Share and discuss custom LunaLua code and content packs for SMBX2.
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MrDoubleA
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Postby MrDoubleA » Mon Mar 30, 2020 10:16 am
v1.2 is out! Now, finally, layers and timed events reset! There were also some smaller updates and additions, so here's another incomplete list of them:
Incomplete list of changes: show
Timed events, layers, BGOs, water/quicksand, and warps all now reset properly
A few additional options were added
A new respawn effect was added, "diamond sweep".
A bunch of miscellaneous bug fixes
onRespawnReset has been replaced by onReset(fromRespawn) (though onRespawnReset can still be used, its just not recommended)
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BabyWeegee
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Postby BabyWeegee » Fri Apr 10, 2020 12:02 pm
There seems to still be an issue with the water in the 1.2 build. When I'm testing levels, the first (but only the first) chunk of water always disappears on respawn (although I wouldn't put it past myself to have messed something up on my own)
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MrDoubleA
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Postby MrDoubleA » Fri Apr 10, 2020 3:49 pm
BabyWeegee wrote: ↑Fri Apr 10, 2020 12:02 pm
There seems to still be an issue with the water in the 1.2 build. When I'm testing levels, the first (but only the first) chunk of water always disappears on respawn (although I wouldn't put it past myself to have messed something up on my own)
Can you share some more info? That sounds very odd, and I haven't been able to recreate it. If you could send a small level showcasing this, that'd be much appreciated.
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BabyWeegee
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Postby BabyWeegee » Fri Apr 10, 2020 10:37 pm
Well idk why but it switched from being the first patch of water. This is what happens though.
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MrDoubleA
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Postby MrDoubleA » Sat Apr 11, 2020 8:48 am
That's odd... however, as I said, I haven't been able to recreate this. Could you provide a small sample level to showcase this bug?
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SPEEDIE
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Postby SPEEDIE » Tue Apr 21, 2020 8:26 am
Enjl wrote: ↑Fri Feb 21, 2020 10:11 am
Does it invoke a custom lua event when a reset occurs or a room is entered? Would be helpful if people wanna reset their lua routines too. Sadly moving layers will always be a NIGHTMARE.
Look into registerCustomEvent if you wanna provide onEnter and onReset events.
Moving layers are exactly what I need Why can't the layers just reset it's position?
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MrDoubleA
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Postby MrDoubleA » Tue Apr 21, 2020 11:01 am
They do reset now. Also, layers don't have a position.
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SPEEDIE
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Postby SPEEDIE » Tue Apr 21, 2020 11:53 am
MrDoubleA wrote: ↑Tue Apr 21, 2020 11:01 am
They do reset now. Also, layers don't have a position.
Oh, turns out I used the wrong version lol. Thanks for this awesome quick respawn script.
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Oshi
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Postby Oshi » Mon Jun 01, 2020 12:33 pm
Does this work with the current Beta 4 patch?
Edit: Okay, I tried it out and it does indeed work, good. Never mind I guess.
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Cedur
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Postby Cedur » Mon Jun 01, 2020 3:38 pm
I tried it myself, haven't gotten any error thus far.
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georgespezi12
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Postby georgespezi12 » Fri Aug 07, 2020 5:01 am
Rooms.lua can be modified to replace quick respawn with bonus health for megaman-like gameplay.
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IAmPlayer
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Postby IAmPlayer » Fri Aug 07, 2020 9:08 am
georgespezi12 wrote: ↑Fri Aug 07, 2020 5:01 am
Rooms.lua can be modified to replace quick respawn with bonus health for megaman-like gameplay.
It can work in a way, just not easily since Mega Man's health is not exposed as a variable in the Player class.
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georgespezi12
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Postby georgespezi12 » Fri Aug 07, 2020 7:49 pm
Rooms.lua is excellent for a metroidvania-type level
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georgespezi12
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Postby georgespezi12 » Sat Aug 08, 2020 1:02 pm
Held npcs disappear when you transition rooms.
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MrDoubleA
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Postby MrDoubleA » Mon Aug 10, 2020 5:27 am
georgespezi12 wrote: ↑Sat Aug 08, 2020 1:02 pm
Held npcs disappear when you transition rooms.
I'm aware. You can disable the reset when transitioning between rooms by using one of the settings, though I may include an option to make held NPC's not get reset in the next version.
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MECHDRAGON777
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Postby MECHDRAGON777 » Mon Aug 10, 2020 2:56 pm
MrDoubleA wrote: ↑Mon Aug 10, 2020 5:27 am
georgespezi12 wrote: ↑Sat Aug 08, 2020 1:02 pm
Held npcs disappear when you transition rooms.
I'm aware. You can disable the reset when transitioning between rooms by using one of the settings, though I may include an option to make held NPC's not get reset in the next version.
Would that also make Starcoins that are set to "3" automatically set to "2" on room transition? As they are now, they do not which means they will never be saved if this is used in the same level as a star-coin.
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georgespezi12
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Postby georgespezi12 » Thu Aug 13, 2020 8:33 am
This is a phenomenon I like to call screen wobble, which happens when a player enters disjointed rooms.
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MrDoubleA
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Postby MrDoubleA » Thu Aug 13, 2020 5:20 pm
georgespezi12 wrote: ↑Thu Aug 13, 2020 8:33 am
This is a phenomenon I like to call screen wobble, which happens when a player enters disjointed rooms.
Yes? That's exactly how it's supposed to act?
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Murphmario
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Postby Murphmario » Thu Aug 13, 2020 5:21 pm
Try extending the bottom screen left some more if you don't want the wobble.
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georgespezi12
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Postby georgespezi12 » Fri Aug 14, 2020 3:37 am
or moving the pipe if there is a pipe used to get between rooms.
Added in 10 hours 39 minutes 26 seconds:
If a respawn point isn't set in a section and you fall to your doom, you end up in a a softlocked state.
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