Share and discuss custom LunaLua code and content packs for SMBX2.
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MrDoubleA
- Flurry
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Postby MrDoubleA » Sat Mar 27, 2021 2:59 pm
Hello! This is a system that makes a map system based on SMW's. Also includes an example that's a recreation of Yoshi's Island and Donut Plains from SMW, along with another area.
Download!
Last edited by MrDoubleA on Sat Jul 17, 2021 7:02 pm, edited 4 times in total.
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lucstar06
- Cheep-Cheep
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Postby lucstar06 » Sat Mar 27, 2021 3:31 pm
Cool Levels using levels
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Lusho
- Tweeter
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Postby Lusho » Sat Mar 27, 2021 3:39 pm
I guess this is how .wld files dissapear
and boy they won't be missed
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MarioLover64
- Spike
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Postby MarioLover64 » Sat Mar 27, 2021 4:26 pm
.wld files are still required for smbx to find episodes
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Murphmario
- Chargin' Chuck
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Postby Murphmario » Sun Mar 28, 2021 1:10 am
Potential bug I'd like to report: applying a custom Lunalua script to a vanilla NPC in order to make it a custom World Map NPC works (they just display their graphic's file on screen otherwise), but for some reason loads the default graphics instead of any custom graphics put inside the folder.
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CommanderNemex
- Goomba
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Postby CommanderNemex » Sun Mar 28, 2021 4:50 am
Finally, diagonal paths and smooth level unlock animations.
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SpoonyBardOL
- Swooper
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- Joined: Thu Aug 04, 2016 5:56 pm
Postby SpoonyBardOL » Sun Mar 28, 2021 11:23 am
This is really well done, and while it took a bit of figuring out how to use splines and how exactly you do the elaborate scenery changes I think I have it.
One suggestion for a future update is a Star Coin counter for each level. This wouldn't be too complicated to add for someone who knows enough lua but it feels like something that should be baseline.
Also it doesn't seem to play nice with your warpTransition lua library, I'm getting an Iris_Out from the bottom right corner whenever the map loads even if I try to manually set the levelstart transition to something like FADE in the stage's lua file.
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MrDoubleA
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Postby MrDoubleA » Sun Mar 28, 2021 11:47 am
SpoonyBardOL wrote: ↑Sun Mar 28, 2021 11:23 am
This is really well done, and while it took a bit of figuring out how to use splines and how exactly you do the elaborate scenery changes I think I have it.
One suggestion for a future update is a Star Coin counter for each level. This wouldn't be too complicated to add for someone who knows enough lua but it feels like something that should be baseline.
Also it doesn't seem to play nice with your warpTransition lua library, I'm getting an Iris_Out from the bottom right corner whenever the map loads even if I try to manually set the levelstart transition to something like FADE in the stage's lua file.
Thanks for the suggestion! About the warpTransition issue... is smwMap loaded before or after warpTransition.lua in your global luna.lua file? It should work fine it it gets loaded after. (Oh, and it has its own transition system, so no need to use warpTransition for it specifically.)
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SpoonyBardOL
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Postby SpoonyBardOL » Sun Mar 28, 2021 1:02 pm
It's loaded after, I even moved warpTransition all the way to the top of loaded scripts with smwMap on the bottom, still happens. I'll see if I can figure out how to manually disable the lua while in that level, it's not a huge issue at the moment.
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MrDoubleA
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Postby MrDoubleA » Sun Mar 28, 2021 1:21 pm
SpoonyBardOL wrote: ↑Sun Mar 28, 2021 1:02 pm
It's loaded after, I even moved warpTransition all the way to the top of loaded scripts with smwMap on the bottom, still happens. I'll see if I can figure out how to manually disable the lua while in that level, it's not a huge issue at the moment.
Wait, is warpTransition in the main episode folder or a subfolder?
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SpoonyBardOL
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Postby SpoonyBardOL » Sun Mar 28, 2021 1:35 pm
I have a subfolder for global scripts, so both it and smwMap are in it (and yes I accounted for that in the various NPCs).
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MrDoubleA
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Postby MrDoubleA » Sun Mar 28, 2021 3:45 pm
SpoonyBardOL wrote: ↑Sun Mar 28, 2021 1:35 pm
I have a subfolder for global scripts, so both it and smwMap are in it (and yes I accounted for that in the various NPCs).
Ahhh, there's your problem. You need to change the line
Code: Select all pcall(function() warpTransition = require("warpTransition") end)
in smwMap.lua to correctly reflect the real path.
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SpoonyBardOL
- Swooper
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Postby SpoonyBardOL » Sun Mar 28, 2021 3:51 pm
Ah, that did it. Didn't even think to look for that!
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Blake Izayoi
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Contact:
Postby Blake Izayoi » Mon Mar 29, 2021 9:15 pm
Goodbye, stinky bad old overworld system! Hello, good & well designed new overworld system!
Fantastic job.
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Turret 3471
- Ripper II
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Contact:
Postby Turret 3471 » Tue Mar 30, 2021 1:41 am
I have waited so many years to make maps like this... You're doing God's work, my dude.
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MrDoubleA
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Postby MrDoubleA » Tue Mar 30, 2021 12:11 pm
v1.1 is out! Added some minor new stuff, most notably wandering encounters like hammer bros.
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MECHDRAGON777
- Pink Yoshi Egg
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Postby MECHDRAGON777 » Tue Mar 30, 2021 4:23 pm
I remember Star Coin counters being mentioned, but would the ability to lock a level behind star coins specifically be easy to do? NSMBWii for instance.
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Murphmario
- Chargin' Chuck
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Postby Murphmario » Tue Mar 30, 2021 6:06 pm
Nice update, pretty cool to see wandering enemies. I am gonna point out that the thing I've reported earlier hasn't been fixed though, would be nice if it did since that would open up NPC slots.
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MrDoubleA
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Postby MrDoubleA » Tue Mar 30, 2021 6:24 pm
Murphmario wrote: ↑Tue Mar 30, 2021 6:06 pm
Nice update, pretty cool to see wandering enemies. I am gonna point out that the thing I've reported earlier hasn't been fixed though, would be nice if it did since that would open up NPC slots.
To be honest, overwriting original NPC seems a little too janky.
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JamesR624
- Spiny
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Postby JamesR624 » Wed Mar 31, 2021 3:03 pm
Loving this so far! It's working really well!
But I am a bit stuck on the syntax of the spline configuration for the path. So far it seems to kinda be trial and error?
Would anyone be able to put together a reference guide on this, or perhaps even "sets of points" for different path curves and lines?
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