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by Enjl
Fri Sep 20, 2019 12:27 pm
Forum: Help and Support
Topic: moving platforms
Replies: 3
Views: 44

Re: moving platforms

The UI looks different on SMBX2 and SMBX38A but the functionality is the same. I have smbx ver. 1.3.0.1 Added in 28 seconds: is there a way to make them in that version The topic I linked is literally for 1.3.0.1. I just added the sentence below in case you were using a different version.
by Enjl
Fri Sep 20, 2019 9:48 am
Forum: LunaLua Help
Topic: Particles.lua???
Replies: 6
Views: 88

Re: Particles.lua???

Enjl wrote:
Fri Sep 20, 2019 2:00 am
data/scripts/particles has some standard particle systems you can load, too.
That's where you can find what Hoeloe just posted.
by Enjl
Fri Sep 20, 2019 2:23 am
Forum: LunaLua Help
Topic: Particles.lua???
Replies: 6
Views: 88

Re: Particles.lua???

No.
https://wohlsoft.ru/pgewiki/Particles.lua
Skip the "installation" section.
by Enjl
Fri Sep 20, 2019 2:00 am
Forum: LunaLua Help
Topic: Particles.lua???
Replies: 6
Views: 88

Re: Particles.lua???

Yes it is. You can simply load it with local particles = require("particles")

data/scripts/particles has some standard particle systems you can load, too.
by Enjl
Thu Sep 19, 2019 8:31 am
Forum: LunaLua Help
Topic: Shoot Bullets to player coordinate
Replies: 20
Views: 316

Re: Shoot Bullets to player coordinate

'kay so... What I THINK is happening is that your bullet isn't configured to move opposite to its direction value somehow? Try to add the following bit of code to spawnAtDirection: if directionVector.x ~= 0 then n.direction = math.sign(directionVector.x) end You need to put this section before setti...
by Enjl
Thu Sep 19, 2019 8:19 am
Forum: LunaLua Help
Topic: Shoot Bullets to player coordinate
Replies: 20
Views: 316

Re: Shoot Bullets to player coordinate

Hmm... there seems to be more going on here. Can you share more code? You can post it to https://hastebin.com/ if it gets too long. The code formatting on that site works, too ;p Particuarly interesting I think would be the remaining code for the current NPC and NPC 753, and just for good measure th...
by Enjl
Thu Sep 19, 2019 6:51 am
Forum: LunaLua Help
Topic: Shoot Bullets to player coordinate
Replies: 20
Views: 316

Re: Shoot Bullets to player coordinate

Ah, that kind of collection. In that case, you can use load npcManager with require and use npcManager.collected(npc, killReason) in onNPCKill with the HARM_TYPE_OFFSCREEN killReason. That function covers stuff like overlaps, slashing, yoshi tongue, etc... and returns the player that would have coll...
by Enjl
Thu Sep 19, 2019 5:33 am
Forum: Help and Support
Topic: Tried using Pixelpest's Easy Lunalua but got hit with another ERROR!
Replies: 13
Views: 149

Re: Tried using Pixelpest's Easy Lunalua but got hit with another ERROR!

That much of a difference? We just standardized the names so that people don't have to remember different names for episode- and level-wide anymore. And people would often think that "lunaworld" is for the "world map". The Beta 3 system was just confusing. In terms of functionality, there's no signi...
by Enjl
Thu Sep 19, 2019 4:53 am
Forum: Site Discussion
Topic: STOP LOGGING ME OFF!!!
Replies: 4
Views: 104

Re: STOP LOGGING ME OFF!!!

The site is not at fault. I don't get this at home, but I got it at uni, where I opted to tick the "remember me" option that solved the issue. The problem comes down to dynamic IPs set by your Internet Service Provider. They trigger the phpbb's security measures. https://www.phpbb.com/community/view...
by Enjl
Thu Sep 19, 2019 4:48 am
Forum: Help and Support
Topic: Tried using Pixelpest's Easy Lunalua but got hit with another ERROR!
Replies: 13
Views: 149

Re: Tried using Pixelpest's Easy Lunalua but got hit with another ERROR!

luna.lua. That's always where level- or episode-wide lua code goes (level folder if level-wide, episode folder if episode-wide). Unless you're on Beta 3 (which I doubt since then EasyLunaLua wouldn't be breaking I think), where it's lunaworld.lua or lunadll.lua depending on whether it's episode or l...
by Enjl
Thu Sep 19, 2019 3:48 am
Forum: Help and Support
Topic: Tried using Pixelpest's Easy Lunalua but got hit with another ERROR!
Replies: 13
Views: 149

Re: Tried using Pixelpest's Easy Lunalua but got hit with another ERROR!

