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PixelPest
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Postby PixelPest » Wed Mar 30, 2016 9:20 pm
I guess this is kind of like the WIP LunaLua Scripts thread.
I thought this might be an interesting thread to have. Please don't use this as a help thread, but instead use it to give everyone else an idea of what you're working on. You can also share videos, animated gifs, screenshots, etc. here, as long as it relates to Lua.
Right now I'm slowly making progress on a King Boo character, creating a geysers API (like the sand geysers from NSMBWii World 2 although water ones as well), and creating small "tweaks" like the NSMB-style Power-up System for 2.0. As kind of a side project, I'm trying to extract the Chain Chomp AI from Rednaxela's MaGLx2 level and update the script to non-stone age Lua, which is proving to be a much bigger project than I expected. I'm also in the future going to optimize my Achievements system for SMW Borderlands and I'm starting to consider creating a Mario Bike game in SMBX using these sprites: http://tsgk.captainn.net/?p=sheetinfo&t=324
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Nat The Porcupine
- Monty Mole

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Postby Nat The Porcupine » Fri Apr 01, 2016 11:49 am
I just recently finished working out most of the bugs in a pair of API's I've been working on that add the Fire Snake & Piledriver Micro Goomba enemies from SMB3 into SMBX. The APIs are pretty much ready to go, but I'm trying to finish up a custom level to demonstrate them; I wanted to release them in a similar fashion to how Valtteri unveiled his Flame Chomp & Angry Sun APIs, since that's what inspired me to make these in the first place.
I've also started working on another API that basically acts as a large collection of minor tweaks & gameplay alterations that can be individually enabled. I actually planned to include an alternate powerdown system similar to what you made.
Out of curiosity, what was Rednaxela's MaGLx2 level called and where can I download it?
EDIT: Horikawa actually said here that she may add the Chain Chomp to 2.0, but she would need to talk to Rednaxela first. To be honest, you may want to reconsider extracting the AI, or at least asking Rednaxela if he has any plans to update & release it himself first.
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PixelPest
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Postby PixelPest » Fri Apr 01, 2016 10:45 pm
Nat The Porcupine wrote:I just recently finished working out most of the bugs in a pair of API's I've been working on that add the Fire Snake & Piledriver Micro Goomba enemies from SMB3 into SMBX. The APIs are pretty much ready to go, but I'm trying to finish up a custom level to demonstrate them; I wanted to release them in a similar fashion to how Valtteri unveiled his Flame Chomp & Angry Sun APIs, since that's what inspired me to make these in the first place.
I've also started working on another API that basically acts as a large collection of minor tweaks & gameplay alterations that can be individually enabled. I actually planned to include an alternate powerdown system similar to what you made.
Out of curiosity, what was Rednaxela's MaGLx2 level called and where can I download it?
EDIT: Horikawa actually said here that she may add the Chain Chomp to 2.0, but she would need to talk to Rednaxela first. To be honest, you may want to reconsider extracting the AI, or at least asking Rednaxela if he has any plans to update & release it himself first.
Horikawa told me to extract the AI. The level was from MaGLx2 Episode 1. We should collaborate on the tweaks idea. I would be interested to see what you're doing, as Horikawa said she's going to implement a tweaks function into 2.0 in which you can type simple keywords in a text document to add "tweaks" to a level or episode and she put me in charge-ish of writing those tweaks
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Nat The Porcupine
- Monty Mole

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Postby Nat The Porcupine » Fri Apr 01, 2016 11:32 pm
PixelPest wrote:Horikawa told me to extract the AI. The level was from MaGLx2 Episode 1. We should collaborate on the tweaks idea. I would be interested to see what you're doing, as Horikawa said she's going to implement a tweaks function into 2.0 in which you can type simple keywords in a text document to add "tweaks" to a level or episode and she put me in charge-ish of writing those tweaks
Collaboration sounds like a great idea! Since I just started working on my tweaks API, I haven't coded too many components yet, but I definitely have a lot of ideas for tweaks. I can PM you some of the code for a few of the tweaks tomorrow if you'd like.
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lotus006
- Spike

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Postby lotus006 » Mon Apr 11, 2016 5:32 am
I'm trying to work on a real-time death detector to see if the players are alive
I know about every one use this :
Code: Select all "Death Timer:".. player:mem(0x13E , FIELD_WORD) > 0
but after this we dont know if the player have respawned, I try to use the Animation.getIntersecting with the sprite of death of character and
I store this on a variable and after this when the player stop blinking then put the variable death to 0 or spawned.
but about the blinking this can be a pain to work with because this blinking with powerup to
Any one got better way to got goal for this ?
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PixelPest
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Postby PixelPest » Mon Apr 11, 2016 6:57 am
lotus006 wrote:I'm trying to work on a real-time death detector to see if the players are alive
I know about every one use this :
Code: Select all "Death Timer:".. player:mem(0x13E , FIELD_WORD) > 0
but after this we dont know if the player have respawned, I try to use the Animation.getIntersecting with the sprite of death of character and
I store this on a variable and after this when the player stop blinking then put the variable death to 0 or spawned.
but about the blinking this can be a pain to work with because this blinking with powerup to
Any one got better way to got goal for this ?
Sounds neat! You should try using Animation.get(effect ID, section), to check to see if one of the player death anims has been spawned
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lotus006
- Spike

