Re: [LunaLua] Time limit to stay underwater
Posted: Fri Apr 01, 2016 5:42 pm
That's awesome! I'm gonna have to find a way to use this!
Forums for SMBX
https://www.smbxgame.com/forums/
Something like this:lotus006 wrote:Omg this thing have turned very cool the how is it the hudlotus006 wrote:Yeah Nice idea that shouldnt be hard to make, that should be less harder than that splitscreen detection to doHenryRichard wrote:That's cool, though you should make it regenerate more quickly and if you could make separate meters for P1 & P2 that are displayed over their heads that would be cool., if you have other idea feel free to ask
I think I prefer this version !! and you ?
@ Matt_The_Slime:
I think to know what you think, but do you have example ? but I think it should be easy to do
Can you point me in the video the time where is show this what do you mean finally I'm not sure on what u really meanMatt_The_Slime wrote:Something cool, and very simple to add would be Underwater Sonic Physics(separate download)
Where you can't swim, but you can jump high
This would be making a Sonic themed episode VERY Easy
At about 2:38lotus006 wrote:Can you point me in the video the time where is show this what do you mean finally I'm not sure on what u really meanMatt_The_Slime wrote:Something cool, and very simple to add would be Underwater Sonic Physics(separate download)
Where you can't swim, but you can jump high
This would be making a Sonic themed episode VERY Easy
you mean it's when is say "at this point the water begins to drops" and when sonic is going to to the right direction ? and after this jumping where is the "stair in cube" ?Matt_The_Slime wrote:At about 2:38lotus006 wrote:Can you point me in the video the time where is show this what do you mean finally I'm not sure on what u really meanMatt_The_Slime wrote:Something cool, and very simple to add would be Underwater Sonic Physics(separate download)
Where you can't swim, but you can jump high
This would be making a Sonic themed episode VERY Easy
Yep (PS: This isn't my video, I just found a video on labrynth zone)lotus006 wrote:you mean it's when is say "at this point the water begins to drops" and when sonic is going to to the right direction ? and after this jumping where is the "stair in cube" ?Matt_The_Slime wrote:At about 2:38lotus006 wrote: Can you point me in the video the time where is show this what do you mean finally I'm not sure on what u really mean
if is that I can make probably, I will use getinterssect the Springboard and if detect water and the air timer is low to make the player jump higher on the Springboard.
But wait mario swim in the water! why to do that ? , or else you want to make mario he cant swim ?
Ah ok thanks for the info, I'm not sure I will be able to do this without the adress offsets of the gravity of the player. I already found one but the adressMatt_The_Slime wrote:Yep (PS: This isn't my video, I just found a video on labrynth zone)lotus006 wrote:you mean it's when is say "at this point the water begins to drops" and when sonic is going to to the right direction ? and after this jumping where is the "stair in cube" ?Matt_The_Slime wrote: At about 2:38
if is that I can make probably, I will use getinterssect the Springboard and if detect water and the air timer is low to make the player jump higher on the Springboard.
But wait mario swim in the water! why to do that ? , or else you want to make mario he cant swim ?
And what I had in mind is to make Mario have underwater physics like Sonic does, so he jumps higher, and slower, for episodes like Sonic
> Hud go back to the other player and show incorrect air value [Fixed]
> Remasterised Hud for better performance [Updated]
> Lua code improved and optimised again[Updated]
> Work as well on Single-Player, Multi-Player, and Battle Mode[Updated]
Thanks for the smbx 2.0 I am not sure everything is depending of Horikawa if she got the time and alsopixelgegner wrote:amazing work!!
I watched every video since the first post. very well done!
will this patch be additional like it is actually or will it included as an optional feature in SMBX2?
it's normal Prado is not continuing the coding on the new versionCamacho wrote:Prado you never told me that you updated this thing >:(
Btw, the new update looks better than before. I will use this.
