Super Mario Galaxy Modder in SMBX! (smgModder.lua 2.0.1.1)

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PixelPest
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Re: SMG Comet Missions in SMBX! (Update)

Postby PixelPest » Tue Jun 21, 2016 11:28 am

h2643 wrote:I think both the purple coin icon and counter should be a bit lowered closer to the star bit counter. The star bit counter could be moved a bit to the left too closer to the icon. Nice work though!
I'm still tweaking the HUD and haven't started repositioning the purple coins counter yet, but it'll surely be fixed. I think with the star bit one however, I will move the icon and not the text

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Re: Super Mario Galaxy Modder in SMBX! (smgModder.lua 2.0)

Postby PixelPest » Wed Jun 22, 2016 3:12 pm

The update is finally here! Please see the main post for download links, a video, and more info about the update

loop
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Re: Super Mario Galaxy Modder in SMBX! (smgModder.lua 2.0)

Postby loop » Wed Jun 22, 2016 10:06 pm

Question: how do you trigger LunaLUA? I try putting the code in a folder, but it never works. I always appreciate help, by the way.

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Re: Super Mario Galaxy Modder in SMBX! (smgModder.lua 2.0)

Postby PixelPest » Wed Jun 22, 2016 10:13 pm

Jayce 777 wrote:Question: how do you trigger LunaLUA? I try putting the code in a folder, but it never works. I always appreciate help, by the way.
You don't "trigger" LunaLua. LunaLua runs the scripts that you place in specifically named files and places. "A folder" also isn't very helpful. Please tell me what folder is it in, what the file is called and its extension, and what code you have in the file

loop
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Re: Super Mario Galaxy Modder in SMBX! (smgModder.lua 2.0)

Postby loop » Wed Jun 22, 2016 10:52 pm

Code: Select all

canJump = false --holds if mario can double jump. Avoids an "ahippinandahoppin"-like behavior.
function onJump()
canJump = true --allow mario to double jump once the jump has started.
end

function onKeyDown(keycode)
if (keycode== KEY_JUMP) THEN --if the player hits JUMP while
if (canJump) then --double jump is allowed
player.speedY = -10 --make him jump.
playSFX(1) --play jump sound effect.
canJump = false --now Mario can't jump
end
end
end

function onJumpEnd() --if you step in the ground
canJump = false --obviously you can't double jump directly from the ground.
end
,level folder, .lua,

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Re: Super Mario Galaxy Modder in SMBX! (smgModder.lua 2.0)

Postby PixelPest » Thu Jun 23, 2016 6:51 am

Jayce 777 wrote:

Code: Select all

canJump = false --holds if mario can double jump. Avoids an "ahippinandahoppin"-like behavior.
function onJump()
canJump = true --allow mario to double jump once the jump has started.
end

function onKeyDown(keycode)
if (keycode== KEY_JUMP) THEN --if the player hits JUMP while
if (canJump) then --double jump is allowed
player.speedY = -10 --make him jump.
playSFX(1) --play jump sound effect.
canJump = false --now Mario can't jump
end
end
end

function onJumpEnd() --if you step in the ground
canJump = false --obviously you can't double jump directly from the ground.
end
,level folder, .lua,
Um. How does this have anything to do with the API I wrote?

Emral
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Re: Super Mario Galaxy Modder in SMBX! (smgModder.lua 2.0)

Postby Emral » Thu Jun 23, 2016 6:52 am

Jayce 777 wrote:

Code: Select all

canJump = false --holds if mario can double jump. Avoids an "ahippinandahoppin"-like behavior.
function onJump()
canJump = true --allow mario to double jump once the jump has started.
end

function onKeyDown(keycode)
if (keycode== KEY_JUMP) THEN --if the player hits JUMP while
if (canJump) then --double jump is allowed
player.speedY = -10 --make him jump.
playSFX(1) --play jump sound effect.
canJump = false --now Mario can't jump
end
end
end

function onJumpEnd() --if you step in the ground
canJump = false --obviously you can't double jump directly from the ground.
end
,level folder, .lua,
onJump and onJumpEnd, as well as the player offset for "has jumped?" (0x60) only account for big jumps. Your code will do nothing but decrease the player's jumpheight and make it static, rather than based on speed and the character.
Last edited by Emral on Thu Jun 23, 2016 7:00 am, edited 1 time in total.

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Re: Super Mario Galaxy Modder in SMBX! (smgModder.lua 2.0)

Postby PixelPest » Thu Jun 23, 2016 6:55 am

Enjl wrote:This is not an API
What would you call it then? I was more trying to get to the point of, "Why are you hijacking my topic by asking about something completely unrelated to it?!"

