Share and discuss custom LunaLua code and content packs for SMBX2.
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Core
- Fuzzy

- Posts: 1110
- Joined: Tue Apr 15, 2014 8:29 am
- Flair: Bun~
- Pronouns: she/her
Postby Core » Thu Sep 10, 2020 2:39 pm
Last edited by Core on Thu Sep 10, 2020 4:15 pm, edited 2 times in total.
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Tails608
- Koopa

- Posts: 16
- Joined: Fri Jan 03, 2020 12:00 pm
Postby Tails608 » Thu Sep 10, 2020 2:40 pm
This is the best day ever
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9thCore
- Rex

- Posts: 37
- Joined: Tue Mar 10, 2015 1:46 pm
- Flair: am stupeed guy making stupeed things
- Pronouns: he/him
Postby 9thCore » Thu Sep 10, 2020 3:05 pm
Oh damn, I didn't think this would be released so soon!
Really cool as always, thanks Core!
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Core
- Fuzzy

- Posts: 1110
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- Flair: Bun~
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Postby Core » Thu Sep 10, 2020 3:56 pm
Hotfix is up now! *w*
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TheNightingale
- Charged Spiny

- Posts: 1971
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Contact:
Postby TheNightingale » Thu Sep 10, 2020 4:48 pm
Pretty neat, good job!
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Xilore_Inaba
- Koopa

- Posts: 15
- Joined: Tue Jul 26, 2016 8:47 pm
- Flair: 2hu is an anime
Postby Xilore_Inaba » Fri Sep 11, 2020 5:39 pm
Finally the classic flagpole is on SMBX2! Amazing work Core,now everyone can actually make an accurate SMB1 level.
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TheGameyFireBro105
- Eerie

- Posts: 702
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- Flair: Good at remakes
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Postby TheGameyFireBro105 » Fri Sep 11, 2020 7:59 pm
I'm using the laqtest hotfix and it still is screwed
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Enjl
- Cute Yoshi Egg

- Posts: 9491
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Orphion Egamalenitar Osmos IV, Esq.
Postby Enjl » Sat Sep 12, 2020 4:24 am
TheGameyFireBro105 wrote: ↑Fri Sep 11, 2020 7:59 pm
I'm using the laqtest hotfix and it still is screwed
Do you have the SMBX2 Beta 4 Patch 3 Hotfix?
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Core
- Fuzzy

- Posts: 1110
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Postby Core » Sat Sep 12, 2020 10:09 am
TheGameyFireBro105 wrote: ↑Fri Sep 11, 2020 7:59 pm
I'm using the laqtest hotfix and it still is screwed
Seems like you need to install latest b4 patch....
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TheGameyFireBro105
- Eerie

- Posts: 702
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- Flair: Good at remakes
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Postby TheGameyFireBro105 » Sat Sep 12, 2020 10:24 am
I feel like i should get notified whenever this happens.
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Sonya Sanchez
- Rinka

- Posts: 666
- Joined: Fri May 10, 2019 3:05 pm
Postby Sonya Sanchez » Sat Sep 12, 2020 3:12 pm
TheGameyFireBro105 wrote: ↑Sat Sep 12, 2020 10:24 am
I feel like i should get notified whenever this happens.
Uhm you do?? There is literally a message when you boot up X2 and a new Patch has been released and the latest one includes the hotfix now!
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Jumper
- Hoopster