> Hud go back to the other player and show incorrect air value [Fixed]
> Remasterised Hud for better performance [Updated]
> Lua code improved and optimised again[Updated]
--------------------------------------------------------------------------------------------------
New Stuff
> Added API command for adjusting and control Breath time and/or can be Enabled or Disabled now [Added]
> Added Button "CTRL" for invisible flooding the level to test easier the API [Added]
You need to put this into your lunaworld from the episode wanted. or in the folder battle for Battle ModePut this on onLoad section ( OPTIONAL Not needed if you wont change thing... ) Sorry forgot to say.Code: Select all
local LsBreathMeter = API.load("LsBreathMeter"); -- Thanks to Enjl , it's fixed
Misc --> put this IF YOU WANT TO USE WITH YOUR API, or else not needed ... into your API to access on the Air time for player(s) wantedCode: Select all
function onStart() -- Fixed Also ,thanks again Enjl :D LsBreathMeter.AirMultiplierP1(Multiplier) -- Settings API for Adjusting Time decreasing of the Breath --> 1 or less decreasing slower, 1 and more decreasing faster. LsBreathMeter.AirMultiplierP2(Multiplier) LsBreathMeter.hudBreath(true/false) -- Enable/Disable API LsBreathMeter.ControlFlood(true/false) -- Enable/Disable Flooding level (invisible flooding) for both player when pressing CTRL , if Disabled CTRL dont flood end
[ Note : should be on onTick() or onLoop() ]Code: Select all
LsBreathMeter = loadSharedAPI("LsBreathMeter");
Code: Select all
LsBreathMeter.ReturnAirTimeP1() LsBreathMeter.ReturnAirTimeP2()
PixelPest from the general thread wrote:Also make sure that you're using API.load instead of loadAPI
Please redownload again the API, I made an error with the WaterFlood code in SP. Now it goodpixelgegner wrote:I didn't get it to work yet, but I think it was my bad.
1. When I downloaded SMBX2.0 I have to update LunaLua, right? (I didn't do that yesterday)
2. I have to rewrite the "API-Load command", right? ( like it was said here)
-->PixelPest from the general thread wrote:Also make sure that you're using API.load instead of loadAPI
Sorry I completly underrated this and I'm new to LunaLua. I'll do my best to make it work tonight.
If you have alterned suggestions & tipps for me, tell me, your definitly welcome
Code: Select all
LsBreathMeter = loadAPI("LsBreathMeter");
function onLoad()
end
function onLoop()
end
two things:lotus006 wrote: You need to put this into your lunaworld from the episode wanted. or in the folder battle for Battle ModeCode: Select all
LsBreathMeter = loadAPI("LsBreathMeter");
use onStart. OnLoad is kinda broken.lotus006 wrote: Put this on onLoad sectionCode: Select all
function onLoad() LsBreathMeter.AirMultiplierP1(Multiplier) -- Settings API for Adjusting Time decreasing of the Breath --> 1 or less decreasing slower, 1 and more decreasing faster. LsBreathMeter.AirMultiplierP2(Multiplier) LsBreathMeter.hudBreath(true/false) -- Enable/Disable API LsBreathMeter.ControlFlood(true/false) -- Enable/Disable Flooding level (invisible flooding) for both player when pressing CTRL , if Disabled CTRL dont flood end
You don't need to load the API AGAIN in onTick, every frame, until the end of time. That's just dumb.lotus006 wrote: Misc --> put this into your API to access on the Air time for player(s) wanted [ Note : should be on onTick() or onLoop() ]
Code: Select all
LsBreathMeter = loadSharedAPI("LsBreathMeter");
Code: Select all
LsBreathMeter.ReturnAirTimeP1() LsBreathMeter.ReturnAirTimeP2()
fixed your code.lotus006 wrote: about Lunaworld.lua
do this -->Code: Select all
local LsBreathMeter = API.load("LsBreathMeter");
Thanks for the feedback, it's good to see it's working well elsewhere than mepixelgegner wrote:Nice, that fixed it! It is super easy to set up now. Thanks.
Spoiler: show
Is it possible to refresh air by collecting coins?lotus006 wrote:Do you have any other request ? (probably I will try to debug Hex to find the 2nd player when he go in water too, if it's possible)
- adding support for 2nd player
Maybe find a way to add when coins is taken air will be added more
Is there a way to detect when is the players where is in a full level of water ?
Attaching this to the future menu I will try to release soon for more toggable ?