Share and discuss custom LunaLua code and content packs for SMBX2.
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Mal8rk
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Postby Mal8rk » Sat Oct 30, 2021 5:27 pm
So I had a problem specifically with Tryclyde and Robirdo. First, Tryclyde's fireballs are invisible and his hitbox is completely broken and unexistant, and a luna.lua error message allways pops up when Robirdo jumps. How can I fix this?
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ShadowXeldron
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Postby ShadowXeldron » Sat Oct 30, 2021 6:03 pm
POPME wrote: ↑Sat Oct 30, 2021 5:33 pm
So I had a problem specifically with Tryclyde and Robirdo. First, Tryclyde's fireballs are invisible and his hitbox is completely broken and unexistant, and a luna.lua error message allways pops up when Robirdo jumps. How can I fix this?
Add the files from the SMB2 folder (NOT its subfolders) to your level folder. These are required for the Birdo and the Tryclyde to work.
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kain9th
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Postby kain9th » Thu Dec 02, 2021 4:43 pm
has anyone made any level or episodes with these yet?
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dragonfan96
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Postby dragonfan96 » Thu Dec 02, 2021 7:17 pm
kain9th wrote: ↑Thu Dec 02, 2021 4:43 pm
has anyone made any level or episodes with these yet?
Bowser's Dark Plan v4 Demo 1.2 ~ 2.0 uses the Red Coin NPCs..
I also have ideas for the frog switch and use the tryclyde as well in an optional level...
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DisasterMaster
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Postby DisasterMaster » Thu Dec 02, 2021 10:30 pm
kain9th wrote: ↑Thu Dec 02, 2021 4:43 pm
has anyone made any level or episodes with these yet?
While it only uses the Balance Platforms from this pack, the Many Twists And Turns Of A Classic Sky Themed Level does.
I'm sure we will see more, especially with the Mystery Contest in full swing.
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tangy
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Postby tangy » Thu Dec 09, 2021 3:07 pm
the balance bars are very unoptimized
the level i'm making only has eight, and there's already enough happening that the game is slowing down
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Emral
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Postby Emral » Thu Dec 09, 2021 6:02 pm
tangeruse wrote: ↑Thu Dec 09, 2021 3:07 pm
the level i'm making only has eight, and there's already enough happening that the game is slowing down
From a brief glance at the code, the issue appears to be a bit complex:
- The spawn logic for these NPCs is such as that they will not despawn while in the current section
- They will also draw while not despawned, thus drawing even if offscreen
- Additionally, the draw calls for the line segments are rather suboptimally handled (rendering NPCs of a pixel width rather than doing one drawBox call per line (or even better - one glDraw call in total per frame)
I can't post a solution but hopefully this helps Core in tackling the issue. For the time being you can disable the lag (and the lines) by commenting out lines that call npcutils.drawNPC which are inside of for loops in npc-792.lua.
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Hammerless Penguin
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Postby Hammerless Penguin » Mon Dec 13, 2021 6:34 pm
the Icebros/Ice piranha plants snowballs act strange. I kind of expected it to freeze mario in place but it acts more like a fireball with iceblock properties. Sometimes you can grab an invisible iceblock from their attacks too.
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KateBulka
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Postby KateBulka » Sat Dec 25, 2021 4:42 am
Salut folks!! 1.9 finally came out!! You can look into changelog to see what fixes and new stuff it brought...
It didn't add too much because of me being too busy all this time, but i've fixed some important stuff!!
(Also Merry christmas! :) )
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Chilly14
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Postby Chilly14 » Sat Dec 25, 2021 7:09 am
Core wrote: ↑Sat Dec 25, 2021 4:42 am
Salut folks!! 1.9 finally came out!! You can look into changelog to see what fixes and new stuff it brought...
It didn't add too much because of me being too busy all this time, but i've fixed some important stuff!!
(Also Merry christmas! )
POGGERS
(Merry Christmas too!)
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Murphmario
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Postby Murphmario » Sat Dec 25, 2021 10:18 am
I could honestly see TMTrainer having legitimate uses in future levels. Good job on this!
