Share and discuss custom LunaLua code and content packs for SMBX2.
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mariobrigade2018
- Rocky Wrench

- Posts: 641
- Joined: Wed May 24, 2023 7:00 pm
- Flair: OK in coding who dreams of making a Mario game
- Pronouns: he/him
Postby mariobrigade2018 » Mon Feb 17, 2025 12:17 am
Waltsalemastick wrote: ↑Sun Feb 16, 2025 9:57 pm
Also one more thing, I think you forgot to add SMB3 Wendy into this npc pack because she's not in there and I do know that you've made her thanks to one of your boss rushes I've seen in the past.
DRACalgar didn't make Wendy, Kate did. You can find it here:
viewtopic.php?t=27266
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Waltsalemastick
- Goomba

- Posts: 2
- Joined: Tue Mar 20, 2018 9:12 pm
- Flair: Not sure yet
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Postby Waltsalemastick » Wed Feb 19, 2025 1:00 pm
Ah, got ya!
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Bowl_of_Oatmeal
- Koopa

- Posts: 17
- Joined: Fri Sep 18, 2020 11:17 pm
- Pronouns: He/Him
Postby Bowl_of_Oatmeal » Sun Feb 23, 2025 4:56 pm
In an Aquamentus fight, jumping on him while he is charging at you leads to this error.

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DRACalgar Law
- Tweeter

- Posts: 137
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- Flair: King of the Boss Makers
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Postby DRACalgar Law » Mon Feb 24, 2025 3:45 pm
Bowl_of_Oatmeal wrote: ↑Sun Feb 23, 2025 4:56 pm
In an Aquamentus fight, jumping on him while he is charging at you leads to this error.
That's weird. Do you have the 'boss hit.wav' file or the other audio file that the variable 'sfx_boss_hit' is assigned to just to play the audio.
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Bowl_of_Oatmeal
- Koopa

- Posts: 17
- Joined: Fri Sep 18, 2020 11:17 pm
- Pronouns: He/Him
Postby Bowl_of_Oatmeal » Tue Feb 25, 2025 12:56 pm
DRACalgar Law wrote: ↑Mon Feb 24, 2025 3:45 pm
Bowl_of_Oatmeal wrote: ↑Sun Feb 23, 2025 4:56 pm
In an Aquamentus fight, jumping on him while he is charging at you leads to this error.
That's weird. Do you have the 'boss hit.wav' file or the other audio file that the variable 'sfx_boss_hit' is assigned to just to play the audio.
I did not have those files in my level. I went ahead and added the wav file from other bosses to mine and it worked. I also added the boss explode file as well.
It seems that when I downloaded the pack, it didn't come with those files for some reason. I downloaded it again and I was able to obtain the files.
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Dura785
- Bob-Omb

- Posts: 21
- Joined: Thu Jan 02, 2025 5:16 pm
- Pronouns: he/him
Postby Dura785 » Thu Apr 17, 2025 8:18 pm
Any progress DRACalgar Law? It's April now!
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mariobrigade2018
- Rocky Wrench

- Posts: 641
- Joined: Wed May 24, 2023 7:00 pm
- Flair: OK in coding who dreams of making a Mario game
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Postby mariobrigade2018 » Thu Apr 17, 2025 9:38 pm
Dura785 wrote: ↑Thu Apr 17, 2025 8:18 pm
Any progress DRACalgar Law? It's April now!
All good things come to those who wait.
-a wise dude
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Dura785
- Bob-Omb

- Posts: 21
- Joined: Thu Jan 02, 2025 5:16 pm
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Postby Dura785 » Fri Apr 18, 2025 7:36 pm
mariobrigade2018 wrote: ↑Thu Apr 17, 2025 9:38 pm
Dura785 wrote: ↑Thu Apr 17, 2025 8:18 pm
Any progress DRACalgar Law? It's April now!
All good things come to those who wait.
-a wise dude
Ik, I just want the update that's all
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DRACalgar Law
- Tweeter

- Posts: 137
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Postby DRACalgar Law » Sat Apr 19, 2025 12:27 pm
An update is slowly coming its way in the future, but I do have some things going on in my life. Not only that I am also tackling on projects and plans from people steadily. So this will have a tendency to halt my packs' update progress.
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Pixelated_Perfection
- Bot

- Posts: 57
- Joined: Fri Feb 25, 2022 1:23 pm
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Postby Pixelated_Perfection » Sun Apr 20, 2025 12:50 pm
DRACalgar Law wrote: ↑Sat Apr 19, 2025 12:27 pm
An update is slowly coming its way in the future, but I do have some things going on in my life. Not only that I am also tackling on projects and plans from people steadily. So this will have a tendency to halt my packs' update progress.
Take your time man, considering how much youve already crammed into this pack its well worth it to wait just a bit longer for more good stuff
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DRACalgar Law
- Tweeter