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- Joined: Thu Sep 24, 2015 12:59 am
Postby lotus006 » Mon Apr 11, 2016 3:58 pm
PixelPest wrote:lotus006 wrote:I'm trying to work on a real-time death detector to see if the players are alive
I know about every one use this :
Code: Select all "Death Timer:".. player:mem(0x13E , FIELD_WORD) > 0
but after this we dont know if the player have respawned, I try to use the Animation.getIntersecting with the sprite of death of character and
I store this on a variable and after this when the player stop blinking then put the variable death to 0 or spawned.
but about the blinking this can be a pain to work with because this blinking with powerup to
Any one got better way to got goal for this ?
Sounds neat! You should try using Animation.get(effect ID, section), to check to see if one of the player death anims has been spawned
Thnx, you mean Animation.get(effect ID, section) instead of Animation.getIntersecting ? but how I can detect if it's wich player has spawned ?
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snoruntpyro
- Snifit

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Postby snoruntpyro » Mon Apr 11, 2016 7:48 pm
I don't think trying to detect those animations is a very good idea since some levels could be using the death animations, like, respriting them and reusing them for a different purpose.
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PixelPest
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Postby PixelPest » Mon Apr 11, 2016 9:47 pm
snoruntpyro wrote:I don't think trying to detect those animations is a very good idea since some levels could be using the death animations, like, respriting them and reusing them for a different purpose.
Good point indeed. Is there another way you might recommend?
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lotus006
- Spike

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Postby lotus006 » Tue Apr 12, 2016 12:02 am
snoruntpyro wrote:I don't think trying to detect those animations is a very good idea since some levels could be using the death animations, like, respriting them and reusing them for a different purpose.
Wait you mean we can change sprite effect number from the death animation ? I tried and I was thinking it was just read only 
probably something wrong I did
Ah I haven't say all the stuff sorry, I used with Animation.getInterssect and I reduced the range with only :
Code: Select all Animation.getInterssect(player.x, player.y, player.x, player.y)
then it's detect only the animation very near from the player targeted.
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PixelPest
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Postby PixelPest » Tue Apr 12, 2016 4:51 pm
lotus006 wrote:snoruntpyro wrote:I don't think trying to detect those animations is a very good idea since some levels could be using the death animations, like, respriting them and reusing them for a different purpose.
Wait you mean we can change sprite effect number from the death animation ? I tried and I was thinking it was just read only 
probably something wrong I did
Ah I haven't say all the stuff sorry, I used with Animation.getInterssect and I reduced the range with only :
Code: Select all Animation.getInterssect(player.x, player.y, player.x, player.y)
then it's detect only the animation very near from the player targeted.
What's getInterssect ?
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lotus006
- Spike

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Postby lotus006 » Tue Apr 12, 2016 5:50 pm
PixelPest wrote:lotus006 wrote:snoruntpyro wrote:I don't think trying to detect those animations is a very good idea since some levels could be using the death animations, like, respriting them and reusing them for a different purpose.
Wait you mean we can change sprite effect number from the death animation ? I tried and I was thinking it was just read only 
probably something wrong I did
Ah I haven't say all the stuff sorry, I used with Animation.getInterssect and I reduced the range with only :
Code: Select all Animation.getInterssect(player.x, player.y, player.x, player.y)
then it's detect only the animation very near from the player targeted.
What's getInterssect ?
Sorry I was meaning this, bad typo:
Code: Select all Animation.getIntersecting(number x1, number y1, number x2, number y2) table of Animation Returns all effects which are intersecting with an area from x1/y1 to x2/y2.
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lotus006
- Spike

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- Joined: Thu Sep 24, 2015 12:59 am
Postby lotus006 » Tue Apr 12, 2016 6:35 pm
Horikawa Otane wrote:SMBX 2.0
You meaning the true Death life sign detector until the player has stopped bliking and spawned is done in the 2.0 ?
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PixelPest
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Postby PixelPest » Tue Apr 12, 2016 9:15 pm
lotus006 wrote:Horikawa Otane wrote:SMBX 2.0
You meaning the true Death life sign detector until the player has stopped bliking and spawned is done in the 2.0 ?
I think she's referring to colliders.lua, but correct me if I'm wrong. Or she could be saying that a player.alive or function onPlayerKill() will be implemented
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MECHDRAGON777
- Pink Yoshi Egg

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Postby MECHDRAGON777 » Tue Apr 12, 2016 9:15 pm
I am working on a working Metroid Map. (...and eventually powerbombs)
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PixelPest
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Postby PixelPest » Wed Apr 13, 2016 9:00 am
Horikawa Otane wrote:PixelPest wrote:lotus006 wrote:
You meaning the true Death life sign detector until the player has stopped bliking and spawned is done in the 2.0 ?
I think she's referring to colliders.lua, but correct me if I'm wrong. Or she could be saying that a player.alive or function onPlayerKill() will be implemented
Neither. I'm working on SMBX 2.0.
I generally don't use colliders except for quite complex things (I use getIntersecting for most purposes).
Ah. I thought you were referring to something that would help lotus006 that's in 2.0
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Zipper
- Ripper II

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Postby Zipper » Wed Apr 13, 2016 9:11 am
welcome to Not Sonic Colours
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underFlo
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Postby underFlo » Wed Apr 13, 2016 1:54 pm
Zipper wrote:
welcome to Not Sonic Colours
damn thats hot
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MECHDRAGON777
- Pink Yoshi Egg

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Postby MECHDRAGON777 » Wed Apr 13, 2016 5:06 pm
Zipper wrote:
welcome to Not Sonic Colours
Considering I loved your CC12 level (minus the vanilla graphics), this is great. Can not wait to impress my friend with that^_^
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Quantumenace
- Chain Chomp

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Postby Quantumenace » Mon Apr 18, 2016 2:36 am
These look much better at the full 65 frames per second.
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