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Re: LunaLua Offical Thread - SMBX Usermod Framework
Posted: Tue Feb 02, 2016 9:57 pm
by DarkWolf658
lotus006 wrote:and videocard ?
Does not suport direct x or open gl (so 90% of games)
Re: LunaLua Offical Thread - SMBX Usermod Framework
Posted: Tue Feb 02, 2016 11:20 pm
by lotus006
DarkWolf658 wrote:lotus006 wrote:and videocard ?
Does not suport direct x or open gl (so 90% of games)
This is probably the reason why you get laggy

Re: LunaLua Offical Thread - SMBX Usermod Framework
Posted: Wed Feb 03, 2016 1:23 am
by lotus006
Is there a way to get in lunalua the same kind of text the one in dialog in game , because in Lunalua we can only have it in
Upper case, when I try to use Lower case is not working

Re: LunaLua Offical Thread - SMBX Usermod Framework
Posted: Wed Feb 03, 2016 6:16 am
by underFlo
Use Text.print(object data, int type, int x, int y), with type ranging from 1 to 3. 3 is the default. Alternatively, you can use rockythechao's textblox API which supports custom fonts.
Re: LunaLua Offical Thread - SMBX Usermod Framework
Posted: Wed Feb 03, 2016 6:33 am
by TvGameSmwSmbx
Just say something here first of all I think you should test this in Windows 10 more often and get rid of all the bugs so good be safe hundred percent
Edit: and the reason why I say this cuz I'm using Windows 10 full compatible version just to be safe because Windows 10 this pick up a lot of bugs because Microsoft making really complicated here and please don't be offended
Re: LunaLua Offical Thread - SMBX Usermod Framework
Posted: Wed Feb 03, 2016 7:37 am
by lotus006
Spinda wrote:Use Text.print(object data, int type, int x, int y), with type ranging from 1 to 3. 3 is the default. Alternatively, you can use rockythechao's textblox API which supports custom fonts.
Oh god I feeling silly , i didnt know for int type thanks alot i feel very bad lol I used without this all the time !!
I will test soon asap.
I got a surprise also for who interressted :
http://www.smbxgame.com/forums/v ... 12#p195212
Re: LunaLua Offical Thread - SMBX Usermod Framework
Posted: Wed Feb 03, 2016 11:46 am
by Zipper
TvGameSmwSmbx wrote:Just say something here first of all I think you should test this in Windows 10 more often and get rid of all the bugs so good be safe hundred percent
Edit: and the reason why I say this cuz I'm using Windows 10 full compatible version just to be safe because Windows 10 this pick up a lot of bugs because Microsoft making really complicated here and please don't be offended
I'm using Win10 and I haven't encountered any out-of-the-norm bugs so far.
Re: LunaLua Offical Thread - SMBX Usermod Framework
Posted: Wed Feb 03, 2016 4:14 pm
by Wohlstand
Zipper wrote:TvGameSmwSmbx wrote:Just say something here first of all I think you should test this in Windows 10 more often and get rid of all the bugs so good be safe hundred percent
Edit: and the reason why I say this cuz I'm using Windows 10 full compatible version just to be safe because Windows 10 this pick up a lot of bugs because Microsoft making really complicated here and please don't be offended
I'm using Win10 and I haven't encountered any out-of-the-norm bugs so far.
Try to use audio conversion utility from "Tools -> External tools -> Convert audio (SoX)" which shown on that screenshot as a place where it crashed.
Re: LunaLua Offical Thread - SMBX Usermod Framework
Posted: Wed Feb 03, 2016 9:19 pm
by Quantumenace
The latest(?) download version of particles.lua has an annoying bug. Line 140 is:
local mag = self.falloff(1-d)*self.strength;
leaving out the * makes the program treat it as a function instead of multiplication and stops lua with an error. Besides, shouldn't it be
local mag = (1-d*self.falloff)*self.strength;
Sorry if this has already been fixed, I have no clue how to compile source code.
Re: LunaLua Offical Thread - SMBX Usermod Framework
Posted: Wed Feb 03, 2016 11:54 pm
by lotus006
Spinda wrote:Use Text.print(object data, int type, int x, int y), with type ranging from 1 to 3. 3 is the default. Alternatively, you can use rockythechao's textblox API which supports custom fonts.
I tested now and it's work but it's the range from 2.1 to 4.6 dont use it below these values because it make crashing smbx i dunno why
but the only thing i have just a question how to make custom fonts ?? I dont see nothing for this in the wiki I mean how to
make our self without api
and I want to ask to kevsoft if he can to make the original from the one of the hud in small text if it's possible, because
i have just the full black text and white text in lower text , it's look weird out of their dialog box

