smwMap.lua (v1.2.1) - The Levels are using Levels!

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MrDoubleA
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smwMap.lua (v1.2.1) - The Levels are using Levels!

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.

Screenshots: show
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Download!
Last edited by MrDoubleA on Sat Jul 17, 2021 7:02 pm, edited 4 times in total.

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Re: smwMap.lua (v1.0) - The Levels are using Levels!

Postby lucstar06 » Sat Mar 27, 2021 3:31 pm

Cool Levels using levels

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Re: smwMap.lua (v1.0) - The Levels are using Levels!

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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Re: smwMap.lua (v1.0) - The Levels are using Levels!

Postby MarioLover64 » Sat Mar 27, 2021 4:26 pm

.wld files are still required for smbx to find episodes

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Re: smwMap.lua (v1.0) - The Levels are using Levels!

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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Re: smwMap.lua (v1.0) - The Levels are using Levels!

Postby CommanderNemex » Sun Mar 28, 2021 4:50 am

Finally, diagonal paths and smooth level unlock animations.

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Re: smwMap.lua (v1.0) - The Levels are using Levels!

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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Re: smwMap.lua (v1.0) - The Levels are using Levels!

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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Re: smwMap.lua (v1.0) - The Levels are using Levels!

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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Re: smwMap.lua (v1.0) - The Levels are using Levels!

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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Re: smwMap.lua (v1.0) - The Levels are using Levels!

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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Re: smwMap.lua (v1.0) - The Levels are using Levels!

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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Re: smwMap.lua (v1.0) - The Levels are using Levels!

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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Re: smwMap.lua (v1.0) - The Levels are using Levels!

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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Re: smwMap.lua (v1.0) - The Levels are using Levels!

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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Re: smwMap.lua (v1.1) - The Levels are using Levels!

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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Re: smwMap.lua (v1.1) - The Levels are using Levels!

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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Re: smwMap.lua (v1.1) - The Levels are using Levels!

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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Re: smwMap.lua (v1.1) - The Levels are using Levels!

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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Re: smwMap.lua (v1.1) - The Levels are using Levels!

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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