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Re: LunaDLL - SMBX Extension Module
Posted: Wed Nov 19, 2014 11:43 pm
by HenryRichard
luigi08 wrote:Thanks Snifitguy, but...
I wrote it, and this happened:
and is supposed to look like this:
Okay, let's make sure you're setting this up right (Which I'm pretty sure is the case, I had difficulty with it too). We know lunadll is working because we saw the demo counter.

Re: LunaDLL - SMBX Extension Module
Posted: Thu Nov 20, 2014 2:57 pm
by luigi08
HenryRichard wrote:
Yes... I do that but, I better tell you what I want to do:
Rememer my post? (projects forum) Yes, Super Mario Adventure, is not abandoned!
Is that I am very busy with school and can not do anything. But occasionally, I 'll update that.
If you want to show the HUDs did:
Mario:

Luigi:

Peach:

Toad:

and why not Link:

Re: LunaDLL - SMBX Extension Module
Posted: Thu Nov 20, 2014 5:05 pm
by Blck_Guy
If an Episode get's created with Luna/Lua, does it count as 'Hacked'
Re: LunaDLL - SMBX Extension Module
Posted: Thu Nov 20, 2014 9:45 pm
by Sambo
Will it cause any problems if I have a custom event in the level's lunadll.txt with the same number as in the one for the world?
(if I had a custom event #1000 in both, would it cause some sort of conflict?)
Re: LunaDLL - SMBX Extension Module
Posted: Fri Nov 21, 2014 1:12 pm
by HenryRichard
luigi08 wrote:
Yes... I do that but, I better tell you what I want to do:
Rememer my post? (projects forum) Yes, Super Mario Adventure, is not abandoned!
Is that I am very busy with school and can not do anything. But occasionally, I 'll update that.
If you want to show the HUDs did:
Mario:

Luigi:

Peach:

Toad:

and why not Link:

