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

Posted: Sat Mar 27, 2021 2:59 pm
by MrDoubleA
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.

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Download!

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

Posted: Sat Mar 27, 2021 3:31 pm
by lucstar06
Cool Levels using levels

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

Posted: Sat Mar 27, 2021 3:39 pm
by Lusho
I guess this is how .wld files dissapear

and boy they won't be missed

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

Posted: Sat Mar 27, 2021 4:26 pm
by MarioLover64
.wld files are still required for smbx to find episodes

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

Posted: Sun Mar 28, 2021 1:10 am
by Murphmario
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.

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

Posted: Sun Mar 28, 2021 4:50 am
by CommanderNemex
Finally, diagonal paths and smooth level unlock animations.

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

Posted: Sun Mar 28, 2021 11:23 am
by SpoonyBardOL
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.

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

Posted: Sun Mar 28, 2021 11:47 am
by MrDoubleA
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.)

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

Posted: Sun Mar 28, 2021 1:02 pm
by SpoonyBardOL
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.

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

Posted: Sun Mar 28, 2021 1:21 pm
by MrDoubleA
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?

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

Posted: Sun Mar 28, 2021 1:35 pm
by SpoonyBardOL
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).

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

Posted: Sun Mar 28, 2021 3:45 pm
by MrDoubleA
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.

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

Posted: Sun Mar 28, 2021 3:51 pm
by SpoonyBardOL
Ah, that did it. Didn't even think to look for that!

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

Posted: Mon Mar 29, 2021 9:15 pm
by Blake Izayoi
Goodbye, stinky bad old overworld system! Hello, good & well designed new overworld system!
Fantastic job.

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

Posted: Tue Mar 30, 2021 1:41 am
by Turret 3471
I have waited so many years to make maps like this... You're doing God's work, my dude.

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

Posted: Tue Mar 30, 2021 12:11 pm
by MrDoubleA
v1.1 is out! Added some minor new stuff, most notably wandering encounters like hammer bros.

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

Posted: Tue Mar 30, 2021 4:23 pm
by MECHDRAGON777
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.

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

Posted: Tue Mar 30, 2021 6:06 pm
by Murphmario
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.

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

Posted: Tue Mar 30, 2021 6:24 pm
by MrDoubleA
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.

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

Posted: Wed Mar 31, 2021 3:03 pm
by JamesR624
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?