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Legend-tony980
- Monty Mole

- Posts: 106
- Joined: Fri Feb 21, 2014 7:47 pm
Postby Legend-tony980 » Fri Apr 21, 2017 7:39 pm
I tried everything... I can't make it work... But I have a last resort. Can any of you who have better experience with LunaLua design a SMB3 underwater-themed level and send it to me so I can see how you did it?
http://www.mediafire.com/file/x6hvnt2xm ... elp%21.zip
It's called "Level3-1" because it was supposed to be the first level of World 3: Isla de Yoshi from SMBX: Alternate Kingdom. But I haven't developed it yet because I was so focused on the foreground function that I am unable to work on.
And inside the Zip folder contains custom graphics of Cheep-Cheeps, Bloopers and the actual underwater background from SMAS: SMB3, not SMA4: SMB3. It's free for anyone who wants to take them... as long as you give me credits.
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The0x539
- Eerie

- Posts: 751
- Joined: Fri Jan 22, 2016 8:02 pm
Postby The0x539 » Fri Apr 21, 2017 7:53 pm
._______________.
Seeing the default PGE text stuff, I should have realized.
Rename the script file from luna.lua to lunadll.lua and it should work.
Also, bgofix isn't included in Beta 3 (Beta4 might include it if we can optimize it a bit???, and it's going to use luna.lua), so you'll have to include that with your episode, you should be able to put bgofix.lua and the bgofix folder wherever you put episode-wide graphics.
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Legend-tony980
- Monty Mole

- Posts: 106
- Joined: Fri Feb 21, 2014 7:47 pm
Postby Legend-tony980 » Fri Apr 21, 2017 8:19 pm
The0x539 wrote:._______________.
Seeing the default PGE text stuff, I should have realized.
Rename the script file from luna.lua to lunadll.lua and it should work.
Also, bgofix isn't included in Beta 3 (Beta4 might include it if we can optimize it a bit???, and it's going to use luna.lua), so you'll have to include that with your episode, you should be able to put bgofix.lua and the bgofix folder wherever you put episode-wide graphics.
I give up.......
So basically... there's nothing I can do. Yeah. Tried that, that and all that... also, renaming it to lunadll.lua, and I literally CAN'T make the foreground thing work. It's just one thing that I need that doesn't work. Resizing BGOs works, but not on SMBX engine. And considering that bgofix isn't included in Beta 3, it's pretty clear, for me at least, that it will never work... But if it does work even if it's not included, the only way is for someone else who has experience with LunaLua unlike me to do the foreground thing for me... Isn't it sad?
Just asking, whilst NPCs and other stuff from all four Snes Super Mario games are gonna make the cut, will the SMB3 Translucent Water be in it too? And also, will there be a way to customize BGOs the way we customize NPCs (that'll be easier... but probably hard for developers to work on but still...)?
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The0x539
- Eerie

- Posts: 751
- Joined: Fri Jan 22, 2016 8:02 pm
Postby The0x539 » Fri Apr 21, 2017 8:36 pm
Legend-tony980 wrote:The0x539 wrote:._______________.
Seeing the default PGE text stuff, I should have realized.
Rename the script file from luna.lua to lunadll.lua and it should work.
Also, bgofix isn't included in Beta 3 (Beta4 might include it if we can optimize it a bit???, and it's going to use luna.lua), so you'll have to include that with your episode, you should be able to put bgofix.lua and the bgofix folder wherever you put episode-wide graphics.
I give up.......
So basically... there's nothing I can do. Yeah. Tried that, that and all that... also, renaming it to lunadll.lua, and I literally CAN'T make the foreground thing work. It's just one thing that I need that doesn't work. Resizing BGOs works, but not on SMBX engine. And considering that bgofix isn't included in Beta 3, it's pretty clear, for me at least, that it will never work... But if it does work even if it's not included, the only way is for someone else who has experience with LunaLua unlike me to do the foreground thing for me... Isn't it sad?
Just asking, whilst NPCs and other stuff from all four Snes Super Mario games are gonna make the cut, will the SMB3 Translucent Water be in it too? And also, will there be a way to customize BGOs the way we customize NPCs (that'll be easier... but probably hard for developers to work on but still...)?
Got it.
I blame Enjl for confusing me and making me think setPriority and stuff belong in init when they belong in onStart().
i also converted all your stuff to png and used a better upload site for you :v
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Legend-tony980
- Monty Mole