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Re: Super Mario Galaxy Modder in SMBX! (smgModder.lua 2.0)

Postby Emral » Thu Jun 23, 2016 7:00 am

PixelPest wrote:
Enjl wrote:is dumb
What would you call it then? I was more trying to get to the point of, "Why are you hijacking my topic by asking about something completely unrelated to it?!"
oh sorry i got the author of the post wrong. ignore!!!

loop
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Re: Super Mario Galaxy Modder in SMBX! (smgModder.lua 2.0)

Postby loop » Thu Jun 23, 2016 5:27 pm

Sorry about a different code, but the real question is "where do I put it?"

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Re: Super Mario Galaxy Modder in SMBX! (smgModder.lua 2.0)

Postby PixelPest » Thu Jun 23, 2016 7:13 pm

Jayce 777 wrote:Sorry about a different code, but the real question is "where do I put it?"
As I stated earlier, I don't want this discussion to be continued in this thread. Period

loop
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Re: Super Mario Galaxy Modder in SMBX! (smgModder.lua 2.0)

Postby loop » Fri Jun 24, 2016 5:20 am

Sorry. I am only 13, so I don't understand any of this stuff. The code in your API does look interesting, though.

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Re: Super Mario Galaxy Modder in SMBX! (smgModder.lua 2.0)

Postby Ghostly_Guy » Fri Jun 24, 2016 11:45 am

How can I swap between coins and star bits? The function listed in the documentation for swapping them is "smgModder.hudDebug", which is also listed right below as how to show the "HUD active" phrase.

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Re: Super Mario Galaxy Modder in SMBX! (smgModder.lua 2.0)

Postby PixelPest » Fri Jun 24, 2016 8:26 pm

Ghostly_Guy wrote:How can I swap between coins and star bits? The function listed in the documentation for swapping them is "smgModder.hudDebug", which is also listed right below as how to show the "HUD active" phrase.
I'll have to fix that error. The variable should be hudStarbits, where true is the starbit counter and false is the coin counter

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Re: Super Mario Galaxy Modder in SMBX! (smgModder.lua 2.0)

Postby Ghostly_Guy » Sat Jun 25, 2016 1:09 am

PixelPest wrote:
Ghostly_Guy wrote:How can I swap between coins and star bits? The function listed in the documentation for swapping them is "smgModder.hudDebug", which is also listed right below as how to show the "HUD active" phrase.
I'll have to fix that error. The variable should be hudStarbits, where true is the starbit counter and false is the coin counter
Well, I tried using this code:

Code: Select all

local smgModder = API.load("smgModder");

function onStart()
	smgModder.pSystemActivate();
	smgModder.pSystemLimit = false
	smgModder.hudActivate();
	smgModder.hudStyle = 3;
	smgModder.hudStarbits = false;
end
And I got this error code:

Image

Can you help me?

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Re: Super Mario Galaxy Modder in SMBX! (smgModder.lua 2.0)

Postby PixelPest » Sat Jun 25, 2016 7:11 am

Ghostly_Guy wrote:
PixelPest wrote:
Ghostly_Guy wrote:How can I swap between coins and star bits? The function listed in the documentation for swapping them is "smgModder.hudDebug", which is also listed right below as how to show the "HUD active" phrase.
I'll have to fix that error. The variable should be hudStarbits, where true is the starbit counter and false is the coin counter
Well, I tried using this code:

Code: Select all

local smgModder = API.load("smgModder");

function onStart()
	smgModder.pSystemActivate();
	smgModder.pSystemLimit = false
	smgModder.hudActivate();
	smgModder.hudStyle = 3;
	smgModder.hudStarbits = false;
end
And I got this error code:

Image

Can you help me?
I'll have to look into what's causing that crash and then I'll get back to you ASAP.

EDIT: Found an error in the API's code that's causing this. Will post a small update later that fixes this and the error in the documentation

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Re: Super Mario Galaxy Modder in SMBX! (smgModder.lua 2.0.1)

Postby PixelPest » Sat Jun 25, 2016 12:54 pm

Update 2.0.1
  • Bug fix regarding unusable coin counter.
  • Fixed documentation error.
Please see the main post for new download links

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Re: Super Mario Galaxy Modder in SMBX! (smgModder.lua 2.0.1)

Postby DAT LUIGI FAN » Thu Jun 30, 2016 6:34 am

Gravity Options

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Re: Super Mario Galaxy Modder in SMBX! (smgModder.lua 2.0.1)

Postby Circle Guy » Thu Jun 30, 2016 7:32 am

DAT LUIGI FAN wrote:Gravity Options
Just use the antigravity mod. :P

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Re: Super Mario Galaxy Modder in SMBX! (smgModder.lua 2.0.1)

Postby DAT LUIGI FAN » Thu Jun 30, 2016 7:34 am

No I mean SMG styled gravity


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