Share and discuss custom LunaLua code and content packs for SMBX2.
Moderator: Userbase Moderators
|
|
|
|
-
Just_Thomas
- Spike

- Posts: 296
- Joined: Sat Dec 16, 2023 3:32 am
- Pronouns: he/him
Postby Just_Thomas » Fri May 24, 2024 9:04 am
[NPC] P-Balloon Info wrote:To create a set of P-Balloon sprites for a character, create an image called "pballoon_player_<character name>.png" which contains all of the sprites for each powerup state.
Would it be easy enough to add your "SMW feather" to that "spritesheet" in retrospect as well [I mean the luna part now, not the graphics]
or is that something which needs to be planned early enough? Since I have absolutely no idea, I'm asking.
|
|
|
|
|
|
|
|
|
-
Donkdonker124
- Hoopster

- Posts: 47
- Joined: Wed Mar 27, 2024 10:31 am
- Flair: Fictionally stronger than man
- Pronouns: he/him
-
Contact:
Postby Donkdonker124 » Tue Jun 18, 2024 8:59 am
When used in conjunction with your RespawnRooms.lua, the NPC Injector doesn't seem to work.
Here's a Gif for proof (also serves as a teaser for an episode I'm working on)
|
|
|
|
|
|
|
|
|
-
mariobrigade2018
- Rocky Wrench

- Posts: 676
- 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 Jun 28, 2024 12:27 pm
There is a bizarre bug with the Custom Bullet Bills. Sometimes, when the Blaster fires, this error appears:
Other times, the blaster can fire normally. Do you know what's going on?
|
|
|
|
|
|
|
|
|
-
RyderRobinson
- Goomba

- Posts: 2
- Joined: Mon Nov 25, 2024 6:07 pm
- Pronouns: he/him
Postby RyderRobinson » Mon Nov 25, 2024 6:11 pm
when i look into the files all the npc File's have the number 751 how am i supposed to use these in smbx2 if all of them have the same number any help please?
|
|
|
|
|
|
|
|
|
-
mariobrigade2018
- Rocky Wrench

- Posts: 676
- 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 Nov 25, 2024 8:27 pm
RyderRobinson wrote: ↑Mon Nov 25, 2024 6:11 pm
when i look into the files all the npc File's have the number 751 how am i supposed to use these in smbx2 if all of them have the same number any help please?
viewtopic.php?t=23744
|
|
|
|
|
|
|
|
|
-
RyderRobinson
- Goomba

- Posts: 2
- Joined: Mon Nov 25, 2024 6:07 pm
- Pronouns: he/him
Postby RyderRobinson » Tue Nov 26, 2024 11:18 am
mariobrigade2018 wrote: ↑Mon Nov 25, 2024 8:27 pm
RyderRobinson wrote: ↑Mon Nov 25, 2024 6:11 pm
when i look into the files all the npc File's have the number 751 how am i supposed to use these in smbx2 if all of them have the same number any help please?
viewtopic.php?t=23744
I renamed the npc files and the effect’s files from 751 and 752 to 900 and 901 and I also I went into the configuration settings for both npc’s and renamed the image to npc-900.png and npc-901.png and still nothing happens when I try to use the npc in my smbx2 level the npc glitches or a small window pops up before smbx2 plays the level or when I try to kill the npc a small window will pop up idk if I have to do something with the the effects idk if I have to rename the effects file itself or I have to open it and rename the NPC_ID?
|
|
|
|
|
|
|
|
|
-
mariobrigade2018
- Rocky Wrench

- Posts: 676
- Joined: Wed May 24, 2023 7:00 pm
- Flair: OK in coding who dreams of making a Mario game
- Pronouns: he/him
Postby mariobrigade2018 » Tue Nov 26, 2024 2:31 pm
RyderRobinson wrote: ↑Tue Nov 26, 2024 11:18 am
the npc in my smbx2 level the npc glitches or a small window pops up before smbx2 plays the level or when I try to kill the npc a small window will pop up idk if I have to do something with the the effects idk if I have to rename the effects file itself or I have to open it and rename the NPC_ID?
Sounds like you didn’t rename the effect files as well. MDA has a nice feature where the effect an npc spawns is based off the npc ID. So if you renamed the npc from 751 to 900, the effect files must also be renamed from 751 to 900.
Also, taking a screenshot of the pop up windows would be nice.
|
|
|
|
|
|
|
|
|
-
DeviousQuacks23
- Swooper

- Posts: 61
- Joined: Tue Apr 11, 2023 9:29 am
- Flair: Decent at LunaLua coding.
- Pronouns: him
Postby DeviousQuacks23 » Mon Dec 09, 2024 7:28 pm
What do the paragaloomba configs "wingFrames" and "wingFramespeed" do?
|
|
|
|
|
|
|
|
|
-
Pixelated_Perfection
- Bot

- Posts: 57
- Joined: Fri Feb 25, 2022 1:23 pm
- Pronouns: She/They
Postby Pixelated_Perfection » Mon Dec 09, 2024 8:57 pm
DeviousQuacks23 wrote: ↑Mon Dec 09, 2024 7:28 pm
What do the paragaloomba configs "wingFrames" and "wingFramespeed" do?
I imagine they work much the same as regular Frames and Framespeed do, designating how many frames of animation there are (or maybe designating WHICH frames to use), and how fast they go
|
|
|
|
|
|
|
|
|
-
madman
- Shy Guy

- Posts: 6
- Joined: Wed May 01, 2024 12:50 pm
Postby madman » Fri Dec 27, 2024 11:32 pm
The stackable NPCs from v1.2 are so cool. I'm wondering if there's a way to stack NPCs with extra settings specified, like a swinging platform with a custom radius or speed.
I know that ai1-ai5 and some other basic properties are available, I'm just not sure if extra settings are supported or would be too complicated
|
|
|
|
|
Return to “LunaLua”
Users browsing this forum: No registered users and 5 guests
|