- Posts: 106
- Joined: Fri Feb 21, 2014 7:47 pm
Postby Legend-tony980 » Fri Apr 21, 2017 8:58 pm
The0x539 wrote:Legend-tony980 wrote:The0x539 wrote:._______________.
Seeing the default PGE text stuff, I should have realized.
Rename the script file from luna.lua to lunadll.lua and it should work.
Also, bgofix isn't included in Beta 3 (Beta4 might include it if we can optimize it a bit???, and it's going to use luna.lua), so you'll have to include that with your episode, you should be able to put bgofix.lua and the bgofix folder wherever you put episode-wide graphics.
I give up.......
So basically... there's nothing I can do. Yeah. Tried that, that and all that... also, renaming it to lunadll.lua, and I literally CAN'T make the foreground thing work. It's just one thing that I need that doesn't work. Resizing BGOs works, but not on SMBX engine. And considering that bgofix isn't included in Beta 3, it's pretty clear, for me at least, that it will never work... But if it does work even if it's not included, the only way is for someone else who has experience with LunaLua unlike me to do the foreground thing for me... Isn't it sad?
Just asking, whilst NPCs and other stuff from all four Snes Super Mario games are gonna make the cut, will the SMB3 Translucent Water be in it too? And also, will there be a way to customize BGOs the way we customize NPCs (that'll be easier... but probably hard for developers to work on but still...)?
Got it.
I blame Enjl for confusing me and making me think setPriority and stuff belong in init when they belong in onStart().
i also converted all your stuff to png and used a better upload site for you :v
What the -- HOLY SHIT! IT WORKS!! Everything works on the SMBX engine! The size, the foreground and everything! That's legendarily awesomely awesome!!
Oh my god. So that's how it works! Thank you so much bro! You can have the custom graphics in there. I'm sure they'll be very handy. 
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The0x539
- Eerie

- Posts: 751
- Joined: Fri Jan 22, 2016 8:02 pm
Postby The0x539 » Fri Apr 21, 2017 9:05 pm
thederpyderphouse wrote:Wait, Megan is just FEMALE MARIO?!
She's her.
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thederpyderphouse
- Cheep-Cheep

- Posts: 13
- Joined: Sat Apr 15, 2017 5:54 pm
Postby thederpyderphouse » Fri Apr 21, 2017 9:13 pm
The0x539 wrote:thederpyderphouse wrote:Wait, Megan is just FEMALE MARIO?!
She's her.
just admit it. 
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Fri Apr 21, 2017 9:44 pm
No
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Fri Apr 21, 2017 11:03 pm
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The0x539
- Eerie

- Posts: 751
- Joined: Fri Jan 22, 2016 8:02 pm
Postby The0x539 » Fri Apr 21, 2017 11:43 pm
It's not her.
Last edited by The0x539 on Mon Jul 03, 2017 10:35 am, edited 1 time in total.
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Amyrakunejo
- Spike

- Posts: 268
- Joined: Thu Apr 06, 2017 10:23 am
- Flair: Philosophical, Pagan, Anarchist Femme Fair Gamer
- Pronouns: she/her, they/them
Postby Amyrakunejo » Fri Apr 21, 2017 11:56 pm
FanofSMBX wrote:I found megan
Ummm...
Unnnn...
Cookies, anyone?
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Teemster2
- Rocky Wrench

- Posts: 622
- Joined: Sat Jan 18, 2014 11:56 am
Postby Teemster2 » Sat Apr 22, 2017 12:01 am
I know there is NPC's still to claim for SMB but with most of them completed are you guys planning on starting on other Mario games?
Creating all types of Hammer bro's would be awesome. The Ice Brother would be cool and there is so many versions of the Hammer Bro. Another NPC that has a lot of versions is the Pirahna Plant and a few cool ones to have would be Water Piranha Plant, Frost Piranha, Frost Venus Fly Trap, Stalker Piranha and Lava Piranha. That would be another great NPC to start when most of the NPC's for the first 4 games are completed. Don't forget Reznor. Somebody needs to claim that classic boss.
Is the number of NPC's you can add endless and if so will we be expecting a lot more NPCs than just of the first 4 games?
Is it possible to freeze Mario as some NPC's such as a cloud npc (forget name) is able to do this in one game? Freezing Mario would add a cool difficulty to levels.
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The0x539
- Eerie

- Posts: 751
- Joined: Fri Jan 22, 2016 8:02 pm
Postby The0x539 » Sat Apr 22, 2017 12:37 am
The number of NPCs we can add is a bit over 32 thousand, and considering we haven't even added 200 yet, the limit's not a concern. By the time we reached that ultimate limit, the PGE Engine would probably be ready to switch to anyway. A few people on the team, mainly myself, are...a bit opposed to a player freeze effect, but it's still a possibility. What do those other Piranha Plant variants do?
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Sat Apr 22, 2017 1:11 am
I'm not trying to be a naysayer, but will this work transfer to PGE? Because if not it seems as though this branch of SMBX will be dead in a few years.
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The0x539
- Eerie

- Posts: 751
- Joined: Fri Jan 22, 2016 8:02 pm
Postby The0x539 » Sat Apr 22, 2017 1:20 am
FanofSMBX wrote:I'm not trying to be a naysayer, but will this work transfer to PGE? Because if not it seems as though this branch of SMBX will be dead in a few years.
Yeah, that's the idea. I think most PGE basegame stuff, like block and NPC AI, is done natively in lua, correct me if I'm wrong Wohlstand.
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Teemster2
- Rocky Wrench

