Share and discuss custom LunaLua code and content packs for SMBX2.
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JulianSteve_18
- Koopa
- Posts: 18
- Joined: Sat Dec 28, 2019 3:32 pm
Postby JulianSteve_18 » Sat May 23, 2020 1:05 pm
Enjl wrote: ↑Sat May 23, 2020 12:51 pm
I'm not sure if I can troubleshoot past a language barrier like that, sorry. Maybe someone who is familiar with lunalua and can speak spanish can talk to you through private message, but I'm not familiar with many people who speak spanish so I can't contact one for you.
So just tell me the codes for TRANSITION_IRIS_OUT or TRANSITION_MOSAIC and the others, that's fine.
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Murphmario
- Chargin' Chuck
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Postby Murphmario » Sat May 30, 2020 9:20 pm
Hey, think you could maybe make this work with the Pipe Cannons script found in the tweaks folder?
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MrDoubleA
- Flurry
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- Flair: How much munchers?
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Postby MrDoubleA » Tue Jul 07, 2020 9:48 am
It's now been updated to v1.1, fixing a few things, making all the transitions functions (which greatly improves the code itself and make it possible to add your own transition types), adding an option to let instant/portal warps trigger transitions, and two new transition types, TRANSITION_MELT and TRANSITION_SWIRL.
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Emral
- Cute Yoshi Egg
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Postby Emral » Tue Jul 07, 2020 10:04 am
I downloaded it to take a look at the shaders for the transitions... surprised to find swirl not using one, when it could easily use a texture. Check out this video:
https://www.youtube.com/watch?v=LnAoD7hgDxw
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MrDoubleA
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Postby MrDoubleA » Tue Jul 07, 2020 12:12 pm
Enjl wrote: ↑Tue Jul 07, 2020 10:04 am
I downloaded it to take a look at the shaders for the transitions... surprised to find swirl not using one, when it could easily use a texture. Check out this video:
https://www.youtube.com/watch?v=LnAoD7hgDxw
That seems like a really useful technique! I'll keep that in mind for the future, thank you.
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Turret 3471
- Ripper II
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Postby Turret 3471 » Tue Jul 07, 2020 7:04 pm
Man oh man, that spiral transition gives me some Ape Escape feels. Very nice!
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MrDoubleA
- Flurry
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Postby MrDoubleA » Wed Jul 08, 2020 11:28 am
There was a minor bug with warps that lead to the world map, and that's now been fixed.
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Alagirez
- Boom Boom
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Postby Alagirez » Wed Jul 08, 2020 11:58 am
Oh man those transitions look awesome! Pretty useful for pipe maze levels. Great job for this one. Might use this someday.
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cuB_e
- Hoopster
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Postby cuB_e » Tue Jul 21, 2020 6:38 pm
I've been attempting to use this in one of my levels. I create a Local Lua script for one of my levels, and copy paste the code within' there. However; none of the effects work. Instead I get the same old rough 'instant' transmission effect when going down a pipe or through a door. Is there something I'm doing wrong? Cause I can't get these to work.
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MrDoubleA
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Postby MrDoubleA » Thu Jul 23, 2020 10:45 am
Do not copy and paste the code into a luna.lua file. Instead, copy all the files into your folder and put this into the luna.lua:
local warpTransition = require("warpTransition")
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cuB_e
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Postby cuB_e » Thu Jul 23, 2020 7:49 pm
MrDoubleA wrote: ↑Thu Jul 23, 2020 10:45 am
Do not copy and paste the code into a luna.lua file. Instead, copy all the files into your folder and put this into the luna.lua:
local warpTransition = require("warpTransition")
Ohh. Thank you! It works like a charm now.
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JamesR624
- Spiny
- Posts: 29
- Joined: Wed Aug 09, 2017 4:24 pm
Postby JamesR624 » Sat Jul 25, 2020 10:51 am
This still throws an error when using an SMB2 subcon door on any area that doesn't have a warp attached to it.
If you throw a magic potion and then attempt to go through the resulting subcon door placed anywhere a warp doesn't exist exactly, this error occurs:
Code: Select all ==> !Warp:entranceSection:9: Invalid Warp object
=============
stack traceback:
!Warp:entranceSection:9: in function '__index'
worlds/test/warpTransition.lua:399: in function <worlds/test/warpTransition.lua:364>
scripts/base/engine/main_events.lua:63: in function 'callApiListeners'
scripts/base/engine/main_events.lua:169: in function 'callEventInternal'
scripts/base/engine/main_events.lua:240: in function <scripts/base/engine/main_events.lua:218>
[C]: in function '__xpcall'
main.lua:770: in function <main.lua:769>
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MrDoubleA
- Flurry
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Postby MrDoubleA » Mon Jul 27, 2020 9:40 am
JamesR624 wrote: ↑Sat Jul 25, 2020 10:51 am
This still throws an error when using an SMB2 subcon door on any area that doesn't have a warp attached to it.
