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

Share and discuss custom LunaLua code and content packs for SMBX2.
TheEightYoshis[888]
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Re: smwMap.lua (v1.2.1) - The Levels are using Levels!

Postby TheEightYoshis[888] » Tue Sep 14, 2021 3:13 am

Hello. I could use some help with smwMap please. I have been trying everything in my power to get the player to spawn on the world map and generate the start game level. I have the player icon on top of the level that starts the game. But when I test the map, I get (Not Responding) for a short time first, an error message, and then the player spawns. When the player does spawn, I cannot get into the invisible level (If I am even on the level despite putting the player icon on the level). If you need additional information, I will try my best to give it.

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

Postby MrDoubleA » Tue Sep 14, 2021 11:29 am

TheEightYoshis[888] wrote:
Tue Sep 14, 2021 3:13 am
Hello. I could use some help with smwMap please. I have been trying everything in my power to get the player to spawn on the world map and generate the start game level. I have the player icon on top of the level that starts the game. But when I test the map, I get (Not Responding) for a short time first, an error message, and then the player spawns. When the player does spawn, I cannot get into the invisible level (If I am even on the level despite putting the player icon on the level). If you need additional information, I will try my best to give it.
Could you share a screenshot of the error you get? That could help a lot.

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

Postby TheEightYoshis[888] » Tue Sep 14, 2021 4:00 pm

MrDoubleA wrote:
Tue Sep 14, 2021 11:29 am

Could you share a screenshot of the error you get? That could help a lot.
Sorry for the late response. I figured out what happened. It works as a result. As for the error message, It did not appear when I figured it out. But if incase it helps you in your journeys, do you still want it? And do you want me to put it here on the thread? I still have it. Thanks for the response.

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

Postby MarioFan171 » Thu Sep 16, 2021 12:47 am

EN:
Ah Yes, Smooth Animations, 16x16 Tiles and Diagonal Paths in SMBX. May be using this in my Upcoming Episode called "MF171's Quest: Around The World" With a Replica of the Real World map which the submaps will represent the Subdivided regions of the world. But i would go with the UN's List which is 193 Countries with the Extra 23 Exotic and Unique countries which make 226.

TK:
Ah Hawa, SMBX-de ýumşak animasiýalar, 16x16 plitkalar we diagonaly ýollar. Muny "MF171-iň gözlegi: Bütin dünýäde" atly bölümimde ulanyp bilerin, aşaky kartalar dünýäniň Bölünen sebitlerini görkezer. Theöne BMG-nyň sanawy bilen, 226-a ýetýän “Extra 23” ekzotik we täsin ýurtlary bolan 193 ýurt bar.

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

Postby SpoonyBardOL » Sat Jan 22, 2022 5:50 pm

After months of playing around with this I only just noticed that there's no way to switch characters as you would on the original SMBX map. Possibly something to add to a v1.3 if one's coming?

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

Postby Mal8rk » Tue Feb 08, 2022 11:08 am

I gotta wonder, does this work with playable Yoshi's Island-styled Yoshi?

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

Postby MECHDRAGON777 » Wed Feb 09, 2022 4:13 pm

POPME wrote:
Tue Feb 08, 2022 11:08 am
I gotta wonder, does this work with playable Yoshi's Island-styled Yoshi?
Subject: [Playable] Yoshi's Island-styled Yoshi
MrDoubleA wrote:
Fri Apr 09, 2021 7:09 pm
MECHDRAGON777 wrote:
Fri Apr 09, 2021 7:06 pm
This is what I was waiting for for my own episode. Is it compatible with smwMap.lua?
Should be.

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

Postby Mal8rk » Sat Mar 19, 2022 1:53 pm

I think this code is amazing! Although it's very overcomplicated to figure out, specially with the splines

maybe a documentation google doc showing off all of the blocks and npcs and how to use them would have been nice to have, or is there one?

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

Postby MECHDRAGON777 » Tue Mar 29, 2022 5:14 pm

MrDoubleA wrote:
Sun Apr 11, 2021 5:40 pm
v1.2 is out! Most notably, there's now txt files for paths and a bunch of settings for them (see the read me for the list of them), but also added a star coin counter for the HUD and a (disabled-by-default) start point selection menu.

(Edit: I forgot to actually include the updated smwMap.lua file... whoops... it'll be fixed tomorrow, sorry!)
(Edit 2: Okay, it's actually up now!)
Exactly how does one use access the "Start Point Selection Menu" since if it is disabled-by-default, it makes it sound like there is a way to enable it.

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

Postby MrDoubleA » Wed Mar 30, 2022 1:39 pm

MECHDRAGON777 wrote:
Tue Mar 29, 2022 5:14 pm
MrDoubleA wrote:
Sun Apr 11, 2021 5:40 pm
v1.2 is out! Most notably, there's now txt files for paths and a bunch of settings for them (see the read me for the list of them), but also added a star coin counter for the HUD and a (disabled-by-default) start point selection menu.