Right so... you're quoting the part where I provided the code that is essentially executed by the EasyLunaLua system to provide an alternative not relying on the system. You set them up by using the code you quoted, adjusting the variables I pointed out if necessary and not using EasyLunaLua at all....
by Enjl
Thu Sep 19, 2019 3:05 am
Forum: Help and Support
Topic: Custom Character Blocks
Replies: 1
Views: 18

Re: Custom Character Blocks

Not 100% sure what you mean.... You don't "get" the custom characters, you can "write" them from scratch for an episode or level.
by Enjl
Thu Sep 19, 2019 3:02 am
Forum: Help and Support
Topic: Tried using Pixelpest's Easy Lunalua but got hit with another ERROR!
Replies: 13
Views: 149

Re: Tried using Pixelpest's Easy Lunalua but got hit with another ERROR!

Please be more specific. I don't know what information you're looking for.
by Enjl
Wed Sep 18, 2019 6:04 pm
Forum: LunaLua Help
Topic: Need help with lua? - LunaLua General Help
Replies: 139
Views: 10611

Re: Need help with lua? - LunaLua General Help

Daring Tombstone wrote:
Wed Sep 18, 2019 5:22 pm
Is there a page somewhere where I can look up these types of memory values?

mem(0x00B2C8B4, FIELD_WORD, -1)

I looked but must have overlooked it somewhere. (Btw thanks on help so far, forgot misc.resolvefile existed.)
https://wohlsoft.ru/pgewiki/SMBX_Global_Memory
by Enjl
Wed Sep 18, 2019 3:10 pm
Forum: LunaLua Help
Topic: Shoot Bullets to player coordinate
Replies: 20
Views: 316

Re: Shoot Bullets to player coordinate

To detect powerup pickup, you can once again use forcedState. The docs I linked earlier have information for which value corresponds to which pickup.
by Enjl
Tue Sep 17, 2019 9:27 am
Forum: Help and Support
Topic: Fire Bros fireball bounces off enemy npcs
Replies: 1
Views: 25

Re: Fire Bros fireball bounces off enemy npcs

If we had the code, this bug wouldn't be happening. Currently I believe NPCs can only pass through each other when one of them has noblockcollision. To be fixed in a future version by the addition of a new config flag.
by Enjl
Tue Sep 17, 2019 9:24 am
Forum: Help and Support
Topic: Custom NPCs won't stop jumping up & down
Replies: 23
Views: 242

Re: Custom NPCs won't stop jumping up & down

You can have a lua file controlling an npc on a per-episode basis and use txt files to change the configuration on a per-level basis, so they're still useful. They basically act as an override for whatever lua says the NPC's config is.
by Enjl
Tue Sep 17, 2019 9:22 am
Forum: Help and Support
Topic: I found a new Yoshi! (Orange #9) ???
Replies: 1
Views: 27

Re: I found a new Yoshi! (Orange #9) ???

It's just about as used as npcs 496 and 600, or block 684. Many unfinished things are in different stages of progress. The ninth yoshi has its sprites already, and some of the unfinished npcs have lots of code for them already as well. Please refrain from using things that cannot be accessed through...
by Enjl
Tue Sep 17, 2019 9:18 am
Forum: Help and Support
Topic: Tried using Pixelpest's Easy Lunalua but got hit with another ERROR!
Replies: 13
Views: 149

Re: Tried using Pixelpest's Easy Lunalua but got hit with another ERROR!

But I don't want to use the clock, I just want the NSMB powerups option & the visual effects like Snow, Sandstorms, Fog & Wind. So... EasyLunalua is a crutch. One of the consequences of that and how it was made is that you can't just take some of it. The library tries to load stuff for the clock, s...
by Enjl
Tue Sep 17, 2019 6:50 am
Forum: LunaLua
Topic: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Replies: 802
Views: 160455

Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

But wait, the game itself is loud for whatever reason. Sound effects and music are louder than they should be. And I checked in the game file ( This time I listened Mario_Jump ) with Groove Music with 100% in-program volume and still have large differences in the sound loudness. It's a bug in the c...

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