haha
I prefer the outlined one
Thanks

Re: LunaLua Offical Thread - SMBX Usermod Framework
Posted: Thu Feb 04, 2016 3:55 am
by Emral
Use textblox for custom fonts.
Re: LunaLua Offical Thread - SMBX Usermod Framework
Posted: Thu Feb 04, 2016 4:15 am
by lotus006
Enjl wrote:Use textblox for custom fonts.
I wanted to test it in the early day but its in red the api i cant download it

Re: LunaLua Offical Thread - SMBX Usermod Framework
Posted: Thu Feb 04, 2016 4:33 am
by Emral
Textblox is natively included in lunalua 0.7.3 I think.
Re: LunaLua Offical Thread - SMBX Usermod Framework
Posted: Thu Feb 04, 2016 4:36 am
by lotus006
Enjl wrote:Textblox is natively included in lunalua 0.7.3 I think.
I made a search in the wiki about Textblox and no result

but CinematX have some use with this but no info about this

Re: LunaLua Offical Thread - SMBX Usermod Framework
Posted: Thu Feb 04, 2016 4:40 am
by Emral
After a search on the wiki you SHOULD have stumbled across the cinematx github.
https://github.com/rockythechao/cinematX
On the cinematX page it's guaranteed that graphX and textblox are up to date. For examples on how you can use textblox, look no further than xmem.lua.
Re: LunaLua Offical Thread - SMBX Usermod Framework
Posted: Thu Feb 04, 2016 4:51 am
by lotus006
Enjl wrote:After a search on the wiki you SHOULD have stumbled across the cinematx github.
https://github.com/rockythechao/cinematX
On the cinematX page it's guaranteed that graphX and textblox are up to date. For examples on how you can use textblox, look no further than xmem.lua.
Thanks I just found
I looked into this but I'm not sure how to just use text I dont want to use box

Re: LunaLua Offical Thread - SMBX Usermod Framework
Posted: Thu Feb 04, 2016 5:26 am
by underFlo
textblox.print (int x, int y, object text, font)
Re: LunaLua Offical Thread - SMBX Usermod Framework
Posted: Thu Feb 04, 2016 5:38 am
by lotus006
Spinda wrote:textblox.print (int x, int y, object text, font)
where did you found this ?
crap I just found this after you

Thanks
If found this also in textblox.lua
Code: Select all
function textblox.print (text, xPos,yPos, fontObj, t_halign, t_valign, w, alpha)
or
Code: Select all
textblox.printExt (text, {x=xPos, y=yPos, font=fontObj, halign=t_halign, valign=t_valign, width, opacity=alpha})
Re: LunaLua Offical Thread - SMBX Usermod Framework
Posted: Thu Feb 04, 2016 11:14 am
by MidiGuyDP
Heyo. I had a little question I figured it would be faster to ask here then to look around.
I've been wondering, has anyone here made a Time Trail style timer?
Like one that would start at 0:00.00 (minute:second.milliseconds) at the beginning of the level, then stop once the player would get ANY kind of goal.
In other words, a way to turn the level into a time trail.

Re: LunaLua Offical Thread - SMBX Usermod Framework
Posted: Thu Feb 04, 2016 1:09 pm
by TDK
MidiGuyDP wrote:Heyo. I had a little question I figured it would be faster to ask here then to look around.
I've been wondering, has anyone here made a Time Trail style timer?
Like one that would start at 0:00.00 (minute:second.milliseconds) at the beginning of the level, then stop once the player would get ANY kind of goal.
In other words, a way to turn the level into a time trail.

To make a time trial timer:
Step 1: In the editor, make an event called 'end' for when the player get the exit.
Step 2: Use this:
Code: Select all
local t = 0
local finish = false
function onLoop()
if not finish then
t = t + 1
end
local minute = tostring(math.floor(t/3900))
local second = tostring(math.floor((t/65)) % 60)
local cent = tostring(math.floor((100 * t/65)) %100)
Text.print(minute..":"..second..":"..cent ,0,10)
end
function onEvent(event)
if event == "end" then
finish = true
end
end