(Edit: I forgot to actually include the updated smwMap.lua file... whoops... it'll be fixed tomorrow, sorry!)
(Edit 2: Okay, it's actually up now!)
Exactly how does one use access the "Start Point Selection Menu" since if it is disabled-by-default, it makes it sound like there is a way to enable it.
Go to the bottom of the file. There's an option near there.

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

Postby Murphmario » Thu Apr 21, 2022 8:36 pm

Quick question, but does this allow for levels transporting the player to an area of the map that isn't the level's entry point (I.E. pipes in SMB3 or The Invasion 2)?

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

Postby MrDoubleA » Fri Apr 22, 2022 10:54 am

Murphmario wrote:
Thu Apr 21, 2022 8:36 pm
Quick question, but does this allow for levels transporting the player to an area of the map that isn't the level's entry point (I.E. pipes in SMB3 or The Invasion 2)?
Not normally, though it's not too difficult to add some code for that in your level's luna.lua. You'd need to set SaveData.smwMap.playerX/Y.

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

Postby MECHDRAGON777 » Fri Apr 22, 2022 12:03 pm

MrDoubleA wrote:
Fri Apr 22, 2022 10:54 am
Murphmario wrote:
Thu Apr 21, 2022 8:36 pm
Quick question, but does this allow for levels transporting the player to an area of the map that isn't the level's entry point (I.E. pipes in SMB3 or The Invasion 2)?
Not normally, though it's not too difficult to add some code for that in your level's luna.lua. You'd need to set SaveData.smwMap.playerX/Y.
In response to this, as an extension of starting at checkpoints and other entries, would "Start" and "Start 2" be a possibility and named checkpoints like Celeste "Stubornness" and "Determination"‽

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

Postby MrDoubleA » Fri Apr 22, 2022 2:50 pm

MECHDRAGON777 wrote:
Fri Apr 22, 2022 12:03 pm
MrDoubleA wrote:
Fri Apr 22, 2022 10:54 am
Murphmario wrote:
Thu Apr 21, 2022 8:36 pm
Quick question, but does this allow for levels transporting the player to an area of the map that isn't the level's entry point (I.E. pipes in SMB3 or The Invasion 2)?
Not normally, though it's not too difficult to add some code for that in your level's luna.lua. You'd need to set SaveData.smwMap.playerX/Y.
In response to this, as an extension of starting at checkpoints and other entries, would "Start" and "Start 2" be a possibility and named checkpoints like Celeste "Stubornness" and "Determination"‽
You could probably do that, but I have no idea how I'd implement it cleanly with PGE extra settings.

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

Postby MECHDRAGON777 » Thu May 05, 2022 2:03 am

While working on my fifth rendition of my world map, I was thinking, Would setting a path that is not adjacent unlock the path til I realized the answer was sadly no. (Example: Get the secret exit in 1-2 to open a path from 1-1 to a town). Was thinking of it being a nice way to use the "Intersection" piece.

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

Postby deice » Fri May 06, 2022 12:52 pm

MECHDRAGON777 wrote:
Thu May 05, 2022 2:03 am
While working on my fifth rendition of my world map, I was thinking, Would setting a path that is not adjacent unlock the path til I realized the answer was sadly no.
couldn't you just manually call smwMap.unlockPath() in a script?

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

Postby MECHDRAGON777 » Fri May 06, 2022 5:53 pm

deice wrote:
Fri May 06, 2022 12:52 pm
MECHDRAGON777 wrote:
Thu May 05, 2022 2:03 am
While working on my fifth rendition of my world map, I was thinking, Would setting a path that is not adjacent unlock the path til I realized the answer was sadly no.
couldn't you just manually call smwMap.unlockPath() in a script?
How would I get the specific path in this case?

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

Postby MrDoubleA » Fri May 06, 2022 7:38 pm

MECHDRAGON777 wrote:
Fri May 06, 2022 5:53 pm
deice wrote:
Fri May 06, 2022 12:52 pm
MECHDRAGON777 wrote:
Thu May 05, 2022 2:03 am
While working on my fifth rendition of my world map, I was thinking, Would setting a path that is not adjacent unlock the path til I realized the answer was sadly no.
couldn't you just manually call smwMap.unlockPath() in a script?
How would I get the specific path in this case?
unlockPath just goes by the path's name.

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

Postby MECHDRAGON777 » Fri May 06, 2022 11:35 pm

MrDoubleA wrote:
Fri May 06, 2022 7:38 pm
MECHDRAGON777 wrote:
Fri May 06, 2022 5:53 pm
deice wrote:
Fri May 06, 2022 12:52 pm


couldn't you just manually call smwMap.unlockPath() in a script?
How would I get the specific path in this case?
unlockPath just goes by the path's name.
Then the only issue I can think of is the conditional I check with.

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

Postby tangy » Mon Jun 06, 2022 11:20 am

The potential is excellent but It's soooooo tedious to use


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