If you throw a magic potion and then attempt to go through the resulting subcon door placed anywhere a warp doesn't exist exactly, this error occurs:
Code: Select all ==> !Warp:entranceSection:9: Invalid Warp object
=============
stack traceback:
!Warp:entranceSection:9: in function '__index'
worlds/test/warpTransition.lua:399: in function <worlds/test/warpTransition.lua:364>
scripts/base/engine/main_events.lua:63: in function 'callApiListeners'
scripts/base/engine/main_events.lua:169: in function 'callEventInternal'
scripts/base/engine/main_events.lua:240: in function <scripts/base/engine/main_events.lua:218>
[C]: in function '__xpcall'
main.lua:770: in function <main.lua:769>
Ah... subcon doors are the only time a warp can become invalid, and I forgot to account for them. I've released an update to fix this. Additionally, it now gives a clear error message when using an outdated version of SMBX2.
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Wiimeiser
- Snifit
- Posts: 214
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Postby Wiimeiser » Tue Sep 15, 2020 6:08 am
I tried copying the if/else code in this thread and it worked. I tried adding more if checks and it didn't work, and even caused Luna.lua to not load ingame due to syntax errors. It kept expecting additional "end" commands at the end of the command, and when I added more in it kept thinking the end of the file wasn't the end of the file. I'm guessing I'll have to use an event-based workaround for that?
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MrDoubleA
- Flurry
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Postby MrDoubleA » Fri Sep 18, 2020 2:24 pm
Wiimeiser wrote: ↑Tue Sep 15, 2020 6:08 am
I tried copying the if/else code in this thread and it worked. I tried adding more if checks and it didn't work, and even caused Luna.lua to not load ingame due to syntax errors. It kept expecting additional "end" commands at the end of the command, and when I added more in it kept thinking the end of the file wasn't the end of the file. I'm guessing I'll have to use an event-based workaround for that?
No, you just wrote your code wrong.
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JamesR624
- Spiny
- Posts: 29
- Joined: Wed Aug 09, 2017 4:24 pm
Postby JamesR624 » Sat Oct 10, 2020 9:31 am
So does anyone know how this could be made to work with 2 players? Perhaps hooking this into handycam so it'd play nice with 2 players as well as things like zooming?
Currently the warp transition ONLY happens on Player 1's camera, and does NOT work for the second player, even if both players are in the same camera zone (I.E. NOT split screen).
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Suckerman7 GM
- Rocky Wrench
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Postby Suckerman7 GM » Fri Jan 29, 2021 9:52 am
How can I use this script efficiently when I make a hub-styled episode? What I want to do is, I want to make the transitions happen efficiently when I enter a door in the hub, which leads to another level. Despite there are no problems, this error occurs everytime I enter a door which leads to a different level:
How can I prevent this from happening? If anyone using this script would help, I'd be glad.
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MrDoubleA
- Flurry
- Posts: 385
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Postby MrDoubleA » Fri Jan 29, 2021 4:20 pm
Suckerman7 GM wrote: ↑Fri Jan 29, 2021 9:52 am
How can I use this script efficiently when I make a hub-styled episode? What I want to do is, I want to make the transitions happen efficiently when I enter a door in the hub, which leads to another level. Despite there are no problems, this error occurs everytime I enter a door which leads to a different level:
How can I prevent this from happening? If anyone using this script would help, I'd be glad.
Was just a minor typo, should be fixed now.
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Mari0no1
- Rex
- Posts: 35
- Joined: Sat Feb 20, 2016 5:20 pm
Postby Mari0no1 » Fri May 14, 2021 9:49 pm
I don't understand how to use it, could somebody explain please?
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SuperAlex
- Snifit
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Postby SuperAlex » Fri May 14, 2021 9:57 pm
Mari0no1 wrote: ↑Fri May 14, 2021 9:49 pm
I don't understand how to use it, could somebody explain please?
WHAT Do not say that you did not understand that you are already young.
I better explain it to you so you don't regret it:
First: You must download "Warptransition.lua" and its.frag files and put it at any level.
Second: Create a new lua file at that level and put
<local WarpTransition = require ("Warptransition")>
check the "Warptransition.lua" and you must copy "warptransition.isfrom levelstart =" The transition that must be put in the code and not other things "even with" ..... crosssection.
Third create the level and enjoy it
Now you have to download my levels and play them.
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