SMBX2 (2.0 Beta 3)

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ElectriKong
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Re: SMBX2 (2.0 Beta 3)

Postby ElectriKong » Thu Dec 21, 2017 3:48 pm

Maxjacinto2 wrote:I know I may be the only one requesting this but...can you add the Boomerang Flower and SMB1 Goalposts please? c':
Toad throws boomerangs with the hammer suit thouh. And SMB1 Goalpoles ae possible with LunaLua.

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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Thu Dec 21, 2017 5:08 pm

A drag and drop lunalua editor would be useful though. I try things with lunalua, but i keep forgetting bits of the code to put in, a drag and drop lunalua would solve this because it would be easier to remember what to do with the pieces. (Like a jigsaw etc.)

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Re: SMBX2 (2.0 Beta 3)

Postby The0x539 » Thu Dec 21, 2017 8:57 pm

Taycamgame wrote:A drag and drop lunalua editor would be useful though. I try things with lunalua, but i keep forgetting bits of the code to put in, a drag and drop lunalua would solve this because it would be easier to remember what to do with the pieces. (Like a jigsaw etc.)
i don't even know how to respond to this tbh

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Re: SMBX2 (2.0 Beta 3)

Postby PixelPest » Thu Dec 21, 2017 9:02 pm

Taycamgame wrote:A drag and drop lunalua editor would be useful though. I try things with lunalua, but i keep forgetting bits of the code to put in, a drag and drop lunalua would solve this because it would be easier to remember what to do with the pieces. (Like a jigsaw etc.)
LunaLua is already so easy if people would put effort into learning it that a drag-and-drop-programming feature would be utterly pointless, since a lot of the easy stuff in LunaLua (filters, etc.) will be doable in the editor at a later point and building this kind of software would be time consuming and likely very few people would use it, not to mention it would probably take longer to do anything substantial with drag-and-drop than doing it normally and anyone interested in doing substantial things would learn normal LunaLua since it would be so much more efficient and honestly less confusing than a drag-and-drop editor with hundreds of different blocks

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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Fri Dec 22, 2017 5:05 am

Ok, but then why is lunalua used but not other programming syntax's like Java, C# etc.?
I get that the engine is probably built around lunalua, but surely it would have been easier to use a syntax many people know about rather than make a new one?
Regardless, i am trying to implement lunalua more in my levels, but it is quite hard.

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Re: SMBX2 (2.0 Beta 3)

Postby Hoeloe » Fri Dec 22, 2017 5:30 am

We didn't make a new one. Lua is a well established and commonly used scripting language.

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Re: SMBX2 (2.0 Beta 3)

Postby PixelPest » Fri Dec 22, 2017 7:09 am

It's also a relatively simple language compared to others and has fast compiling times thanks to LuaJIT

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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Fri Dec 22, 2017 9:35 am

Couldn't I use a syntax i already know though instead of having to learn a new one?

Well, atleast some built-in functions for lunalua will come with Beta 4. I looks forward to actually being able to use lunalua at ease rather than continuously look on the forums and youtube to find something that actually is quite simple when you see it.

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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Fri Dec 22, 2017 9:38 am

Taycamgame wrote:Couldn't I use a syntax i already know though instead of having to learn a new one?

Well, atleast some built-in functions for lunalua will come with Beta 4. I looks forward to actually being able to use lunalua at ease rather than continuously look on the forums and youtube to find something that actually is quite simple when you see it.
Brief introduction to lua syntax:
http://wohlsoft.ru/pgewiki/How_To:_LunaLua_basics

Most you can do can be found in the sub pages here:
http://wohlsoft.ru/pgewiki/Category:LunaLua_API

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Re: SMBX2 (2.0 Beta 3)

Postby The0x539 » Fri Dec 22, 2017 9:45 am

Taycamgame wrote:Couldn't I use a syntax i already know though instead of having to learn a new one?
afaik the main difference is control structures and their lack of {}
Is it really that bad?

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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Fri Dec 22, 2017 10:25 am

Thanks, it actually doesn't seem that hard after looking at it a bit.
It seems to work in Notepad (which I already have), but is there any reason to use Notepad++ other than the syntax highlighting?

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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Fri Dec 22, 2017 1:47 pm

Taycamgame wrote:Thanks, it actually doesn't seem that hard after looking at it a bit.
It seems to work in Notepad (which I already have), but is there any reason to use Notepad++ other than the syntax highlighting?
Proper undo, multiple files open at once, the program remembering what was open, autocomplete, ...
Using Notepad for programming is equivalent to using windows 7 paint for drawing. It works, but it's masochistic.

