Share and discuss custom LunaLua code and content packs for SMBX2.
Moderator: Userbase Moderators
|
|
|
|
-
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 Mar 06, 2020 1:55 am
Cedur wrote: ↑Thu Mar 05, 2020 7:15 am
I think it would be really great to be able to return to the world map / exit the level from the pause menu, rather than exiting the whole game. If this proves too complicated with regard to hub episodes, maybe make it an option of just retrying the level.
I second this. Like seriously, Sweet Mercy.
|
|
|
|
|
|
|
|
|
-
Emral
- Cute Yoshi Egg

- Posts: 9887
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sat Mar 07, 2020 4:13 am
A surprising amount of passion behind the first mention of a feature request. Making custom pause menus has been possible in a per-episode context for a while now, but I think there ought to be sensible ways to augment the default one...
|
|
|
|
|
|
|
|
|
-
Wiimeiser
- Snifit

- Posts: 215
- Joined: Mon Jun 24, 2019 4:36 am
- Flair: What?
Postby Wiimeiser » Sat Mar 07, 2020 6:10 am
I wasn't aware that was a feature. I mean, it makes sense, but I thought you'd just have to do it all manually. How are they made per-episode?
|
|
|
|
|
|
|
|
|
-
Emral
- Cute Yoshi Egg

- Posts: 9887
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sat Mar 07, 2020 6:57 am
Wiimeiser wrote: ↑Sat Mar 07, 2020 6:10 am
I wasn't aware that was a feature. I mean, it makes sense, but I thought you'd just have to do it all manually. How are they made per-episode?
In episode luna.lua: (code slightly differs if done in a library loaded by episode luna.lua, since the functions need to be part of the library table)
local customPauseMenuActive = false
function onPause(eventObj)
eventObj.cancelled = true
customPauseMenuActive = not customPauseMenuActive
if customPauseMenuActive then
Misc.pause()
else
Misc.unpause()
end
end
function onInputUpdate()
if customPauseMenuActive then
--handle input
end
end
function onDraw()
if customPauseMenuActive then
--draw pause menu
end
end
|
|
|
|
|
|
|
|
|
-
Cedur
- Link

- Posts: 7073
- Joined: Tue Jun 28, 2016 10:14 am
- Flair: I'm gone, for chess and minesweeper
- Pronouns: he/him
Postby Cedur » Sat Mar 07, 2020 3:35 pm
Well, here's another problem. I wanted to replay Your Journey Awaits in Beta 4 (especially to experience score progression) and I played three hours straight and stopped after World 3. Now I can't access my save for some reason, although I haven't lost it.
Here's a screenshot to show that I can't access any save:
And here's a screenshot of my folder. I originally had all three saves full, so I deleted the first two before I started playing.
|
|
|
|
|
|
|
|
|
-
Hoeloe
- Phanto

- Posts: 1465
- Joined: Sat Oct 03, 2015 6:18 pm
- Flair: The Codehaus Girl
- Pronouns: she/her
Postby Hoeloe » Sat Mar 07, 2020 4:33 pm
Try removing the . from the file path, see if that helps.
EDIT: Confirmed that is the issue, and it will be fixed in the next patch.
|
|
|
|
|
|
|
|
|
-
crazybenjamin
- Hoopster

- Posts: 44
- Joined: Tue Dec 22, 2015 11:17 pm
Postby crazybenjamin » Sat Mar 07, 2020 10:16 pm
Cedur wrote: ↑Sat Mar 07, 2020 3:35 pm
Well, here's another problem. I wanted to replay Your Journey Awaits in Beta 4 (especially to experience score progression) and I played three hours straight and stopped after World 3. Now I can't access my save for some reason, although I haven't lost it.
Here's a screenshot to show that I can't access any save:
And here's a screenshot of my folder. I originally had all three saves full, so I deleted the first two before I started playing.
I was about to suggest booting up a different episode then quitting from the pause menu as a workaround, but it looks like Hoeloe has things covered.
|
|
|
|
|
|
|
|
|
-
Cedur
- Link

- Posts: 7073
- Joined: Tue Jun 28, 2016 10:14 am
- Flair: I'm gone, for chess and minesweeper
- Pronouns: he/him
Postby Cedur » Sun Mar 08, 2020 7:37 am
Thanks for the help! This saved my day 
|
|
|
|
|
|
|
|
|
-
GOD_SAMA
- Buster Beetle

- Posts: 94
- Joined: Fri May 31, 2019 12:04 pm
- Flair: just a roaming hylian
Postby GOD_SAMA » Sun Mar 08, 2020 1:48 pm
how about for the next update mario can swim or move in lava through some sort of power up or mechanic
and also the dry bones boat that lets mario surf lava and poison
|
|
|
|
|
|
|
|
|
-
Emral
- Cute Yoshi Egg

- Posts: 9887
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sun Mar 08, 2020 1:48 pm
GOD_SAMA wrote: ↑Sun Mar 08, 2020 1:48 pm
how about for the next update mario can swim or move in lava through some sort of power up or mechanic
and also the dry bones boat that lets mario surf lava and poison
Caveat: Lava was programmed as a solid block in this game, unlike in games like SMM2, SMW, etc...
|
|
|
|
|
|
|
|
|
-
Cedur
- Link

