Lowser's Conquest - A little update

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loop
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Re: Lowser's Conquest - "SMBXpanded"

Postby loop » Tue May 31, 2016 12:53 pm

Can anyone provide a link to a dll file installation website?

Wohlstand
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Re: Lowser's Conquest - "SMBXpanded"

Postby Wohlstand » Tue May 31, 2016 4:22 pm

Jayce 777 wrote:Can anyone provide a link to a dll file installation website?
LunaLUA is HERE: http://wohlsoft.ru/LunaLua/#links

http://wohlsoft.ru - is a home of both PGE (a WIP replacement of SMBX Engine) and LunaLUA (Haking project to do a reverse engineering of SMBX Engine and extending it's functionality and partial bug fixing)

loop
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Re: Lowser's Conquest - "SMBXpanded"

Postby loop » Tue May 31, 2016 6:39 pm

Wohlstand wrote:
Jayce 777 wrote:Can anyone provide a link to a dll file installation website?
LunaLUA is HERE: http://wohlsoft.ru/LunaLua/#links

http://wohlsoft.ru - is a home of both PGE (a WIP replacement of SMBX Engine) and LunaLUA (Haking project to do a reverse engineering of SMBX Engine and extending it's functionality and partial bug fixing)
I am not talking about LunaLUA.dll this time. I will quote the errors.
"The program can't start because VCRUNTIME140.dll is missing from your computer. Try reinstalling the program to fix this problem" and "The program can't start because MSVCP140.dll is missing from your computer. Try reinstalling the program to fix this problem.".
I need a link to fix these errors.
I already have LunaLUA.dll .

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Re: Lowser's Conquest - "SMBXpanded"

Postby TurtleJosh52 » Tue May 31, 2016 10:52 pm

Why are you posting this here?

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Re: Lowser's Conquest - "SMBXpanded"

Postby Emral » Wed Jun 01, 2016 1:31 am

Run the vcredist.exe in your smbx folder to install the missing dlls.

loop
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Re: Lowser's Conquest - "SMBXpanded"

Postby loop » Wed Jun 01, 2016 1:50 pm

Enjl wrote:Run the vcredist.exe in your smbx folder to install the missing dlls.
Thanks for the tip. Trying it now.

It worked! :D Thanks, Enjl!

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Re: Lowser's Conquest - "SMBXpanded"

Postby zlaker » Wed Jun 01, 2016 2:52 pm

Jayce 777 wrote: Thanks for the tip. Trying it now.

It worked! :D Thanks, Enjl!
Don't double-post. Next time just edit your post. I merged your posts.

loop
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Re: Lowser's Conquest - "SMBXpanded"

Postby loop » Wed Jun 01, 2016 9:56 pm

:oops: Sorry. I tend to make this mistake. :oops:

:oops:Sorry, I wasn't thinking correctly :oops:
Last edited by The Thwomp King on Sun Jun 12, 2016 2:44 pm, edited 2 times in total.
Reason: Merging posts together due to a double post.

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Re: Lowser's Conquest - "SMBXpanded"

Postby Mable » Tue Jun 07, 2016 12:23 pm

Jayce 777 wrote:Getting any progress? It is getting quiet.
You should know that peoplr have also a real life and that you could be patient. It takes a lot of weeks to create some good stuff and it's better not to reveal everything so the fun stays in the episode.

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Re: Lowser's Conquest - "SMBXpanded"

Postby PixelPest » Tue Jun 07, 2016 12:53 pm

Jayce 777 wrote:Interesting fact: FLUDD appears in SMBX Version 1.4.2 as NPC 307.
Please stay on topic

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Re: Lowser's Conquest - "SMBXpanded"

Postby Artemis008 » Tue Jun 07, 2016 6:57 pm

Sailor Moon is a bishōjo too right? Maybe you can add one of them into the project......






Jupiter ma waifu

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Re: Lowser's Conquest - "SMBXpanded"

Postby Sambo » Tue Jun 07, 2016 7:56 pm

You said something about an "SMBXpanded" thing, where there are more item slots available. I'm guessing that to use this, a new config must be created for PGE. Maybe you should release this "SMBXpanded" config that you made so others can use it.

