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Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Mon Mar 30, 2020 10:16 am
by MrDoubleA
v1.2 is out!
Now, finally, layers and timed events reset! There were also some smaller updates and additions, so here's another incomplete list of them:
Incomplete list of changes: show
Timed events, layers, BGOs, water/quicksand, and warps all now reset properly
A few additional options were added
A new respawn effect was added, "diamond sweep".
A bunch of miscellaneous bug fixes
onRespawnReset has been replaced by onReset(fromRespawn) (though onRespawnReset can still be used, its just not recommended)
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Fri Apr 10, 2020 12:02 pm
by BabyWeegee
There seems to still be an issue with the water in the 1.2 build. When I'm testing levels, the first (but only the first) chunk of water always disappears on respawn (although I wouldn't put it past myself to have messed something up on my own)
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Fri Apr 10, 2020 3:49 pm
by MrDoubleA
BabyWeegee wrote: ↑Fri Apr 10, 2020 12:02 pm
There seems to still be an issue with the water in the 1.2 build. When I'm testing levels, the first (but only the first) chunk of water always disappears on respawn (although I wouldn't put it past myself to have messed something up on my own)
Can you share some more info? That sounds very odd, and I haven't been able to recreate it. If you could send a small level showcasing this, that'd be much appreciated.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Fri Apr 10, 2020 10:37 pm
by BabyWeegee
Well idk why but it switched from being the first patch of water. This is what happens though.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Sat Apr 11, 2020 8:48 am
by MrDoubleA
That's odd... however, as I said, I haven't been able to recreate this. Could you provide a small sample level to showcase this bug?
Re: rooms.lua - Quick respawn & Celeste-styled rooms
Posted: Tue Apr 21, 2020 8:26 am
by SPEEDIE
Enjl wrote: ↑Fri Feb 21, 2020 10:11 am
Does it invoke a custom lua event when a reset occurs or a room is entered? Would be helpful if people wanna reset their lua routines too. Sadly moving layers will always be a NIGHTMARE.
Look into registerCustomEvent if you wanna provide onEnter and onReset events.
Moving layers are exactly what I need

Why can't the layers just reset it's position?
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Tue Apr 21, 2020 11:01 am
by MrDoubleA
They do reset now. Also, layers don't have a position.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Tue Apr 21, 2020 11:53 am
by SPEEDIE
MrDoubleA wrote: ↑Tue Apr 21, 2020 11:01 am
They do reset now. Also, layers don't have a position.
Oh, turns out I used the wrong version lol. Thanks for this awesome quick respawn script.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Mon Jun 01, 2020 12:33 pm
by Oshi
Does this work with the current Beta 4 patch?
Edit: Okay, I tried it out and it does indeed work, good. Never mind I guess.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Mon Jun 01, 2020 3:38 pm
by Cedur
I tried it myself, haven't gotten any error thus far.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Fri Aug 07, 2020 5:01 am
by georgespezi12
Rooms.lua can be modified to replace quick respawn with bonus health for megaman-like gameplay.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Fri Aug 07, 2020 9:08 am
by IAmPlayer
georgespezi12 wrote: ↑Fri Aug 07, 2020 5:01 am
Rooms.lua can be modified to replace quick respawn with bonus health for megaman-like gameplay.
It can work in a way, just not easily since Mega Man's health is not exposed as a variable in the Player class.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Fri Aug 07, 2020 7:49 pm
by georgespezi12
Rooms.lua is excellent for a metroidvania-type level
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Sat Aug 08, 2020 1:02 pm
by georgespezi12
Held npcs disappear when you transition rooms.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Mon Aug 10, 2020 5:27 am
by MrDoubleA
georgespezi12 wrote: ↑Sat Aug 08, 2020 1:02 pm
Held npcs disappear when you transition rooms.
I'm aware. You can disable the reset when transitioning between rooms by using one of the settings, though I may include an option to make held NPC's not get reset in the next version.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Mon Aug 10, 2020 2:56 pm
by MECHDRAGON777
MrDoubleA wrote: ↑Mon Aug 10, 2020 5:27 am
georgespezi12 wrote: ↑Sat Aug 08, 2020 1:02 pm
Held npcs disappear when you transition rooms.
I'm aware. You can disable the reset when transitioning between rooms by using one of the settings, though I may include an option to make held NPC's not get reset in the next version.
Would that also make Starcoins that are set to "3" automatically set to "2" on room transition? As they are now, they do not which means they will never be saved if this is used in the same level as a star-coin.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Thu Aug 13, 2020 8:33 am
by georgespezi12

This is a phenomenon I like to call screen wobble, which happens when a player enters disjointed rooms.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Thu Aug 13, 2020 5:20 pm
by MrDoubleA
georgespezi12 wrote: ↑Thu Aug 13, 2020 8:33 am

This is a phenomenon I like to call screen wobble, which happens when a player enters disjointed rooms.
Yes? That's exactly how it's supposed to act?
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Thu Aug 13, 2020 5:21 pm
by Murphmario
Try extending the bottom screen left some more if you don't want the wobble.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Fri Aug 14, 2020 3:37 am
by georgespezi12
or moving the pipe if there is a pipe used to get between rooms.
Added in 10 hours 39 minutes 26 seconds:

If a respawn point isn't set in a section and you fall to your doom, you end up in a a softlocked state.