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MECHDRAGON777 wrote:Ignore the demo counter, That was from the Kaizo contest.
Can you add a death counter to the bottom right and disable the cheat for it "toggledemocounter"?
May I ask why you would want that? Also note that this is a SMB3 overhaul mod, so it's meant to replicate SMB3 as best as it can. I don't recall a death counter in SMB3.
MECHDRAGON777 wrote:Ignore the demo counter, That was from the Kaizo contest.
Can you add a death counter to the bottom right and disable the cheat for it "toggledemocounter"?
May I ask why you would want that? Also note that this is a SMB3 overhaul mod, so it's meant to replicate SMB3 as best as it can. I don't recall a death counter in SMB3.
Well, to make it so the luna code would cause that and so no one pulls up the demo counter in the top left, but the bottom left space may be useful for that and the frame rate...
MECHDRAGON777 wrote:Ignore the demo counter, That was from the Kaizo contest.
Can you add a death counter to the bottom right and disable the cheat for it "toggledemocounter"?
yes i can.
i've already made a death counter, check out my development thread in sandbox. but i can easily change the position and i'll experiment with changing cheat code c:
MECHDRAGON777 wrote:Ignore the demo counter, That was from the Kaizo contest.
Can you add a death counter to the bottom right and disable the cheat for it "toggledemocounter"?
yes i can.
i've already made a death counter, check out my development thread in sandbox. but i can easily change the position and i'll experiment with changing cheat code c:
MECHDRAGON777 wrote:Ignore the demo counter, That was from the Kaizo contest.
Can you add a death counter to the bottom right and disable the cheat for it "toggledemocounter"?
yes i can.
i've already made a death counter, check out my development thread in sandbox. but i can easily change the position and i'll experiment with changing cheat code c:
What about frame rate?
worthless in a mario game. the game's locked at 65 fps/tps anyway and if you play with frameskip disabled you mess everything up.
I just got a hold of it and tried it out. Really cool stuff! ^^
I had a question though, is there a way to set individual time limits to each level?
I actually did find a way to do it, by putting each level in it's own folder then putting a lua file in each of those, but that resulted in individual "Card" save files as well that were exclusive to each level (eg, I got a flower and a flower in 1-1, and a flower and star in 1-2, and I played each level twice)
So what I wanted to know was if there was a way to have individual time limits per level, but still have the cards function together regardless of what level.
MidiGuyDP wrote:I just got a hold of it and tried it out. Really cool stuff! ^^
I had a question though, is there a way to set individual time limits to each level?
I actually did find a way to do it, by putting each level in it's own folder then putting a lua file in each of those, but that resulted in individual "Card" save files as well that were exclusive to each level (eg, I got a flower and a flower in 1-1, and a flower and star in 1-2, and I played each level twice)
So what I wanted to know was if there was a way to have individual time limits per level, but still have the cards function together regardless of what level.
Let me know whenever you can. ^^
Yes, you can. Make a file in that levels own folder called "lunadll.lua" and just add the timer states and seconds. It will override the global default and still have the cards work properly.
I remember a while ago, someone made a simple line that disabled spinjump from being used. It wasn't the best, still played the spinjump sound and turned the player the opposite direction when they jumped in place, as well as keep the same jump height, so spin jumping would get less air than a regular jump would.
I've made my own version, and have added it to the SMB3 Overhaul mod.
An update will come soon.
EDIT: Also if you're wondering, yes, you can disable this in LunaOverworld.lua.
I remember a while ago, someone made a simple line that disabled spinjump from being used. It wasn't the best, still played the spinjump sound and turned the player the opposite direction when they jumped in place, as well as keep the same jump height, so spin jumping would get less air than a regular jump would.
I've made my own version, and have added it to the SMB3 Overhaul mod.
An update will come soon.
EDIT: Also if you're wondering, yes, you can disable this in LunaOverworld.lua.
This is truly interesting, but do you think you can make a lua code that also makes Peach and Link Spin jump as well?
I discovered those glitches before I joined the forums! I mean I was hopeing it would be possible with lua because isers get onto me because of that glitch!
Today I'm releasing a minimalistic version of the Overhaul mod, for those who don't want to sacrifice the design of their levels by extending the bottom bounds by two blocks.
Based off the SMAS4 SMB3 HUD Style.
1 . Copy/Paste the smb3overhaulMIN.lua file and smb3overhaulMIN folder into your LuaScriptsLib folder which should be in the root of your SMBX folder. (../SMBX/LuaScriptsLib/)
IMPLEMENTING INTO YOUR SMBX EPISODE/LEVEL
1 . Make a new file in your project folder called LunaWorld.lua.
2 . Add _smb3overhaul = loadAPI("smb3overhaulMIN"); to the file.
3 . In your onLoad function, you can toggle certain settings on/off.
Today I'm releasing a minimalistic version of the Overhaul mod, for those who don't want to sacrifice the design of their levels by extending the bottom bounds by two blocks.
Based off the SMAS4 SMB3 HUD Style.
1 . Copy/Paste the smb3overhaulMIN.lua file and smb3overhaulMIN folder into your LuaScriptsLib folder which should be in the root of your SMBX folder. (../SMBX/LuaScriptsLib/)
IMPLEMENTING INTO YOUR SMBX EPISODE/LEVEL
1 . Make a new file in your project folder called LunaWorld.lua.
2 . Add _smb3overhaul = loadAPI("smb3overhaulMIN"); to the file.
3 . In your onLoad function, you can toggle certain settings on/off.