- Posts: 137
- Joined: Sun Oct 16, 2022 3:59 pm
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Postby DRACalgar Law » Mon May 26, 2025 2:01 am
Alright, it has been awhile since I have been dealing important things in my life so far. But I have made it here to release an update in commemoration for distributing at least 100 of my bosses. As tribute, I have created the three following specials: Ice Dragon and its 3 other variants, Risky Boots, and Galvanizer Blaster. Alongside, I ended up making Lakiboss and Dragon Emperor from users FireSeraphim and DrMekar who wish to use them to the fullest in their projects. King Jelectro from SMWCP2 ended up on my list in what SMWCP2 bosses that I made. I started to look back issues and bosses that have not been dealt with for awhile, prompting me to make tweaks on Aquamentus and Pig Man. Toy Koopa and Bankirosu have received adjustments that'd make them feel more complete. Details are in the changelog in which I can show here and my main post.
Changelog:
New Additions:
-Dragon Emperor
-King Jelectro
-Lakiboss
-Risky Boots
-Ice Dragon + Extra Variants (Thunder Dragon, Fire Dragon, and Earth Dragon)
-Galvanizer Blaster
NPC Creator Creations:
-Doll Boy
-Kirby
Tweaks:
-Modified Toy Koopa to have configurable (inside the script) sets of how it shoots and when it does it. Also added extra setting to have it jump while it walks. Also added block destroyer collision for the ram and the spin out attack.
-Adjusted Aquamentus's handling of positioning itself. When initialized, it has a variable ramState that helps guide how it positions. spawnDirection will also be used to help position itself should it end up bumping into a wall when making ram attack or gets carried. When something like that happens, ramState will reset. By doing this, I changed the ramXPositionStop extra setting to not have a negative value. Now it can be easy for users to set where they want Aquamentus to be at and position itself where. Also added block destroyer collision for the ram attack.
-Implemented a proper death animation from the Starfy game series to Bankirosu and adjusted handling harm conditions.
-Polished Pig Man's harm system and added proper death animation. Added tileset for Pig Man.
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Turtle Guy
- Buster Beetle

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Postby Turtle Guy » Fri May 30, 2025 9:09 am
When NSMBU Roy gets hit from his own projectile, it triggers an error and instantly kills him.
Btw I think it be cool if there was a different version of him, that doesn't go in his shell, but continues to attack and takes way more hits, like the old version(but of course with the new stuff added to him).
Last edited by Turtle Guy on Sat May 31, 2025 2:52 am, edited 1 time in total.
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Dura785
- Bob-Omb

- Posts: 21
- Joined: Thu Jan 02, 2025 5:16 pm
- Pronouns: he/him
Postby Dura785 » Fri May 30, 2025 5:47 pm
DRACalgar Law wrote: ↑Mon May 26, 2025 2:01 am
Alright, it has been awhile since I have been dealing important things in my life so far. But I have made it here to release an update in commemoration for distributing at least 100 of my bosses. As tribute, I have created the three following specials: Ice Dragon and its 3 other variants, Risky Boots, and Galvanizer Blaster. Alongside, I ended up making Lakiboss and Dragon Emperor from users FireSeraphim and DrMekar who wish to use them to the fullest in their projects. King Jelectro from SMWCP2 ended up on my list in what SMWCP2 bosses that I made. I started to look back issues and bosses that have not been dealt with for awhile, prompting me to make tweaks on Aquamentus and Pig Man. Toy Koopa and Bankirosu have received adjustments that'd make them feel more complete. Details are in the changelog in which I can show here and my main post.
Changelog:
New Additions:
-Dragon Emperor
-King Jelectro
-Lakiboss
-Risky Boots
-Ice Dragon + Extra Variants (Thunder Dragon, Fire Dragon, and Earth Dragon)
-Galvanizer Blaster
NPC Creator Creations:
-Doll Boy
-Kirby
Tweaks:
-Modified Toy Koopa to have configurable (inside the script) sets of how it shoots and when it does it. Also added extra setting to have it jump while it walks. Also added block destroyer collision for the ram and the spin out attack.
-Adjusted Aquamentus's handling of positioning itself. When initialized, it has a variable ramState that helps guide how it positions. spawnDirection will also be used to help position itself should it end up bumping into a wall when making ram attack or gets carried. When something like that happens, ramState will reset. By doing this, I changed the ramXPositionStop extra setting to not have a negative value. Now it can be easy for users to set where they want Aquamentus to be at and position itself where. Also added block destroyer collision for the ram attack.
-Implemented a proper death animation from the Starfy game series to Bankirosu and adjusted handling harm conditions.
-Polished Pig Man's harm system and added proper death animation. Added tileset for Pig Man.
Congrats for your 100 bosses! plans for 200?
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mariobrigade2018
- Rocky Wrench

- Posts: 641
- Joined: Wed May 24, 2023 7:00 pm
- Flair: OK in coding who dreams of making a Mario game
- Pronouns: he/him
Postby mariobrigade2018 » Fri May 30, 2025 10:24 pm
Turtle Guy wrote: ↑Fri May 30, 2025 9:09 am
When NSMBU Roy gets hit from his own projectile, it triggers an error and instantly kills, him.
Btw I think it be cool if there was a different version of him, that doesn't go i his shell, but continues to attack and takes way more hits, like the old version(but of course with the new stuff added to him).
I second this.
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