By the way, I'm a huge fan of your work. :) Looking forward to this project's release.

loop
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Re: Lowser's Conquest - "SMBXpanded"

Postby loop » Wed Jun 08, 2016 1:07 pm

:geek:
You said something about an "SMBXpanded" thing, where there are more item slots available. I'm guessing that to use this, a new config must be created for PGE. Maybe you should release this "SMBXpanded" config that you made so others can use it.
Good point. The limitations of version 1.3.0.1 cannot handle it, even with LunaLUA installed.
:geek:

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Re: Lowser's Conquest - "SMBXpanded"

Postby Sambo » Wed Jun 08, 2016 7:10 pm

Actually, that isn't true. This works in vanilla SMBX 1.3, without lunaLUA. The only way to break SMBX with this would be to try to pick up one of the extra items inside the SMBX editor. A level or world map with these extra items in it could still run in SMBX with no errors. Sednaiur tested it. All you have to do is edit the levels in PGE.

loop
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Re: Lowser's Conquest - "SMBXpanded"

Postby loop » Wed Jun 08, 2016 9:40 pm

Sambo wrote:Actually, that isn't true. This works in vanilla SMBX 1.3, without lunaLUA. The only way to break SMBX with this would be to try to pick up one of the extra items inside the SMBX editor. A level or world map with these extra items in it could still run in SMBX with no errors. Sednaiur tested it. All you have to do is edit the levels in PGE.
I am talking about the Heads-up Display (HUD). Even if it could, it would take serious programming. :geek: :!:

Sednaiur
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Re: Lowser's Conquest - Mount Onsen

Postby Sednaiur » Sun Jun 12, 2016 11:19 am

Long time not seen, eh? ^^

My real life got very strict over the past weeks, which maked posting or working onto much stuff of my project rather difficult. But even a strict schedule cannot stop me completely from working onto my little project, what these screenshots are meant to proof:
Spoiler: show
Image
Image
Image
In this area the Mario Bros. need to cross a mountainous area with lots of hot springs (onsen) to finally advance to the ruler of the hotspring mountains. But since these are not some ordinary onsen, they need to be cooled down significantly with the provided cooling blocks, to be swimmable without harm. Of course the cooling only lasts for a limited time (around 20 seconds), before the water starts to get hot again.
It was rather time-consuming to build this level because I needed to build 4 layers of different water (cool, warm, hot, and boiling) which used up almost all 8000 avaliable BGOs. xD
Also, instead of just cheaply using lava-tiles, I needed to use NPCs to prevent an unfair and unlogical instant-kill from the boiling water.
Otherwise the level is rather friendly with it's ptooie-plants, spikes, and Tinysaur Rex. :-P

Aside from this level did I also work onto a new tileset for my worldmap (the first world now has it's own worldmap tileset) and onto editing some existing levels to remove errors from years past.
After all, I want to have a more organized project, which got more possible since the discover of the unused items in SMBX.
The last thing left for world 7 is the boss, which will be a creature from japanese folklore.

Spoiler for my answers:
Spoiler: show
Quantix wrote:Gotta say, the worldmap looks surprisingly better with no outlines, everything looks so gorgeous now!

By the way, that SMBXpanded post you mentioned, do you use it by naming the graphic an extra number or something? I'd like to know.
I also think it looks now a bit better. Before it looked to me like standing out too much.
About the "SMBXpanded"-thing, I will release a kind of setup-pack to this soon, so everyone who uses PGE and who is interested in having new blocks, BGOs etc avaliable, can have a use for them. :-)
Quantix wrote:
h2643 wrote: He just makes use of some unused items in SMBX. http://www.smbxgame.com/forums/v ... 76#p215998
Looks like my worldmap's going through some heavy changes then! :mrgreen:

When Wohlstand adds support for it, anyway.
Just like my world map did, eh? ^^
Also, I assume Wohlstand already has done a setup for this. But there is one more thing one neds to use the new stuff...
MECHDRAGON777 wrote:How do you set-up PGE though?
You need to edit a configuration package of PGE to make the new stuff usable. But I guess I am a bit too late for explanations, a month later. :-P
Anyways, I will release a setup pack very soon (within the next days) to make all the new stuff avaliable.
Wohlstand wrote:Just a test one of levels with updated PGE Engine,

Original link: https://www.youtube.com/watch?v=rI9Mnt2Zdy0
It is very interesting to compare this new video to the old one, which you made past year.
It really shows a nice and promising progress, that wakes my hopes for a release somewhere next year.
Wouldn't it be for the fact that the para-AI isn't implemented yet, and for some other details, one could think that you are already done, even though, I am sure you still have a lot of work to do.

