Walljumps.lua (v1.2)

Share and discuss custom LunaLua code and content packs for SMBX2.
timocomsmbx2345
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Re: Walljumps.lua

Postby timocomsmbx2345 » Fri Aug 12, 2016 4:26 pm

Spinda wrote:Sounds like you're using outdated LunaLua and the API.load in the 1st line errors, but I can't tell for sure until I've seen the error.
Well, it also didnt work on the PGE editor too. . . .

PixelPest
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Re: Walljumps.lua

Postby PixelPest » Fri Aug 12, 2016 4:30 pm

timocomsmbx2345 wrote:
Spinda wrote:Sounds like you're using outdated LunaLua and the API.load in the 1st line errors, but I can't tell for sure until I've seen the error.
Well, it also didnt work on the PGE editor too. . . .
Why would it? Can you just take a screenshot of the error message? There's no other way to solve this if you continue being vague

Enjl
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Re: Walljumps.lua

Postby Enjl » Fri Aug 12, 2016 5:32 pm

PixelPest wrote:
timocomsmbx2345 wrote:
Spinda wrote:Sounds like you're using outdated LunaLua and the API.load in the 1st line errors, but I can't tell for sure until I've seen the error.
Well, it also didnt work on the PGE editor too. . . .
Why would it? Can you just take a screenshot of the error message? There's no other way to solve this if you continue being vague
Except Spinda figured out what's wrong and already gave a solution:
Update lunalua.
http://wohlsoft.ru/LunaLua/

Creepermon
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Re: Walljumps.lua

Postby Creepermon » Sun Aug 21, 2016 7:52 pm

Finally! I have been looking for this for ages, so I'm glad it has been made now.

Super Mario Channel
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Re: Walljumps.lua

Postby Super Mario Channel » Sun Oct 16, 2016 8:01 am

Enchlore wrote:Is it possible to assign a new sprite for sliding on the wall using empty spaces on the player GFX file?
Maybe it is possible to use the "skid" graphic that most fangames use.

PixelPest
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Re: Walljumps.lua

Postby PixelPest » Sun Oct 16, 2016 8:53 am

Super Mario Channel wrote:
Enchlore wrote:Is it possible to assign a new sprite for sliding on the wall using empty spaces on the player GFX file?
Maybe it is possible to use the "skid" graphic that most fangames use.
That's what I was originally going to use, but it isn't as close to universal through the characters and costumes as the one I'm using now

Dr Vivian
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Re: Walljumps.lua

Postby Dr Vivian » Fri Oct 28, 2016 8:43 am

This + A Mega Man X costume for Mega Man sounds like the start of making X...


Thanks for making this!

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Re: Walljumps.lua (v1.1)

Postby PixelPest » Fri Dec 02, 2016 9:22 pm

Updated!

v1.1 adds a new variable. Thanks to Enjl for the suggestion. This version is still compatible with levels using the older version.
  • walljumps.forceRelease: True or false (boolean) whether or not the player must release the jump key before performing a wall jump. (Default: false)
Download:

Hastebin (copy and save as a .lua file entitled "walljumps"): http://hastebin.com/udequduzod.lua
Dropbox (.zip file; includes test level--shown in video): https://www.dropbox.com/s/qcdcct0xzvyhu ... a.zip?dl=0

MECHDRAGON777
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Re: Walljumps.lua (v1.1)

Postby MECHDRAGON777 » Mon Dec 05, 2016 4:25 am

PixelPest wrote:Updated!

v1.1 adds a new variable. Thanks to Enjl for the suggestion. This version is still compatible with levels using the older version.
  • walljumps.forceRelease: True or false (boolean) whether or not the player must release the jump key before performing a wall jump. (Default: false)
Download:

Hastebin (copy and save as a .lua file entitled "walljumps"): http://hastebin.com/udequduzod.lua
Dropbox (.zip file; includes test level--shown in video): https://www.dropbox.com/s/qcdcct0xzvyhu ... a.zip?dl=0
I wish this was released half a month earlier (~before November 20th) bit either way, this is even more useful. I wonder if their is a way to make this unlikable through data class events such as if a data class variable equals something specifc, then it allows you to wall jump, else, nothing. Same thing for wall Dashes, I wonder if that could be implemented from this so far... Thank you.

