Is a Game Over Screen Possible with lunadll?
Posted: Wed May 13, 2015 10:11 pm
I'm wondering if its possible to make a game over screen in your project because it would be cool! 

Forums for SMBX
https://www.smbxgame.com/forums/
OK How do you make one?glitch4 wrote:When you lost all your lifes, the game over screen appears.
The answer: It is possible with lunadll.
Oh, I see, thanks.glitch4 wrote:When you lost all your lifes, the game over screen appears.
Try learning LunaLua?SuperMario12345 wrote:OK How do you make one?
No you missed the point, how would you make one?RudeGuy07 wrote:Oh, I see, thanks.glitch4 wrote:When you lost all your lifes, the game over screen appears.
Try learning LunaLua?SuperMario12345 wrote:OK How do you make one?
But not everyone is a seasoned lunadll pro nor has the time to learn it and it's complexities.Zeldamaster12 wrote:His point is to learn LunaLua.
So if we don't know lunadll either we shouldn't reply yet you reply and didn't help either?Radishl wrote:But not everyone is a seasoned lunadll pro nor has the time to learn it and it's complexities.Zeldamaster12 wrote:His point is to learn LunaLua.
It seems you guys don't know lunadll either so why would you reply to a topic like this.
Think.
Maybe you should remove the numbers.Shidomaru wrote:I'll take the chance to ask a similar but simpler question:
I'm basically trying to display a "GAME OVER" message when the player loses his last life in my episode, which is supposed to appear during the player character's death sequence itself, right before the game boots back to the title screen.
So, using my lunadll I put this on a lunaglobal.txt file in my episode's folder:
#0
OnGlobalMem,0x00B2C5AC,0,0,1001,0,f
#1001
OnPlayerMem,+0x13C,1,0,1002,0,w
#1002
ShowText,0,300,260,3,300,GAME OVER
Basically, it's always checking if the number of lives is 0, and when it is, it checks if the player is dying. When he IS indeed dying, the "GAME OVER" text appears...
EXCEPT IT DOESN'T!...Does anybody know WHY?
But WHICH numbers exactly? The code is full of them!SuperMario12345 wrote:Maybe you should remove the numbers.
Code: Select all
DEBUG PRINT
DebugPrint,-,-,-,-,Active time,-
Description -
Write some info about how lunadll is running onto the screen.
Notes -
Use this to check if anything weird is going on in your code. If you see thousands of commands
being spawned then you have a problem.
Example -
// Show debug info
DebugPrint,0,0,0,0,0,0
No need to check. I know it works because the level timers work and the congratulatory messages for clearing levels work too.Enjl wrote:Try checking if LunaDLL actually works