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A Few Questions
Posted: Thu Apr 07, 2016 3:57 pm
by imacatlolol
Hi there! I'm pretty new here, so pardon my ignorance. I have a few questions that I was hoping could be answered.
1. Will levels made with LunaLua load in plan old vanilla SMBX 1.3? I assume not, but I'm not certain. I'd test myself, but if it doesn't then I'd rather not bother installing LunaLua for the time being.
2. I gave the 'Big ? Block' a 192x192 texture. When I hit it, it gets resized back to 64x64. How would I fix this? I've supplied the correct textures for the default state and the hit state, along with background textures, so I don't know what's wrong.
3. Can properties be given to blocks in the same way as NPCs? Like, can you write a .txt file to control them in some way?
Re: A Few Questions
Posted: Thu Apr 07, 2016 5:55 pm
by PixelPest
1. No. Although installing LunaLua (or just install the next 2.0 Beta update when it comes out soon, as it does come with LunaLua) is a really good idea, since it is now used a lot in episodes and levels.
2. The hit block is a different block-id. You'd need to find the hit version of the block and do the same.
3. No.
Re: A Few Questions
Posted: Thu Apr 07, 2016 7:05 pm
by imacatlolol
PixelPest wrote:1. No. Although installing LunaLua (or just install the next 2.0 Beta update when it comes out soon, as it does come with LunaLua) is a really good idea, since it is now used a lot in episodes and levels.
2. The hit block is a different block-id. You'd need to find the hit version of the block and do the same.
3. No.
Ah, good to know, thank you very much.
I have all of the textures necessary for both block states and IDs (224 and 225). When I hit the block, it does use the proper texture, but it only displays the upper-left corner of it.
Re: A Few Questions
Posted: Thu Apr 07, 2016 7:25 pm
by Imaynotbehere4long
imacatlolol wrote:1. Will levels made with LunaLua load in plan old vanilla SMBX 1.3?
PixelPest wrote:1. No.
Actually, the levels
will load in SMBX 1.3. However, if the level has any LunaLua coding, it won't work in SMBX 1.3, obviously.
Also, if you can't get the block issue to work, here's a workaround:
1) Put the resized "hit" block on a layer, hide the layer, then put the resized main block on another layer and place it in the same location as the hit block.
2) Make the main block trigger an event that hides the main block's layer and shows the hit block's layer when the main block is hit (remember to check "no smoke").
3) Do this for each instance of the blocks in your level.
Re: A Few Questions
Posted: Thu Apr 07, 2016 7:33 pm
by imacatlolol
Imaynotbehere4long wrote:imacatlolol wrote:1. Will levels made with LunaLua load in plan old vanilla SMBX 1.3?
PixelPest wrote:1. No.
Actually, the levels
will load in SMBX 1.3. However, if the level has any LunaLua coding, it won't work in SMBX 1.3, obviously.
Also, if you can't get the block issue to work, here's a workaround:
1) Put the resized "hit" block on a layer, hide the layer, then put the resized main block on another layer and place it in the same location as the hit block.
2) Make the main block trigger an event that hides the main block's layer and shows the hit block's layer when the main block is hit (remember to check "no smoke").
3) Do this for each instance of the blocks in your level.
Ah, got it. I may just install it then and not bother using it if I want a level to be compatible with the vanilla game.
The workaround is working, thank you! Once you hit the block, you do get about a frame or so where you can see the broken corner before it gets replaced. Not a big deal, by any means.
Re: A Few Questions
Posted: Thu Apr 07, 2016 9:54 pm
by PixelPest
Levels will only be incompatible with 1.3.0.1 at this point if you include a lunadll.lua, lunaworld.lua, lunaoverworld.lua, etc. file with 1.3.0.2 or SMBX 2.0 Beta, in which point the (lua) file just won't run
Re: A Few Questions
Posted: Fri Apr 08, 2016 6:01 am
by Emral
Block sizes can be changed by injecting some lunalua code, in case you're wondering. You are able to grab blocks of a certain ID in a table and then change their size.
Re: A Few Questions
Posted: Fri Apr 08, 2016 6:03 am
by PixelPest
Enjl wrote:Block sizes can be changed by injecting some lunalua code, in case you're wondering. You are able to grab blocks of a certain ID in a table and then change their size.
I thought PGE automatically resized them?
Re: A Few Questions
Posted: Fri Apr 08, 2016 6:08 am
by Emral
PixelPest wrote:Enjl wrote:Block sizes can be changed by injecting some lunalua code, in case you're wondering. You are able to grab blocks of a certain ID in a table and then change their size.
I thought PGE automatically resized them?
It won't resize the hit block.
Re: A Few Questions
Posted: Fri Apr 08, 2016 9:26 am
by Wohlstand
PixelPest wrote:Enjl wrote:Block sizes can be changed by injecting some lunalua code, in case you're wondering. You are able to grab blocks of a certain ID in a table and then change their size.
I thought PGE automatically resized them?
The thing is:
SMBX itself defines sizes to blocks from a file parameters and does not cares about image sizes. PGE Editor automatically maps size from actual sprite metrics.
EDIT:
Enjl meant that:
If you placing one block of customized size [for example, Big SMB3 Question block] which will be transformed on hit into another block [Big SMB3 Grayed block], is no matter what was inside the LVL-file (edited with notepad or saved by PGE Editor / PGE File Library), when you will hit this block, transformed block will always have 64x64 size (hardcoded size)