Share and discuss custom LunaLua code and content packs for SMBX2.
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MrDoubleA
- Flurry
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Postby MrDoubleA » Sat Feb 27, 2021 4:16 pm
Hello! This is an NPC pack and library that adds more koopas (red, green, blue, and yellow koopas, buzzy beetles, and spinies for SMB, SMB2, SMB3 and SMW) and makes the existing ones more accurate.
Download!
Installation instructions, credits, and notes are included in a read me.
Last edited by MrDoubleA on Mon Mar 08, 2021 5:31 pm, edited 2 times in total.
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ElTipsta
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Postby ElTipsta » Sat Feb 27, 2021 4:27 pm
Wow these look great! Can see these getting used a lot.
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Blake Izayoi
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Postby Blake Izayoi » Sat Feb 27, 2021 4:37 pm
You have yet to disappoint me, MrDoubleA. Everything you post is amazing!! Keep up the great work.
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Max711
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Postby Max711 » Sat Feb 27, 2021 4:48 pm
Amazing work MDA! Will definitely be using these
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Chilly14
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Postby Chilly14 » Sat Feb 27, 2021 7:45 pm
The animations look weird.
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King Mario
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Postby King Mario » Sat Feb 27, 2021 8:20 pm
That's funny.
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TheGameyFireBro105
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Postby TheGameyFireBro105 » Sat Feb 27, 2021 8:55 pm
MrDoubleA wrote: ↑Sat Feb 27, 2021 4:16 pm
Hello! This is an NPC pack and library that adds more koopas (red, green, blue, and yellow koopas, buzzy beetles, and spinies for SMB, SMB2, SMB3 and SMW) and makes the existing ones more accurate.
Download!
Installation instructions, credits, and notes are included in a read me.
Every time I set the para-spinies and beetles to low jump, they use the chase AI. Why is that?
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Blake Izayoi
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Postby Blake Izayoi » Sat Feb 27, 2021 10:24 pm
Chilly14 wrote: ↑Sat Feb 27, 2021 7:45 pm
The animations look weird.
Did you make sure to include the following in your main luna.lua file?
Code: Select all local extendedKoopas = require("extendedKoopas")
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TheGameyFireBro105
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Postby TheGameyFireBro105 » Sat Feb 27, 2021 10:44 pm
Hatsune Blake wrote: ↑Sat Feb 27, 2021 10:24 pm
Chilly14 wrote: ↑Sat Feb 27, 2021 7:45 pm
The animations look weird.
Did you make sure to include the following in your main luna.lua file?
Code: Select all local extendedKoopas = require("extendedKoopas")
FORGOT THAT!!!!!!!!! Yet the new para enemies still default to chase. What gives?
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TheTrueMarioMaster
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Postby TheTrueMarioMaster » Sun Feb 28, 2021 12:16 am
I was planning on making more accurate Koopas when I got more experience with Lunalua coding but I see you doing a good job on them already although I got to ask how accurate are they since I can't tell from the images alone if the koopas and other shelled enemies will come out of their shells. Then there is if the blue and yellow koopas have more of their SMW behaviours like the blue beach koopas sliding down hills they are placed on and the yellow koopas following after the player plus the extra parakoopa versions for each which don't exist in the flying options.
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Mushroom King
- Blooper
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Postby Mushroom King » Sun Feb 28, 2021 5:01 am
I think everything is here beside the blue beach koopas sliding down hills behavior.
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MrDoubleA
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Postby MrDoubleA » Sun Feb 28, 2021 6:35 am
Chilly14 wrote: ↑Sat Feb 27, 2021 7:45 pm
The animations look weird.
See the read me, you forgot to load the lua file.
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Sonya Sanchez
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Postby Sonya Sanchez » Sun Feb 28, 2021 7:38 am
TheGameyFireBro105 wrote: ↑Sat Feb 27, 2021 10:44 pm
Hatsune Blake wrote: ↑Sat Feb 27, 2021 10:24 pm
Did you make sure to include the following in your main luna.lua file?
Code: Select all local extendedKoopas = require("extendedKoopas")
FORGOT THAT!!!!!!!!! Yet the new para enemies still default to chase. What gives?
They even low jump without luna.lua... Also I tested it out and there work fine and do the low jump?
Can you maybe provide a Gif showcasing that you set it to that and then test the level?
We can't help you if you never provide any screens.
Edit: Tested it with all Version and they all do the low jump when I set them to do so!
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MrDoubleA
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- Flair: How much munchers?
Postby MrDoubleA » Sun Feb 28, 2021 7:56 am
Idunn wrote: ↑Sun Feb 28, 2021 7:38 am
TheGameyFireBro105 wrote: ↑Sat Feb 27, 2021 10:44 pm
Hatsune Blake wrote: ↑Sat Feb 27, 2021 10:24 pm
Did you make sure to include the following in your main luna.lua file?
Code: Select all local extendedKoopas = require("extendedKoopas")
FORGOT THAT!!!!!!!!! Yet the new para enemies still default to chase. What gives?
They even low jump without luna.lua... Also I tested it out and there work fine and do the low jump?
Can you maybe provide a Gif showcasing that you set it to that and then test the level?
We can't help you if you never provide any screens.
Edit: Tested it with all Version and they all do the low jump when I set them to do so!
If it works without manually loading it varies depending on which you have installed, I just put that in the instructions to make sure it always works.
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Sonya Sanchez
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Postby Sonya Sanchez » Sun Feb 28, 2021 8:07 am
MrDoubleA wrote: ↑Sun Feb 28, 2021 7:56 am
If it works without manually loading it varies depending on which you have installed, I just put that in the instructions to make sure it always works.
Well, I actually put everything into one folder and they all worked fine, none of them reverted to the chase AI.
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MrDoubleA
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- Flair: How much munchers?
Postby MrDoubleA » Sun Feb 28, 2021 8:08 am
Idunn wrote: ↑Sun Feb 28, 2021 8:07 am
MrDoubleA wrote: ↑Sun Feb 28, 2021 7:56 am
If it works without manually loading it varies depending on which you have installed, I just put that in the instructions to make sure it always works.
Well, I actually put everything into one folder and they all worked fine, none of them reverted to the chase AI.
Yeah, certain ones automatically load it.
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Chilly14
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Postby Chilly14 » Sun Feb 28, 2021 10:41 am
Hatsune Blake wrote: ↑Sat Feb 27, 2021 10:24 pm
Chilly14 wrote: ↑Sat Feb 27, 2021 7:45 pm
The animations look weird.
Did you make sure to include the following in your main luna.lua file?
Code: Select all local extendedKoopas = require("extendedKoopas")
Oof, yeah. I forgot.
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MrDoubleA
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- Joined: Mon Aug 20, 2018 7:02 am
- Flair: How much munchers?
Postby MrDoubleA » Sun Feb 28, 2021 1:18 pm
Minor update: added sliding beach koopas and yellow SMW para-koopas that can jump over shells (and fixed SMW spiny shell graphics).
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TheGameyFireBro105
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Postby TheGameyFireBro105 » Sun Feb 28, 2021 1:39 pm
It's the SMB1 ones that aren't working too well.
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MrDoubleA
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Postby MrDoubleA » Sun Feb 28, 2021 2:28 pm
TheGameyFireBro105 wrote: ↑Sun Feb 28, 2021 1:39 pm
It's the SMB1 ones that aren't working too well.
Care to elaborate?
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