 pm

DispaceTroblex wrote:
Wed Sep 11, 2024 3:04 am
map.lvlx with smwmap.lua but Darkness, Player Lights, Effects (Including Weather, Screen Effects, etc) is not working
Image

deice
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Re: smwMap.lua (v1.2.1) - The Levels are using Levels!

Postby deice » Wed Sep 11, 2024 6:09 pm

mariobrigade2018 wrote:
Wed Sep 11, 2024 12:52 pm
(gif)
since it is inside a level file, it is at the very least not unreasonable to assume that vanilla effects which are purely visual and don't depend on the player object (such as screen effects) might work just as they do in a normal level
it's not mentioned explicitly that they don't to my knowledge, and it's not at all strange to want to have extra visual effects on the overworld (such as rain or snow), so an inexperienced user could very easily assume them not working might be the result of an oversight

Blackops Koopa
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Re: smwMap.lua (v1.2.1) - The Levels are using Levels!

Postby Blackops Koopa » Thu Oct 17, 2024 7:58 pm

i hate the spline system, its complicated to set it up and when i do set it up without giving me an error, when i try to move, it gives me an error stating "attempt to perform arithmetic on field "y" (a nil value)" i wish you could make paths without the spline system like in the base game world map maker

mariobrigade2018
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Re: smwMap.lua (v1.2.1) - The Levels are using Levels!

Postby mariobrigade2018 » Thu Oct 17, 2024 9:14 pm

Blackops Koopa wrote:
Thu Oct 17, 2024 7:58 pm
i hate the spline system, its complicated to set it up and when i do set it up without giving me an error, when i try to move, it gives me an error stating "attempt to perform arithmetic on field "y" (a nil value)" i wish you could make paths without the spline system like in the base game world map maker
I feel ya, but there unfortunately really isn’t much we can do. The only way I could see this being made easier would be to add some sort of visual aid, similar to how to make lines in something like photoshop. Unfortunately, that would require a plug-in, something that I don’t know if it’s completed or not.

Alucard648
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Re: smwMap.lua (v1.2.1) - The Levels are using Levels!

Postby Alucard648 » Thu Oct 17, 2024 11:07 pm

Same issue. Splines are Pain without WISIWYG editor.

Added in 1 minute 40 seconds:
mariobrigade2018 wrote:
Thu Oct 17, 2024 9:14 pm
I feel ya, but there unfortunately really isn’t much we can do. The only way I could see this being made easier would be to add some sort of visual aid, similar to how to make lines in something like photoshop. Unfortunately, that would require a plug-in, something that I don’t know if it’s completed or not.
Editor plugins were not implemented at all, it will take ages to do.

Blackops Koopa
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Re: smwMap.lua (v1.2.1) - The Levels are using Levels!

Postby Blackops Koopa » Sun Mar 09, 2025 6:39 pm

Blackops Koopa wrote:
Thu Oct 17, 2024 7:58 pm
i hate the spline system, its complicated to set it up and when i do set it up without giving me an error, when i try to move, it gives me an error stating "attempt to perform arithmetic on field "y" (a nil value)" i wish you could make paths without the spline system like in the base game world map maker
now it is 2025 and the spline system is actually not hard to do. it's pretty easy.

Alucard648
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Re: smwMap.lua (v1.2.1) - The Levels are using Levels!

Postby Alucard648 » Thu Mar 13, 2025 9:50 am

deice wrote:
Wed Sep 11, 2024 6:09 pm
mariobrigade2018 wrote:
Wed Sep 11, 2024 12:52 pm
(gif)
since it is inside a level file, it is at the very least not unreasonable to assume that vanilla effects which are purely visual and don't depend on the player object (such as screen effects) might work just as they do in a normal level
it's not mentioned explicitly that they don't to my knowledge, and it's not at all strange to want to have extra visual effects on the overworld (such as rain or snow), so an inexperienced user could very easily assume them not working might be the result of an oversight
Same issue, vanilla screen effects don`t work at all in overworld with smwMap.lua. Tested on example overworld. Bets 5.3

AdvancedTrash
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Re: smwMap.lua (v1.2) - The Levels are using Levels!

Postby AdvancedTrash » Thu May 08, 2025 10:59 pm

SpoonyBardOL wrote:
Sat May 15, 2021 2:18 pm
I've made some extras for use with this lua pack. First off is a Crossroad object that auto-opens any selected paths once the crossroad itself is revealed, its appearance changes based on which paths are currently unlocked (thanks mutantvine code!) and it even has a locked function where you can set any combination of Stars or Star Coins to unlock it.

I've also ported some of the map sprites from Level Contest Japan (which were created by Enjl, I believe?), floating blocks, Walking NPCs, Jumping NPCs, and Patrolling NPCs (Charlie).

EDIT 3/28/24: Fixed an oversight which caused the requirements of unlockable Crossroads to display incorrectly if viewed in a certain order.

EDIT 4/5/24: Fixed another oversight which caused the crossroad object to return an error.

EDIT 4/15/25: Super belated edit but I realize now I neglected to mention the crossroads need to have names assigned, especially if you are using their locking functionality. And, much like paths, the names need to be distinct from one another. No update added or needed for this, just forgot this bit of instruction.

Images:
Spoiler: show
Image

Image

Some of the path connections to the crossroads look a bit odd since they were left as-is from MDA's demo map, otherwise I'd make sure they connected more naturally to the crossroad.
Download:
I am going to try again for a third time to make something similar to what you made here. I was trying to reinvent the wheel, but you had already made a blueprint to what I was trying to make: which was essentially tiles that function as a Star Count check or a currency exchange system.

I disabled the coin limit in my game to make an eventual system where you pay for coins to “repair” parts of the map, and I feel like if I sit with this and attempt to add some conditional branches and currency exchanges and checks I can make it this way.

I will look over your work on my next free day, as I tossed all my bad lua code away before I ruined it all lol maybe I can make it work

AlphaBlue1011
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Re: smwMap.lua (v1.2.1) - The Levels are using Levels!

Postby AlphaBlue1011 » Wed Jun 18, 2025 5:29 pm

levels after taking hrt (they've transitioned into world maps)
(in all seriousness, nice work!)


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