- Posts: 622
- Joined: Sat Jan 18, 2014 11:56 am
Postby Teemster2 » Sat Apr 22, 2017 7:56 pm
The0x539 wrote:What do those other Piranha Plant variants do?
Well there is a bone piranha plant that looks like bones and would be cool for ghost houses and castles. (used in New SMB2)
Bungee Piranha plants are purple and appear in Yoshi's Island DS. Like the normal piranha plant and the venus fire trap the bungee also has a giant version.
Frost Piranha's are from Paper Mario. They are sky blue, a bit bigger than normal ones, breath ice and I think they can maybe freeze Mario.
Piranha Creepers are like normal ones but can fall asleep when at peace.
New SMBU has Venus Ice Traps that are like Fire Traps but they are blue, shootout ice, can hang upside down and if eaten by Yoshi he can shoot out ice balls.
NSMBW has stalking Piranha plants that are tall and skinny and has legs so they can walk around.
The River Piranha Plant is from NSMB and NSMBU. They live in rivers and can blow a spike ball over them at anyone who tries to pass them.
For Hammer Bros there is hammer, fire, ice, boomerang and sledge bro plus a few newer ones I forget. I would love to see an ice bro in SMBX2.0.
For Lakitu's you have Aqua Lakitu from SMW2 YI and is the equivalent of the wall Lakitu. There is also Fishing Boo which is the ghost version of the Lakitu.
Last but not least a cool NPC to have is more Dry Bones. There is a para winged version which would be cool for castles and ghost houses and add another difficulty.
I would create NPC's but i'm sure the learning curve is beyond me and I would not even know where to start. Is there a guide in creating stuff like NPC's/enemies for Lunalua/SMBX2.0? Keep up the good work guys.
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The0x539
- Eerie

- Posts: 751
- Joined: Fri Jan 22, 2016 8:02 pm
Postby The0x539 » Sat Apr 22, 2017 11:51 pm
Teemster2 wrote:Well there is a bone piranha plant that looks like bones and would be cool for ghost houses and castles. (used in New SMB2)
Yeah, but what does it do?
Teemster2 wrote:Bungee Piranha plants are purple and appear in Yoshi's Island DS. Like the normal piranha plant and the venus fire trap the bungee also has a giant version.
Yeah, but what does it do?
Teemster2 wrote:Frost Piranha's are from Paper Mario. They are sky blue, a bit bigger than normal ones, breath ice and I think they can maybe freeze Mario.
So...a Venus Ice Trap.
Teemster2 wrote:Piranha Creepers are like normal ones but can fall asleep when at peace.
Looking them up, none of that's true. They'd be a challenge to make, but interesting. Not sure about this one.
Teemster2 wrote:New SMBU has Venus Ice Traps that are like Fire Traps but they are blue, shootout ice, can hang upside down and if eaten by Yoshi he can shoot out ice balls.
;_;
Teemster2 wrote:NSMBW has stalking Piranha plants that are tall and skinny and has legs so they can walk around.
A Ptooie without a spikeball, then.
Teemster2 wrote:The River Piranha Plant is from NSMB and NSMBU. They live in rivers and can blow a spike ball over them at anyone who tries to pass them.
A Ptooie, then.
Teemster2 wrote:For Hammer Bros there is hammer, fire, ice, boomerang and sledge bro plus a few newer ones I forget.
Fire and Sumo are claimed, Boomerang and Sledge are not.
Teemster2 wrote:I would love to see an ice bro in SMBX2.0. ;_;
Teemster2 wrote:For Lakitu's you have Aqua Lakitu from SMW2 YI and is the equivalent of the wall Lakitu.
Huh?
Teemster2 wrote:There is also Fishing Boo which is the ghost version of the Lakitu.
Wouldn't be too hard if we could harness, or easily replicate, the lakitu AI, but we can't/haven't.
Teemster2 wrote:Last but not least a cool NPC to have is more Dry Bones. There is a para winged version which would be cool for castles and ghost houses and add another difficulty.
Honestly a parakoopa style dry bones wouldn't be that hard to do. I'm not interested but someone could claim it.
Teemster2 wrote:Is there a guide in creating stuff like NPC's/enemies for Lunalua/SMBX2.0?
Learn LunaLua in general, get some experience with it, and then look at how magikoopa.lua does it in SMBX/data/LuaScriptsLib/NPCs/.
Teemster2 wrote:Keep up the good work guys.
o7
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Quantumenace
- Chain Chomp

- Posts: 308
- Joined: Mon Dec 28, 2015 2:17 am
Postby Quantumenace » Sun Apr 23, 2017 12:42 am
Are there any plans to allow mapping additional controller buttons, like the shoulder buttons? I mean without using Joy2Key.
Yoshis and carryable items that end up on top of an NPC-passable block just fall off the screen, right through anything else. There's probably no easy way to fix that, so that issue should be noted somewhere for design considerations.
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Radiance
- 2025 Egg Hunter

- Posts: 1354
- Joined: Thu Dec 10, 2015 7:53 am
- Pronouns: he/him
Postby Radiance » Sun Apr 23, 2017 10:38 pm
Is there any way to test a level created in SMBX2?
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