I guess it will not take too long time anymore until I can use the engine of PGE to really testplay my levels with it, as so far it seems that events work really good in PGE now.
I hope so much that you will be able to finish your engine, and I hope the best for it.
You have come a long way since I first saw your efforts and so far, it turns out really fine, in my humble opinion.

I wish you good luck for the next major update. :-)
Spinda wrote:Honestly, I'm not a fan of the HUD font. The lack of shading is kinda irritating in comparison with everything else, and the numbers seem to look kinda thin. It doesn't really fit with the rest of the HUD imo.

Aside from that, the rest of the HUD and the world map itself looke great though!
I think I understand your point, since the font is outlined black with just plain white in the inside, while the worldmap font is shaded fully.
It is rather difficult to choose the way to fix this, but I will see in the future about it.
Thank you for providing your opinion about it.
Jayce 777 wrote:Where do I put the LunaLUA.dll file!!??? O_o
Just wondering.
By the way, the graphics look great, and I haven't played it yet!!! I am looking forward to this!!! ;-) 8-) :D
For now, the only think that I think to know about luna.LUA-files is, that the ini-files kind of work like the same as custom NPC-files, so you put them inside your level's folder to only have them active in your level, or you put them in your episode's folder to have them active for all your levels (I could be wrong on this, though).
So, I didn't bother to learn anything else aout it for now. :-P
I am way too busy for this kind of stuff right now, so sorry to be of no real help.

Also, thank you. I am glad that you like my project. After all, I want people to like what they see and play. :-D
Jayce 777 wrote:Why don't you make a version for SMBX 1.4.2?
To be honest, I dislike two things about SMBX 1.4 and all versions that branch off of this. First of all, it is that the person who expanded it, was not smart enough to make it avaliable to everyone right from the start, which is kind of counter-productive, in my opinion (I know that it is now, but only beause of Wohlstand contacted him and kept the request for that flowing).
And the other thing is, that it is way too buggy and way too different, physics-wise.
SMBX 1.4 sure is interesting and it's new NPCs would be really useful to have (especially the different speed-setups for Podoboos and Firebars), but it is just too different from SMBX 1.3, sadly. :-/
Artemis008 wrote:Sailor Moon is a bishōjo too right? Maybe you can add one of them into the project......
Yes, she is kind of an idol in that department (she has golden hair, deep blue eyes, a very attractive shilouette, she is so cute that I want to hug and cuddle her all the time etc xD).
You can be sure that there are already more of the cutie-beauties from Bishoujo Senshi Sailor Moon in my project, than Sailor Moon alone. ;-)
Artemis008 wrote:Jupiter ma waifu
Off-topic spoiler:
Spoiler: show
I understand your love for Makoto-chan pretty good I think, because she is strong, beautiful, and she even can cook great too.
My favourite has to be Rei-chan, because she is a very gorgeous miko (which I just love), she has deep dark violet bluish eyes, perfect hair (like bishoujo usually always have) and she is a very proud (but sometimes arrogant) girl. But also is Rei-chan really skilled in combat also on a spiritual level, which makes here even more adorable to me. She has way too much charme for me.
Yes, I guess Rei-chan AKA Sailor Mars is my megami-sama xD
Sambo wrote:You said something about an "SMBXpanded" thing, where there are more item slots available. I'm guessing that to use this, a new config must be created for PGE. Maybe you should release this "SMBXpanded" config that you made so others can use it.

