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Re: LunaLua Offical Thread - SMBX Usermod Framework

Posted: Sat Jan 23, 2016 6:45 pm
by Axiom
player:mem master race

Re: LunaLua Offical Thread - SMBX Usermod Framework

Posted: Mon Jan 25, 2016 5:59 pm
by HenryRichard
So I made a little update to inputs.lua. I've contacted RockyTheChao about it and he said it's fine if I share it, so without further ado,

I present:

INPUTS2.LUA
yay

...It's not much of an update, but it makes it support multiplayer. I'm planning on eventually implementing a few more things, but there isn't really that much more you can add.

Big News!

Posted: Thu Jan 28, 2016 5:14 am
by Wohlstand
Hello!

Yesterday we are migrated PGE Project's and LunaLUA main site to a new server and we now finally have a separated domain name.

New location of PGE Project and LunaLUA downloads, PGE-Wiki ("home" of LunaLUA documentation), PGE Forums, etc. is here: http://wohlsoft.ru.
All links from engine.wohlnet.ru will be automatically redirected to a new place!
  • New server is going to be much faster for America, Australia and Asia (continents which are located far out off Moscow city)
  • More stability
  • Much more disk space for a file storing!

Re: LunaLua Offical Thread - SMBX Usermod Framework

Posted: Thu Jan 28, 2016 1:37 pm
by lighthouse64
Is there any way that I can make a conformation box like this http://www.w3schools.com/js/tryit.asp?f ... js_confirm
in lunalua

Re: LunaLua Offical Thread - SMBX Usermod Framework

Posted: Thu Jan 28, 2016 3:16 pm
by Wohlstand
lighthouse64 wrote:Is there any way that I can make a conformation box like this http://www.w3schools.com/js/tryit.asp?f ... js_confirm
in lunalua
I cloud port PGE Boxes where are message box, question box, menu box, and text input box

Re: LunaLua Offical Thread - SMBX Usermod Framework

Posted: Sat Jan 30, 2016 3:22 am
by Kevsoft
LunaLua v0.7.3 is finally released. I apologize for the long waiting, but there where a lot of critical changes in this version.
Please make sure that your CC12 level is working with this version!

So here is the changelog:
Spoiler: show
* Custom images can now be drawn behind SMBX sprites.
* Hardcoded images can now be patched via hardcoded-*.png
* Added new compareLunaVersion for version checking
* Added new event onKeyboardPress which handles raw keyboard input
* Added new draw function (Graphics.draw [Named args])
* Added new OpenGL drawing system (Graphics.glDraw [Named args])
* Added new lua based pause function: Misc.pause, Misc.unpause, Misc.isPausedByLua
* Improvement [LunaLua]: Refactored mainV2.lua for better performance and smaller code
* Added new function for better controlling the loop: onTick, onTickEnd, onDraw, onDrawEnd
* Improvement [LunaLua]: onHUDDraw and onCameraUpdate now has the camera index as argument.
* Improvement [LunaLua]: onMessageBox can now be cancelled
* Added FIELD_BOOL which can be used for the mem-functions.
* Added NPC.get overload with only the npc-id as argument.
* Bugfix [LunaLua]: SMBX doesn't crash anymore, if you pass nil to some LunaLua functions.
* Improvement [LunaLua]: The max npc id is now 300
* Added NPC:harm
* Bugfix [LunaLua]: Tiles can now correctly be replaced with PNGs.
* Bugfix [LunaLua]: PlayerSetting.height was pointing to players width
* Extended Camera class
* Bugfix [LunaLua]: Cheat defines now don't reset.
* Added registerCustomEvent, so you can create custom events from your APIs.
* Added event onCameraUpdate and Camera.x, Camera.y is now writeable.
* Added a lot of new world map classes.
* Added Misc.doPSwitchRaw - You can now trigger the raw P-Switch effect.
* Added Misc.doPSwitch - You can now trigger the full P-Switch effect.
* Added Misc.doBombExplosion - You can now spawn bomb explosions.
* Bugfix [LunaLua]: Misc.resolveFile and Misc.resolveDirectory don't crash anymore and works faster now.
* Bugfix [LunaLua]: Some unreliability of Animation.spawn has been fixed.
* Bugfix [LunaLua]: Level sounds.ini now works correctly when using from the main game
* Bugfix [LunaLua]: Hitboxes and offsets are now reset before loading a new level or world
* Bugfix [LunaLua]: Misc.loadEpisode now works also without Autostart ini file.
* Added onStart - This event is the better "onLoad". This event will be executed, when SMBX is running the first frame.
* Fixed music.ini bug which wasn't supported track number suffix for NSF/HES/etc. multi-track musics
* NPCs can now be killed, even if they are hidden.
* Add width/height properties to LuaImageResource.
* Allow onNPCKill to be cancelled.