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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Fri Dec 22, 2017 3:00 pm

Could you link me to the real site to get Notepad++? And is it free?

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Re: SMBX2 (2.0 Beta 3)

Postby ElectriKong » Fri Dec 22, 2017 3:54 pm

Taycamgame wrote:Could you link me to the real site to get Notepad++? And is it free?
https://notepad-plus-plus.org/
And you won't have worry about your $$$ going down
But TBH, you should find the real version of these types of software easily, as it will almost always be the first result in Google, so how you got the malware from Paint.net is beyond me, unless you were using a sketchy 3rd party browser woth poor search algorithms.

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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Sat Dec 23, 2017 12:06 pm

I am NOT advertising my project, just as a head up. But:
Image
This icon was originally a 1-UP, why is it now a fire flower? And what does that gold coin icon on the top-left mean?

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Re: SMBX2 (2.0 Beta 3)

Postby Hoeloe » Sat Dec 23, 2017 12:36 pm

Taycamgame wrote:I am NOT advertising my project, just as a head up. But:
Image
This icon was originally a 1-UP, why is it now a fire flower? And what does that gold coin icon on the top-left mean?
Fire Flower means it's a popular topic. The little coin means you've posted in the topic.

You probably should have asked this in a topic about the forum, rather than SMBX2.

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Re: SMBX2 (2.0 Beta 3)

Postby PixelPest » Sat Dec 23, 2017 12:39 pm

Taycamgame wrote:I am NOT advertising my project, just as a head up. But:
Image
This icon was originally a 1-UP, why is it now a fire flower? And what does that gold coin icon on the top-left mean?
viewtopic.php?f=69&t=10791&p=156806&hil ... ns#p156794

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Re: SMBX2 (2.0 Beta 3)

Postby Quantumenace » Sun Dec 24, 2017 2:48 am

Could you add the acceleration factor of slippery blocks to Defines?

The relevant memory addresses are
0x402518,FIELD_DFLOAT (the default is 4, don't make it 0 or a divide by zero error is likely)
0x4026B0,FIELD_DFLOAT (the default is 3, it should always be 1 less than the first value or you'll get weird acceleration)

The default cuts your acceleration by a factor of 4. Changing these values with mem: appears to work correctly, you can even make them less slippery than normal blocks, though there'll be some weird jitter if the first value is 0.5 or less. The only obvious problem is that it doesn't reset those values to the default until you restart the program.


Edit: Nevermind, lots of other things use those values.
Last edited by Quantumenace on Sun Dec 24, 2017 7:14 pm, edited 1 time in total.

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Re: SMBX2 (2.0 Beta 3)

Postby Emral » Sun Dec 24, 2017 8:47 am

Quantumenace wrote:Could you add the acceleration factor of slippery blocks to Defines?

The relevant memory addresses are
0x402518,FIELD_DFLOAT (the default is 4, don't make it 0 or a divide by zero error is likely)
0x4026B0,FIELD_DFLOAT (the default is 3, it should always be 1 less than the first value or you'll get weird acceleration)

The default cuts your acceleration by a factor of 4. Changing these values with mem: appears to work correctly, you can even make them less slippery than normal blocks, though there'll be some weird jitter if the first value is 0.5 or less. The only obvious problem is that it doesn't reset those values to the default until you restart the program.
Oh huh, neat find! I've added them to the table (currently called Defines.slippery_friction and it automatically sets the 2nd value but I'm open to suggestions). Please share any other memory locations if you figure them out. Documenting new stuff we learn about the engine is great help.

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Re: SMBX2 (2.0 Beta 3)

Postby Taycamgame » Sun Dec 24, 2017 10:04 am

Enjl wrote:
Quantumenace wrote:Could you add the acceleration factor of slippery blocks to Defines?

The relevant memory addresses are
0x402518,FIELD_DFLOAT (the default is 4, don't make it 0 or a divide by zero error is likely)
0x4026B0,FIELD_DFLOAT (the default is 3, it should always be 1 less than the first value or you'll get weird acceleration)

The default cuts your acceleration by a factor of 4. Changing these values with mem: appears to work correctly, you can even make them less slippery than normal blocks, though there'll be some weird jitter if the first value is 0.5 or less. The only obvious problem is that it doesn't reset those values to the default until you restart the program.
Oh huh, neat find! I've added them to the table (currently called Defines.slippery_friction and it automatically sets the 2nd value but I'm open to suggestions). Please share any other memory locations if you figure them out. Documenting new stuff we learn about the engine is great help.
Sorry, but what does all that actually mean?


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