By the way, I'm a huge fan of your work. :) Looking forward to this project's release.
Yes, I will release a setup pack for this soon. But it will only really be helpful if you build your SMBX-levels with PGE because not using PGE makes it very hard and time-consuming to use the new stuff.
I plan to release the setup-pack in the upcoming week, if my spare time allows me to do so.
And for the release of this project, I try my best to make it this year, even though, I cannot really promise a sure date yet. In any way, thank you very much for your interest. :-)
Last edited by Sednaiur on Tue Jun 14, 2016 7:15 pm, edited 2 times in total.

h2643
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Re: Lowser's Conquest - Mount Onsen

Postby h2643 » Sun Jun 12, 2016 11:21 am

Sednaiur wrote:Also, instead of just cheaply using lava-tiles, I needed to use NPCs to prevent an unfair and unlogical instant-kill from the boiling water.
Firebars? :)

Damn these screens look great, this is the first time I see someone who put little bubbles in a water BGO texture as well.

Alagirez
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Re: Lowser's Conquest - Mount Onsen (uhholysednaiur)

Postby Alagirez » Sun Jun 12, 2016 4:44 pm

Woah the gradient between white ground and the rocky ground (or what called is it :/ ) looks great! Great job on this one! I see you almost done with this project! Can't wait to play the full version ^^

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Re: Lowser's Conquest - Mount Onsen

Postby MECHDRAGON777 » Sun Jun 12, 2016 4:58 pm

Sednaiur wrote:Long time not seen, eh? ^^

My real life got very strict over the past weeks, which maked posting or working onto much stuff of my project rather difficult. But even a strict schedule cannot stop me completely from working onto my little project, what these screenshots are meant to proof:
Spoiler: show
Image
Image
Image
In this area the Mario Bros. need to cross a mountainous area with lots of hot springs (onsen) to finally advance to the ruler of the hotspring mountains. But since these are not some ordinary onsen, they need to be cooled down significantly with the provided cooling blocks, to be swimmable without harm. Of course the cooling only lasts for a limited time (around 20 seconds), before the water starts to get hot again.
It was rather time-consuming to build this level because I needed to build 4 layers of different water (cool, warm, hot, and boiling) which used up almost all 8000 avaliable BGOs. xD
Also, instead of just cheaply using lava-tiles, I needed to use NPCs to prevent an unfair and unlogical instant-kill from the boiling water.
Otherwise the level is rather friendly with it's ptooie-plants, spikes, and Tinysaur Rex. :-P

Aside from this level did I also work onto a new tileset for my worldmap (the first world now has it's own worldmap tileset) and onto editing some existing levels to remove errors from years past.
After all, I want to have a more organized project, which got more possible since the discover of the unused items in SMBX.
The last thing left for world 7 is the boss, which will be a creature from japanese folklore.
Glad to see what looks like 7-7. I like the boiling water. I also can not wait to see what Nuclear gimmicks world 8 will have. I hope your private life goes well. Anyway, can not wait for the "SMBX-panded" config pack.

Hani
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Re: Lowser's Conquest - Mount Onsen

Postby Hani » Sun Jun 12, 2016 11:54 pm

(Waifu here~)
The level's concept is actually good if you ask me. I assume the cooling water is layers and events? I can't make that! >_<
As for the tileset, if you actually released it, the tileset would be good for like lava and ice level since the brown is melted ice. As for the water, please release it.. ;w; (Calm down.. Calm down..)
And the ice underground tileset, you finally fixed the fillers of the ice because last time the ice was too dark blue in my opinion.
I'm glad you didn't gave up on this project even though you are very busy. I hope I get to see Magma Depths~
Speaking of project, I need to make progress on mine.
And here is a long lasting question, how does the spike ball plant work? Unless it's a firebar not moving but moving up and down.
(And how do people place enemies and coins so well? Because some of my levels are either too bland or too crowded.)
Oh and this level just gaved me a great idea for a level! It's actually not an exact copy of yours. Think if it as a snow and lava reaction.
Come check out my project!
I wish you good luck on your project. Almost finished!
~^_^~
(P.S When will you release the map tiles and SMBX-panded graphics?)
Last edited by Hani on Mon Jun 13, 2016 2:47 pm, edited 1 time in total.


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