- Posts: 119
- Joined: Tue Feb 02, 2016 9:32 pm
Postby Jumper » Sat Sep 12, 2020 10:25 pm
TheGameyFireBro105 wrote: ↑Sat Sep 12, 2020 10:24 am
I feel like i should get notified whenever this happens.
...how did you miss a big greenish box that says that there's a new update whenever you open up the launcher?!
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Hatsune Blake
- Posts: 570
- Joined: Sun Feb 23, 2014 1:55 pm
- Pronouns: He / Him
Postby Hatsune Blake » Thu Oct 15, 2020 7:41 pm
Absolutely fantastic work.
However, the level music doesn't seem to stop when the flag pole is grabbed? This might be intentional but I am curious as to if this could be "fixed" in the future. Thank you.
Edit:
So I was able to edit the code myself to stop the music when you grab the flagpole.
Here's how I did it:
Change this (code starts at line 154):
Code: Select all Misc.npcToCoins()
score(p.idx, v)
SFX.play("smb-exit.ogg")
flagpoleNPC.touched = true
p.keys.altJump = true
data.player = p
To this:
Code: Select all Misc.npcToCoins()
score(p.idx, v)
Audio.MusicChange(0, 0, -1)
SFX.play("smb-exit.ogg")
flagpoleNPC.touched = true
p.keys.altJump = true
data.player = p
As I'm a code brainlet for lack of a better term, this probably isn't the best solution, but it's a solution nonetheless.
I'm also not sure if I had to download both hotfix 1 & 2 after I downloaded the main Flagpole things, so if there was a music fix in that I apologize.
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SergioZen25
- Rex

- Posts: 34
- Joined: Mon Sep 07, 2020 9:21 pm
Postby SergioZen25 » Thu Nov 12, 2020 6:26 pm
This is very cool! I've been wondering why the flagpole isn't even in the editor by default, it's literally the most common exit in Super Mario Bros.
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krakin
- Birdo

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Postby krakin » Fri Nov 13, 2020 4:02 pm
SergioZen25 wrote: ↑Thu Nov 12, 2020 6:26 pm
This is very cool! I've been wondering why the flagpole isn't even in the editor by default, it's literally the most common exit in Super Mario Bros.
I'm thinking the same thing too
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Julia Pseudo
- Ludwig

- Posts: 5603
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Postby Julia Pseudo » Sun Dec 27, 2020 8:24 pm
This is amazing Core! Thank you!
Rhosty wrote:
SergioZen25 wrote: ↑Thu Nov 12, 2020 6:26 pm
This is very cool! I've been wondering why the flagpole isn't even in the editor by default, it's literally the most common exit in Super Mario Bros.
I'm thinking the same thing too
The flagpole exit is likely missing because SMBX was originally an SMB3 clone for the most part in the early days of Redigit's work on it, with only a few objects from other games in comparison, so the main exit at the time was the SMB3 card roulette. The SMW goalpost was added later on in 1.2, likely to support the many SMW-themed levels in the Invasion 2, and since there aren't many SMB1 levels in comparison Redigit never got around to adding a flagpole.
This is my guess anyhow.
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EclipseMain
- Bob-Omb

- Posts: 22
- Joined: Sat Mar 16, 2019 4:12 pm
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Postby EclipseMain » Thu Jan 28, 2021 1:53 am
It's great but has a couple issues.
The biggest one is that it ignores checkpoints. If you get a checkpoint, exit the level using a flagpole and enter the same level again, you'll still be at the checkpoint.
The other thing is that there's no way to set it as an exit on the world map.
I plan to use this or something like it for my SMBX episode cause I got a lot of SMB1-styled levels. If these issues can be fixed I'd greatly appreciate it.
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MrDoubleA
- Flurry

- Posts: 351
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Postby MrDoubleA » Thu Jan 28, 2021 5:13 am
EclipseMain wrote: ↑Thu Jan 28, 2021 1:53 am
It's great but has a couple issues.
The biggest one is that it ignores checkpoints. If you get a checkpoint, exit the level using a flagpole and enter the same level again, you'll still be at the checkpoint.
The other thing is that there's no way to set it as an exit on the world map.
I plan to use this or something like it for my SMBX episode cause I got a lot of SMB1-styled levels. If these issues can be fixed I'd greatly appreciate it.
For the checkpoint thing, this is due to a minor bug in SMBX2. It'll be fixed in the next version, however, Core could also manually reset checkpoints for the time being.
For the world map exit type, it acts as an SMW goal tape by default.
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