chocomap.lua (v1.2) - better overworld, now with undocumented memory access
Posted: Sat Oct 30, 2021 11:11 am
this library has been merged with xmap.
Forums for SMBX
https://www.smbxgame.com/forums/
Code: Select all
-- make playerSprite just " local playerSprite" at the top then do this in onDraw
if not (playerSprite == Graphics.sprites.player[player.character].img) then
playerSprite = Graphics.sprites.player[player.character].img
end
thank you very much for the feedback! i've addressed and (hopefully) completely fixed all of the issues you've pointed out in your post.
Hatsune Blake wrote: ↑Fri Nov 12, 2021 4:22 pmThis is really amazing. Fantastic work making the basegame overworld better!
thanks for the compliments fellas, means a lot. i didn't think many people would care much for this with somewhat more robust map replacements like map3d or smwmap around ^^"FutureNyanCat2014 wrote: It gives players who prefer making vanilla overworld maps even more control over what they can do, especially for animated scenery, paths, and tiles. Nice work.
yea as i said i count on most of this being implemented into smbx2 when the staff starts to put more focus towards the overworld (as right now the documentation is a bit lacking for some overworld elements, and others aren't even named properly in the lunalua source) though i'm sure that whatever they come up with will be much faster performance-wise as it'll probably involve directly messing with the game's routines as opposed to chocomap which just draws a massive black rectangle over the player's viewportFutureNyanCat2014 wrote: Honestly? I feel this deserves to be in SMBX2's full release.