- Posts: 7073
- Joined: Tue Jun 28, 2016 10:14 am
- Flair: I'm gone, for chess and minesweeper
- Pronouns: he/him
Postby Cedur » Sun Mar 08, 2020 2:17 pm
It should be easy enough to use lava graphics for water backgrounds and using layers/events to simulate a "swim through lava" effect.
|
|
|
|
|
|
|
|
|
-
Emral
- Cute Yoshi Egg

- Posts: 9887
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sun Mar 08, 2020 2:22 pm
Cedur wrote: ↑Sun Mar 08, 2020 2:17 pm
It should be easy enough to use lava graphics for water backgrounds and using layers/events to simulate a "swim through lava" effect.
On a per-level basis, of course.
|
|
|
|
|
|
|
|
|
-
GOD_SAMA
- Buster Beetle

- Posts: 94
- Joined: Fri May 31, 2019 12:04 pm
- Flair: just a roaming hylian
Postby GOD_SAMA » Sun Mar 08, 2020 4:42 pm
Enjl wrote: ↑Sun Mar 08, 2020 2:22 pm
Cedur wrote: ↑Sun Mar 08, 2020 2:17 pm
It should be easy enough to use lava graphics for water backgrounds and using layers/events to simulate a "swim through lava" effect.
On a per-level basis, of course.
is there nothing someone could suggest that would ever make it into the base engine?
nothing at all?
Added in 1 minute 19 seconds:
Enjl wrote: ↑Sun Mar 08, 2020 1:48 pm
GOD_SAMA wrote: ↑Sun Mar 08, 2020 1:48 pm
how about for the next update mario can swim or move in lava through some sort of power up or mechanic
and also the dry bones boat that lets mario surf lava and poison
Caveat: Lava was programmed as a solid block in this game, unlike in games like SMM2, SMW, etc...
oh....is it impossible then? or what
Added in 25 seconds:
Cedur wrote: ↑Sun Mar 08, 2020 2:17 pm
It should be easy enough to use lava graphics for water backgrounds and using layers/events to simulate a "swim through lava" effect.
oh that seems easier
|
|
|
|
|
|
|
|
|
-
Cedur
- Link

- Posts: 7073
- Joined: Tue Jun 28, 2016 10:14 am
- Flair: I'm gone, for chess and minesweeper
- Pronouns: he/him
Postby Cedur » Sun Mar 08, 2020 4:59 pm
Mildly ironic how you say "can this be added to basegame pls" and "oh that's easy" at the same time. Also yeah as lava blocks are solid, it would be possible to walk/swim through them, even if they don't kill you, that's why you have to do something else.
Also on this subject, I'd really dig a metal cap powerup like in SM64. Pass through fire and lava, but sink in water. (There's a metal star in 38A but it makes you invincible and kinda sucks movement-mise)
|
|
|
|
|
|
|
|
|
-
Emral
- Cute Yoshi Egg

- Posts: 9887
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sun Mar 08, 2020 5:01 pm
All these ideas would essentially require a complete rewrite of the liquids system and underwater state. Don't get your hopes up for a basegame context.
|
|
|
|
|
|
|
|
|
-
Wiimeiser
- Snifit

- Posts: 215
- Joined: Mon Jun 24, 2019 4:36 am
- Flair: What?
Postby Wiimeiser » Sun Mar 08, 2020 7:06 pm
Dry Bones Shell shouldn't be too hard, just base it on the skull raft, but swimming through lava is probably way too much work.
|
|
|
|
|
|
|
|
|
-
GOD_SAMA
- Buster Beetle

- Posts: 94
- Joined: Fri May 31, 2019 12:04 pm
- Flair: just a roaming hylian
Postby GOD_SAMA » Sun Mar 08, 2020 7:45 pm
i feel all new ideas are gonna be stifled out and smbx is gonna end up stagnant .....i hope smbx beta 4 and later becomes truly open source or something to that end one day so if the devs wont add a certain thing or cant other ppl can
or something of the sort
|
|
|
|
|
|
|
|
|
-
Daring Tombstone
- Blooper

- Posts: 160
- Joined: Mon Aug 28, 2017 10:57 pm
- Flair: What? Not 1000 posts? That means I suck right?
Postby Daring Tombstone » Sun Mar 08, 2020 9:03 pm
Updating my trashisode to beta 4 and coming across this. Don't know what it means at all.
|
|
|
|
|
|
|
|
|
-
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 » Sun Mar 08, 2020 9:12 pm
Yeah; magma in most Mario games is a solid surface with death/harm collision. For the 3D games, it's two collision layers with the bottom solid layer being the death/harm collision and the upper layer being the graphical portion as well as what hides part of the player.
(having a hard time thinking of all the technical terms-still sick here)
|
|
|
|
|
|
|
|
|
-
fnafan88888888
- Hoopster

- Posts: 49
- Joined: Thu Jan 24, 2019 6:41 pm
- Flair: 38A
Postby fnafan88888888 » Sun Mar 08, 2020 9:15 pm
In patch 1 why some NPCs are hidden like npc-444?
|
|
|
|
|
Return to “LunaLua”
Users browsing this forum: deice and 1 guest
|