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tangy
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Postby tangy » Sat Dec 25, 2021 10:57 am
It's still bad but not AS bad. That's only because I'm a living breathing edge case though
EDIT:
Enjl wrote: ↑Thu Dec 09, 2021 6:02 pm
- Additionally, the draw calls for the line segments are rather suboptimally handled (rendering NPCs of a pixel width rather than doing one drawBox call per line (or even better - one glDraw call in total per frame)
the significant amount of npcs this creates is the biggest cause of lag here. i gave npc-792.lua a cursory glance...it looks like the other parts of enjl's comment seem to be fixed now? but this part isn't
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KateBulka
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Postby KateBulka » Sat Dec 25, 2021 2:30 pm
tangeruse wrote: ↑Sat Dec 25, 2021 10:57 am
It's still bad but not AS bad. That's only because I'm a living breathing edge case though
EDIT:
Enjl wrote: ↑Thu Dec 09, 2021 6:02 pm
- Additionally, the draw calls for the line segments are rather suboptimally handled (rendering NPCs of a pixel width rather than doing one drawBox call per line (or even better - one glDraw call in total per frame)
the significant amount of npcs this creates is the biggest cause of lag here. i gave npc-792.lua a cursory glance...it looks like the other parts of enjl's comment seem to be fixed now? but this part isn't
I will rework rendering (hence why i've noted that it's optimized, not redone), but it will take some time :)
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Alessio798
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Postby Alessio798 » Fri Jan 07, 2022 12:26 pm
Core wrote: ↑Sun Aug 15, 2021 9:15 am
Salut! This is... Not my first NPC pack, but probably last one, since it will be the only one i'll work on from now!!
I downloaded it, I exctracted everything in the world/level folder, but I didn't find any NPCs or Blocks. Just the cutom music...
Last edited by Alessio798 on Fri Jan 07, 2022 12:45 pm, edited 1 time in total.
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KateBulka
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Postby KateBulka » Sat Jan 08, 2022 5:21 am
Alessio798 wrote: ↑Fri Jan 07, 2022 12:26 pm
Core wrote: ↑Sun Aug 15, 2021 9:15 am
Salut! This is... Not my first NPC pack, but probably last one, since it will be the only one i'll work on from now!!
I downloaded it, I exctracted everything in the world/level folder, but I didn't find any NPCs or Blocks. Just the cutom music...
You sure that you downloaded right thing? I can't even see any custom music inside zip file, so you probably downloaded something else.............
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Starvana
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Postby Starvana » Wed Jan 19, 2022 1:48 pm
This is great! Though that issue that had been mentioned a while back about robirdo's eggs staying in your hands if you run into enemies with it seems to still be there, if it's fixable that is idk much about lunalua.
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Basil
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Postby Basil » Fri Feb 04, 2022 11:25 pm
I've run into an issue where Wario's ground pound destroys the Frog Switch.
Is there any way to fix this?
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Mal8rk
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Postby Mal8rk » Wed Mar 02, 2022 10:48 pm
Hey there, I have run into an error with the red ring and the red coins, in which I activate the ring, but the coins won't appear
Is there a way to fix this?
Update: fixed the issue but I found something else, and it was that Yoshi can eat the red ring. I don't know if there is a way to fix this
Last edited by Mal8rk on Tue Mar 15, 2022 11:46 am, edited 1 time in total.
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Alagirez
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Postby Alagirez » Fri Mar 04, 2022 11:44 pm
First of all, I love the work that you put on this pack, so good job on that. The Balance platform is one of my favorite ones. Just a suggestion that you should make the platform itself adjustable, not just the "rope", so the player can have more spaces to stand up.
I'm currently using your balance platform in my level. This time I used it in 2 sections (and I'm planning to use it in more sections). When I warp to the next section (where it also has that balance platform, this debug notification appears:
(The censored one is the level name. It's not that important so don't ask why I censor it).
I don't know what causes this. Fortunately the platform still working, but still.
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KateBulka
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Postby KateBulka » Sat Mar 05, 2022 2:54 am
Hey folks -w- Lately i has been pretty busy, but i'll try to fix bugs in 2.0 (balance platforms should be reworked...) Some bugs were already fixed (such as frog switch-related one and robirdo egg) As for red ring... I think that i might need some elaboration.
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