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Re: Walljumps.lua (v1.1)

Postby Tiger Festival » Mon Dec 05, 2016 6:37 am

This seems to be pretty interesting.Will this become an official feature for SMBX?

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Re: Walljumps.lua (v1.1)

Postby nekkedsnake » Wed Jul 26, 2017 2:01 am

Hey guys i'm new to the SMBX world. Discovered it by accident last wk and now I can't stop using it! STarted with version 1.3 and worked my way up to 2.0. My question is, will Wall Jumps be added to 2.0 without having to use any scripts? I'm not too good at Implementing these scripts. I tried and I probably am doing it all wrong. I ask this because in version 1.4.4 there's a Special Events tab with a drop-down list that has a list of these special events, one being "Wall Jump Enabled." So instead of using an Lua script it's just an event anyone can choose from that drop-down, making it pretty convenient. Just curious. Thx.

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Re: Walljumps.lua (v1.1)

Postby PixelPest » Wed Jul 26, 2017 6:35 am

Yes, eventually there will be editor plug-ins, however the OP tells you exactly what to put in the file

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Re: Walljumps.lua (v1.1)

Postby xXAndytubeXx » Wed Aug 16, 2017 11:11 pm

How do you get it to work? I can't use the walljump at all, and I'm making a level that uses the walljump

The0x539
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Re: Walljumps.lua (v1.1)

Postby The0x539 » Wed Aug 16, 2017 11:48 pm

xXAndytubeXx wrote:How do you get it to work? I can't use the walljump at all, and I'm making a level that uses the walljump
...how are you trying?

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Re: Walljumps.lua (v1.1)

Postby PixelPest » Thu Aug 17, 2017 6:45 am

xXAndytubeXx wrote:How do you get it to work? I can't use the walljump at all, and I'm making a level that uses the walljump
Please post the code you're using and also try to compare it to the example in the OP very closely

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Re: Walljumps.lua (v1.1)

Postby Mr Boboo » Sat Nov 25, 2017 10:54 am

Is there a way to change the code so that you need to press the jump button again to walljump instead of holding it? Holding the button is pretty flimsy and unreliable, at least from what I've noticed using this.

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Re: Walljumps.lua (v1.1)

Postby PixelPest » Sat Nov 25, 2017 11:28 am

Mr Boboo wrote:Is there a way to change the code so that you need to press the jump button again to walljump instead of holding it? Holding the button is pretty flimsy and unreliable, at least from what I've noticed using this.
You'll want to change walljumps.delayTime. What you're likely noticing is that when the player makes contact with a wall you hold the jump button but they don't actually perform a walljump right away. This was implemented just to make it not appear that the player is bouncing off of the walls. What you can do is change the value of walljumps.delayTime to something lower than 0.25 (which is the default) which will reduce the delay before the player performs a walljump

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Re: Walljumps.lua (v1.1)

Postby OlieGamerTV » Sun Dec 03, 2017 1:56 pm

This is awesome! now i can make some tricky wall jumping sections, just one suggestion, could you make it so that you can't grab onto a wall while your holding an item?
reason being is that it looks silly walljumping with something like a key for instance

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Re: Walljumps.lua (v1.1)

Postby PixelPest » Sun Dec 03, 2017 2:00 pm

OlieGamerTV wrote:This is awesome! now i can make some tricky wall jumping sections, just one suggestion, could you make it so that you can't grab onto a wall while your holding an item?
reason being is that it looks silly walljumping with something like a key for instance
Yeah. I'm surprised nobody else (including myself) has noticed that. Good eye! I'll fix it and update it with a new link

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Re: Walljumps.lua (v1.1)

Postby OlieGamerTV » Sun Dec 03, 2017 2:05 pm

PixelPest wrote:
OlieGamerTV wrote:This is awesome! now i can make some tricky wall jumping sections, just one suggestion, could you make it so that you can't grab onto a wall while your holding an item?
reason being is that it looks silly walljumping with something like a key for instance
Yeah. I'm surprised nobody else (including myself) has noticed that. Good eye! I'll fix it and update it with a new link
Thanks, i found it by just messing around [holding a key and trying to wall jump] it just looked plain funny, also, +1 for quick reply


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