Re: [Powerup] Cape Feather
Posted: Thu May 27, 2021 10:40 pm
I also get that same error and the deformation of the cape, mario.
Someday Enjl may update "anotherpowerup (2) .lua"
I also get that same error and the deformation of the cape, mario.
Looks like you either don't have the sound files or you have them in the wrong place.
I know, this is not related to YOUR project, but instead to the base (anotherpowerup) of your ones, but ... well: As long as this has not been solved, the item can not be really used to it`s full potential, which is a shame.mariobrigade2018 wrote: ↑Wed Nov 29, 2023 10:55 amDo note that and anotherpowerup is ridiculously buggy, specifically with the item box and Link. It will also revert to the ice flower when a level is complete.$h31d0nc00p3rfan wrote: ↑Wed Nov 29, 2023 9:55 amI'll definitely need this to implement Cape Feather power-up.
I think you can answer this question yourself, if you make a simple testmap
Code: Select all
local ap = require("anotherpowerup")
ap.registerItemTier(851, true)
ap.registerPowerup("ap_cape")
viewtopic.php?t=29435Just_Thomas wrote: ↑Sat Jan 06, 2024 8:10 amI know, this is not related to YOUR project, but instead to the base (anotherpowerup) of your ones, but ... well: As long as this has not been solved, the item can not be really used to it`s full potential, which is a shame.mariobrigade2018 wrote: ↑Wed Nov 29, 2023 10:55 amDo note that and anotherpowerup is ridiculously buggy, specifically with the item box and Link. It will also revert to the ice flower when a level is complete.$h31d0nc00p3rfan wrote: ↑Wed Nov 29, 2023 9:55 amI'll definitely need this to implement Cape Feather power-up.
I experienced this mentioned issue with the superball flower npc, which of course has the same script base and version as your one, I suppose.
The versions in the super mario land pack and the script base example files of anotherpowerup were mostly identical.
Hopefully this CAN be solved in the first place, I mean I do not know if it worked in the past with an previous build of SMBX or if the current one has bugs which makes it impossible to implement fully working new powerups?! I really do not know at all. I can only guess, several people might be required to solve this issue as a whole.
Thanks for the reminder, but I already switched to this framework. I mean I posted in that threadmariobrigade2018 wrote: ↑Fri Feb 09, 2024 10:59 pmviewtopic.php?t=29435Just_Thomas wrote: ↑Sat Jan 06, 2024 8:10 amI know, this is not related to YOUR project, but instead to the base (anotherpowerup) of your ones, but ... well: As long as this has not been solved, the item can not be really used to it`s full potential, which is a shame.mariobrigade2018 wrote: ↑Wed Nov 29, 2023 10:55 am
Do note that and anotherpowerup is ridiculously buggy, specifically with the item box and Link. It will also revert to the ice flower when a level is complete.
I experienced this mentioned issue with the superball flower npc, which of course has the same script base and version as your one, I suppose.
The versions in the super mario land pack and the script base example files of anotherpowerup were mostly identical.
Hopefully this CAN be solved in the first place, I mean I do not know if it worked in the past with an previous build of SMBX or if the current one has bugs which makes it impossible to implement fully working new powerups?! I really do not know at all. I can only guess, several people might be required to solve this issue as a whole.
Just_Thomas wrote: ↑Tue Feb 06, 2024 3:19 amI would like to know for possible future projects: Were you also able to fix the "custom powerup returns as ice flower in reserve box in next level" bug?
I do not know, if the questiondid cover this as well.Does the reserve box work?
And did I get that right, it is kind of a superior version of Emrals one?
However: Great stuff as usual. Still feel like most people around here enjoy coding and creating npcs more than level design. That is almost a luxury problem.
Yeah, that’s a problem with both anotherpowerup and custompowerup. Not much can be done about that, unfortunately, but Marioman2007, the creator of custompowerup, is working on a fix for it.$h31d0nc00p3rfan wrote: ↑Sun Apr 21, 2024 7:58 pmWell, here's my issue with it:
I'm using CodeX's SMB3-SMW Mario graphics for this, but when I grab a Fire or Ice Flower, this happens. Strangely, Raccoon/Tanooki/Hammer Mario are unaffected by this...
And yes, I do have the appropriate SMB3-SMW Fire/Ice Mario sprites in my level's folder along with the rest of them.
I have trouble finding the words to explain this.