Okay, then maybe you have an old version of luna. Try downloading just the luna.dll file from here:
http://www.gamearchaeology.com/LunaDll.dll
Then just drop it into your SMBX directory and it should work.
(Oh and in case you were wondering last time I checked the one in the OP is an old version)
Re: LunaDLL - SMBX Extension Module
Posted: Sat Nov 22, 2014 4:10 pm
by FanofSMBX
New discovery I made! Take my save after cheating code and replace the 8 digits after 0x with
0x00B2C8AE
It's the sonicstooslow except it's not a cheat! You can trigger it with any lunadll event. If you want it to be back to normal, set it to 0 instead of 0xFFFF.
(Expert info)
size=w (word), set to 0xFFFF=on, set to 0=off
Re: LunaDLL - SMBX Extension Module
Posted: Sat Nov 22, 2014 4:45 pm
by HenryRichard
FanofSMBX wrote:New discovery I made! Take my save after cheating code and replace the 8 digits after 0x with
0x00B2C8AE
It's the sonicstooslow except it's not a cheat! You can trigger it with any lunadll event. If you want it to be back to normal, set it to 0 instead of 0xFFFF.
(Expert info)
size=w (word), set to 0xFFFF=on, set to 0=off
Oh man, I can do so much with this! How about a super-fast autoscrolling level where you have to use this to go through a relatively simple level at incredible speeds?
Re: LunaDLL - SMBX Extension Module
Posted: Sat Nov 22, 2014 5:16 pm
by JupiHornet
HenryRichard wrote:FanofSMBX wrote:New discovery I made! Take my save after cheating code and replace the 8 digits after 0x with
0x00B2C8AE
It's the sonicstooslow except it's not a cheat! You can trigger it with any lunadll event. If you want it to be back to normal, set it to 0 instead of 0xFFFF.
(Expert info)
size=w (word), set to 0xFFFF=on, set to 0=off
Oh man, I can do so much with this! How about a super-fast autoscrolling level where you have to use this to go through a relatively simple level at incredible speeds?
Geometry Dash based level 1337/10
Re: LunaDLL - SMBX Extension Module
Posted: Sat Nov 22, 2014 5:40 pm
by FanofSMBX
I'm trying to make a super sonic like form. Stay tuned...
In other news:
I was able to make things move horizontally and vertically faster or slower. For example
1.5x speed Rinka
Slow falling spiny egg (parachute enemies here I come)
A Paragoomba that hops low and fast
Yes it has decimals! I think setting x speed with lunadll could be a alternative to crashy npc codes. I'll probably post some graphics using this, but there's some glitches with flying enemies that accelerate and such.
Maybe this could make space gravity apply to enemies too?
Re: LunaDLL - SMBX Extension Module
Posted: Sun Nov 23, 2014 12:21 am
by lighthouse64
FanofSMBX wrote:I'm trying to make a super sonic like form. Stay tuned...
In other news:
I was able to make things move horizontally and vertically faster or slower. For example
1.5x speed Rinka
Slow falling spiny egg (parachute enemies here I come)
A Paragoomba that hops low and fast
Yes it has decimals! I think setting x speed with lunadll could be a alternative to crashy npc codes. I'll probably post some graphics using this, but there's some glitches with flying enemies that accelerate and such.
Maybe this could make space gravity apply to enemies too?
Yup, you sure can. Just make a lua file with this code in it:
Re: LunaDLL - SMBX Extension Module
Posted: Sun Nov 30, 2014 11:16 pm
by Blck_Guy
Blck_Guy wrote:If an Episode get's created with Luna/Lua, does it count as 'Hacked' Episode?
Serious guys?! You missed my post somehow?!
Re: LunaDLL - SMBX Extension Module
Posted: Fri Dec 05, 2014 7:59 pm
by hacheipe399
SnifitGuy wrote:Could someone post the download link for the LUA version? Also, could someone tell me how exactly to make the Lua version affect a level?
http://engine.wohlnet.ru/forum/viewtopic.php?f=26&t=329
In that topic is the download link and install steps...
To work with lunadll you need to place a "lunadll.txt" in your level folder. To work with LunaLua you need to make a "lunadll.LUA" and done.
Re: LunaDLL - SMBX Extension Module
Posted: Fri Dec 05, 2014 8:40 pm
by SMBXxer
FanofSMBX wrote:New discovery I made! Take my save after cheating code and replace the 8 digits after 0x with
0x00B2C8AE
It's the sonicstooslow except it's not a cheat! You can trigger it with any lunadll event. If you want it to be back to normal, set it to 0 instead of 0xFFFF.
(Expert info)
size=w (word), set to 0xFFFF=on, set to 0=off
Oh my god, this is amazing.
The second I get my computer fixed I'm doing this.
Re: LunaDLL - SMBX Extension Module
Posted: Sun Dec 07, 2014 12:45 pm
by Hasbeen400
Can someone give me a step-by-step guide on how to make a timer with LunaDLL?
Re: LunaDLL - SMBX Extension Module
Posted: Sun Dec 07, 2014 7:37 pm
by hacheipe399
Hasbeen400 wrote:Can someone give me a step-by-step guide on how to make a timer with LunaDLL?
A loop timer or just a common timer? Timer of SMBX events or timer of LunaDLL actions?
Well, to make a timer there is an action caller "Timer". In this example I'll show a simple message.
Code: Select all
#0
Timer,0,1001,1,0,200,0
#1001
ShowText,0,400,550,3,200,Testing the Timer!
#END
Where:
#0
- First number is the target. 0 is player.
- Second number is the action to do when the time ends. In this case, the action is #1001
- Third number is Display. If 0, the time doesn't shows in the top right corner. If 1, it shows in the screen.
- Forth number is Repeat. If 0, the timer doesn't restart when it finishes. If 1, Restart the timer back to its starting point when it finishes.
- Fifth number is Active Time. When it reaches 0, the custom event starts. The number is in frames (60=1sec)
- Sixth place is unused in Timer action, so there is just a zero.
#1001
- 1. The Target param is unused in this Action, so there is just an zero.
- 2. That number is X coord.
- 3. Y coord.
- 4. Font of the text. "1" displays black letters (overworld level name font). "2" displays numbers (score font) and "3" displays uppercase (normal game font)
- 5. It's the Active Time. The time when the message is on screen. In this case, 200 frames (more than 3 secs).
- 6. Your message.
Re: LunaDLL - SMBX Extension Module
Posted: Mon Dec 08, 2014 7:11 am
by Hasbeen400
Great, but each level in the episode I'm working on has a different amount of time. How do I do that, along with making a message appear when time runs out, showing the remaining time on the screen and killing the character when time is up? (I have never used LunaDLL before)
Re: LunaDLL - SMBX Extension Module
Posted: Mon Dec 08, 2014 4:01 pm
by hacheipe399
Hasbeen400 wrote:Great, but each level in the episode I'm working on has a different amount of time. How do I do that, along with making a message appear when time runs out, showing the remaining time on the screen and killing the character when time is up? (I have never used LunaDLL before)
You can use "Timer" action also.
Code: Select all
#0
Timer,0,1000,1,0,200,0
#1000
ShowText,0,600,10,3,0,YOU ARE DEAD!
Kill,0,0,0,0,0,once
#END
The explication of the Timer and Text is above this post. Now I'll explain the "Kill" action:
- 1. TARGET. 0 is the player.
- 2nd, 3rd and 4th numbers are not used in this action.
- 5. Active Time. The player will be killed just one time, so define an Active Time is ridiculous.
- 6. Option. In this case, the action will execute once and then it deletes itself. Imagine if this action is looping always