Re: LunaLua Offical Thread - SMBX Usermod Framework

Posted: Sat Jan 30, 2016 2:08 pm
by TDK
Is there any way to prevent the player from interacting with a block?

Re: LunaLua Offical Thread - SMBX Usermod Framework

Posted: Sat Jan 30, 2016 2:56 pm
by PixelPest
TheDinoKing432 wrote:Is there any way to prevent the player from interacting with a block?
Wouldn't it be easier just to make it a BGO?

Re: LunaLua Offical Thread - SMBX Usermod Framework

Posted: Sat Jan 30, 2016 3:05 pm
by TDK
PixelPest wrote:
TheDinoKing432 wrote:Is there any way to prevent the player from interacting with a block?
Wouldn't it be easier just to make it a BGO?
Unfortunately, I'm reaching the background limit for the level I'm making.

Re: LunaLua Offical Thread - SMBX Usermod Framework

Posted: Sat Jan 30, 2016 3:34 pm
by Emral
TheDinoKing432 wrote:
PixelPest wrote:
TheDinoKing432 wrote:Is there any way to prevent the player from interacting with a block?
Wouldn't it be easier just to make it a BGO?
Unfortunately, I'm reaching the background limit for the level I'm making.
You can use the ghost house backgrounds to substitute for monotone background object clusters.

Re: LunaLua Offical Thread - SMBX Usermod Framework

Posted: Sat Jan 30, 2016 3:39 pm
by lotus006
You can use colliders and make whatever you want to the block when the player touch the collider !

Re: LunaLua Offical Thread - SMBX Usermod Framework

Posted: Sat Jan 30, 2016 11:25 pm
by lotus006
Wohlstand wrote:
lighthouse64 wrote:Is there any way that I can make a conformation box like this http://www.w3schools.com/js/tryit.asp?f ... js_confirm
in lunalua
I cloud port PGE Boxes where are message box, question box, menu box, and text input box
If its possible I think is on the same kind, but can you port a code that can show us a CursorPos this should be very usefull :D

Thanks in advance :)

Re: LunaLua Offical Thread - SMBX Usermod Framework

Posted: Sun Jan 31, 2016 5:42 am
by underFlo
Just a fyi for everyone using Graphics.draw in 0.7.3, opacity doesn't work due to a bug. This will probably get fixed in the next Nightly build (if it wasn't already), but there probably won't be a stable version with the error fixed until after CC12, so use a version of Graphics.drawImage in those cases.

Re: LunaLua Offical Thread - SMBX Usermod Framework

Posted: Sun Jan 31, 2016 6:35 am
by lotus006
Spinda wrote:Just a fyi for everyone using Graphics.draw in 0.7.3, opacity doesn't work due to a bug. This will probably get fixed in the next Nightly build (if it wasn't already), but there probably won't be a stable version with the error fixed until after CC12, so use a version of Graphics.drawImage in those cases.
On my way opacity work well probably something enter in conflict on your side :(
I mean with this : Graphics.drawImageWP

but the only thing I cant do now is the text I hope opacity will coming soon on this

Re: LunaLua Offical Thread - SMBX Usermod Framework

Posted: Sun Jan 31, 2016 6:58 am
by underFlo
I'm talking about Graphics.draw, not Graphics.drawImage/Graphics.drawImageWP.

Re: LunaLua Offical Thread - SMBX Usermod Framework

Posted: Sun Jan 31, 2016 7:36 am
by lotus006
Spinda wrote:I'm talking about Graphics.draw, not Graphics.drawImage/Graphics.drawImageWP.
Sorry I didnt know about this one :(

Edit: Yep I Just tried and it's not working :(

Re: LunaLua Offical Thread - SMBX Usermod Framework

Posted: Tue Feb 02, 2016 9:11 pm
by DarkWolf658
Is there a lag free version of this? I'm using the luna loader version, but the game is extremely slowed down, regardless of any lua scripts running at the time. It seems that the game is running every frame, despite not having Disable Frameskip checked.

Re: LunaLua Offical Thread - SMBX Usermod Framework

Posted: Tue Feb 02, 2016 9:13 pm
by PixelPest
DarkWolf658 wrote:Is there a lag free version of this? I'm using the luna loader version, but the game is extremely slowed down, regardless of any lua scripts running at the time. It seems that the game is running every frame, despite not having Disable Frameskip checked.
What are your specs?

Re: LunaLua Offical Thread - SMBX Usermod Framework

Posted: Tue Feb 02, 2016 9:16 pm
by DarkWolf658
Windows 7, around 1.2 gigs of ram, 32 bit system

Re: LunaLua Offical Thread - SMBX Usermod Framework

Posted: Tue Feb 02, 2016 9:48 pm
by lotus006
and videocard ?