Re: LunaDLL - SMBX Extension Module
Posted: Tue Dec 09, 2014 12:13 am
by MECHDRAGON777
hacheipe399 wrote:Hasbeen400 wrote:Great, but each level in the episode I'm working on has a different amount of time. How do I do that, along with making a message appear when time runs out, showing the remaining time on the screen and killing the character when time is up? (I have never used LunaDLL before)
You can use "Timer" action also.
Code: Select all
#0
Timer,0,1000,1,0,200,0
#1000
ShowText,0,600,10,3,0,YOU ARE DEAD!
Kill,0,0,0,0,0,once
#END
The explication of the Timer and Text is above this post. Now I'll explain the "Kill" action:
- 1. TARGET. 0 is the player.
- 2nd, 3rd and 4th numbers are not used in this action.
- 5. Active Time. The player will be killed just one time, so define an Active Time is ridiculous.
- 6. Option. In this case, the action will execute once and then it deletes itself. Imagine if this action is looping always

Is it possible to use commands to increase the toatl time on a level?
Re: LunaDLL - SMBX Extension Module
Posted: Tue Dec 09, 2014 12:16 am
by lighthouse64
MECHDRAGON777 wrote:hacheipe399 wrote:Hasbeen400 wrote:Great, but each level in the episode I'm working on has a different amount of time. How do I do that, along with making a message appear when time runs out, showing the remaining time on the screen and killing the character when time is up? (I have never used LunaDLL before)
You can use "Timer" action also.
Code: Select all
#0
Timer,0,1000,1,0,200,0
#1000
ShowText,0,600,10,3,0,YOU ARE DEAD!
Kill,0,0,0,0,0,once
#END
The explication of the Timer and Text is above this post. Now I'll explain the "Kill" action:
- 1. TARGET. 0 is the player.
- 2nd, 3rd and 4th numbers are not used in this action.
- 5. Active Time. The player will be killed just one time, so define an Active Time is ridiculous.
- 6. Option. In this case, the action will execute once and then it deletes itself. Imagine if this action is looping always

Is it possible to use commands to increase the toatl time on a level?
I think one of the numbers in this: Timer,0,1000,1,0,200,0 increases the time. Probably 200.
Re: LunaDLL - SMBX Extension Module
Posted: Tue Dec 09, 2014 1:16 pm
by hacheipe399
Yes... 200 is the Active Time. They're in frames, so 200 frames are more than 3 seconds (60frames=1sec)