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by Enjl
Wed Sep 22, 2021 2:13 pm
Forum: Help and Support
Topic: make the unbreakable breakable?
Replies: 2
Views: 78

Re: make the unbreakable breakable?

the simplest solution would be to create a single (or multiple, depending on how you want them to be broken) custom breakable block, and give it a value in it's "data" array that decides which image should be drawn (controlled in the onDraw event via an if/switch statement), completely sa...
by Enjl
Wed Sep 22, 2021 12:41 pm
Forum: LunaLua Help
Topic: Codes in Different Sections
Replies: 1
Views: 57

Re: Codes in Different Sections

Code: Select all

function onTick()
	if player.section == 0 then
		-- code that runs every frame only in section 0
	end
end
by Enjl
Mon Sep 20, 2021 5:52 am
Forum: ChoccyCon 2021
Topic: Chocolate Contest 2021 RESULTS!!!
Replies: 19
Views: 2061

Re: Chocolate Contest 2021 RESULTS!!!

it is demanding to have custom assets and good programming skills If you look at 5th, 6th, 7th, 8th, and 10th places you will find high-ranking levels that use very few custom content outside of things readily available on the forums. The Imperfect Foyer in particular is a level that showcases how ...
by Enjl
Sun Sep 19, 2021 5:25 pm
Forum: ChoccyCon 2021
Topic: Chocolate Contest 2021 RESULTS!!!
Replies: 19
Views: 2061

Re: Chocolate Contest 2021 RESULTS!!!

TheTrueMarioMaster wrote:
Sun Sep 19, 2021 4:07 pm
Hopefully I can improve and make my levels less enemy spammy someday without them becoming boring.
My recommendation: Try some other levels, both in SMBX and in other games, and see how they craft difficulty. It's rarely about the quantity of enemies, but about how they're positioned instead.
by Enjl
Sun Sep 19, 2021 7:59 am
Forum: ChoccyCon 2021
Topic: Chocolate Contest 2021 RESULTS!!!
Replies: 19
Views: 2061

Re: Chocolate Contest 2021 RESULTS!!!

- i'd appreciate if enjl could elaborate on the "fixed teleportation distance" comment. the maximum distance is capped, but you can cancel it with jump (as expressed by the sign at the start) Teleporting a shorter distance than the maximum is hardly ever a viable option because at least a...
by Enjl
Sun Sep 19, 2021 4:31 am
Forum: ChoccyCon 2021
Topic: Chocolate Contest 2021 RESULTS!!!
Replies: 19
Views: 2061

Re: Chocolate Contest 2021 RESULTS!!!

I am also surprised that Enjl paid more attention to the "monster" rather than the red coins and the key locks I didn't comment much on those because I figured the others would have plenty enough to say about The Softlock Room. In hindsight, it may have been worth a mention, since the lev...
by Enjl
Sat Sep 18, 2021 5:35 pm
Forum: ChoccyCon 2021
Topic: Chocolate Contest 2021 RESULTS!!!
Replies: 19
Views: 2061

Chocolate Contest 2021 RESULTS!!!

OH MAN OH BOY OH MAN OH BOY! First and foremost - usually we release an episode alongside the results, but this time around things got in the way of making that possible. At the moment we don't know when the episode will be released, so please be patient. For the time being, feel free to download th...
by Enjl
Sat Sep 11, 2021 8:07 am
Forum: LunaLua
Topic: SMBX2 BETA 4 Release - Feedback and Suggestions here!
Replies: 893
Views: 252589

Re: SMBX2 BETA 4 Release - Feedback and Suggestions here!

Actually, they are removing the tile screen in favour of just booting you out into the launcher. I have no idea why, though. Because the title screen isn't expandable, is inherently buggy, and ingame title screens for an episode are possible to make if desired. The only feature currently not covere...
by Enjl
Tue Sep 07, 2021 11:44 am
Forum: LunaLua
Topic: Pixel's Basic Cutscene Engine (V0.2 Update)
Replies: 4
Views: 437

Re: Pixel's Basic Cutscene Engine

Instead of using an invisible peach, you could set the player.frame variable to -50 * player.direction, which is guaranteed to always be invisible, in onTickEnd.
by Enjl
Sun Sep 05, 2021 5:13 am
Forum: LunaLua Help
Topic: lunalua warning every tick causing code to not work?
Replies: 18
Views: 528

Re: lunalua warning every tick causing code to not work?

Let's start from the beginning cause there's a lot of misconceptions here. 1) The lighthitpoint code as it is on pastebin goes into its own file, lighthitpoint.lua, in your level folder next to luna.lua. It is not to be tampered with 2) You can write your own code in luna.lua 3) local lhp = require(...
by Enjl
Sat Sep 04, 2021 1:30 pm
Forum: Contests and Events
Topic: 2021 Event Calendar
Replies: 12
Views: 2476

Re: 2021 Event Calendar

Did some more reshuffling as contest schedules all around the world have shifted back and forth... To give a bit of breather after the chocolate contest and to not have it overlap too much with MAGL4, which is happening over on Talkhaus soon (https://talkhaus.raocow.com/viewtopic.php?f=49&t=2009...
by Enjl
Sat Sep 04, 2021 3:53 am
Forum: LunaLua Help
Topic: lunalua warning every tick causing code to not work?
Replies: 18
Views: 528

Re: lunalua warning every tick causing code to not work?

lighthitpoint is a library https://docs.codehaus.moe/#/concepts/libraries Libraries are loaded into a variable via the require() function. The lighthitpoint thread explains how to customize it: Customization options: lhp.iFrames: Unified amount of invulnerability frames across all IDs (25 by default...
by Enjl
Fri Sep 03, 2021 4:23 am
Forum: LunaLua Help
Topic: lunalua warning every tick causing code to not work?
Replies: 18
Views: 528

Re: lunalua warning every tick causing code to not work?

Could I also please get the code for the invulnerability frames and the projectile kill thing. Will be useful because I don’t know much about lunalua then I can also copy functioning code and don’t get an error every time. :) If this is about the result rather than learning to write code, you can j...
by Enjl
Fri Sep 03, 2021 1:25 am
Forum: LunaLua Help
Topic: lunalua warning every tick causing code to not work?
Replies: 18
Views: 528

Re: lunalua warning every tick causing code to not work?

onNPCHarm runs before the score calculation, onNPCKill runs after the score calculation. You are seeing the score increase because you are using onNPCKill. You might also need to implement invulnerability frame periods after getting hit, or kill the projectile upon dealing damage.
by Enjl
Thu Sep 02, 2021 11:50 am
Forum: LunaLua Help
Topic: lunalua warning every tick causing code to not work?
Replies: 18
Views: 528

Re: lunalua warning every tick causing code to not work?

See, that top line was very important!
You should never define one function inside another. You're defining a new onNPCHarm every frame. 64 times a second. Get rid of the onTick around the onNPCHarm to fix it.
by Enjl
Thu Sep 02, 2021 5:16 am
Forum: LunaLua Help
Topic: lunalua warning every tick causing code to not work?
Replies: 18
Views: 528

Re: lunalua warning every tick causing code to not work?

You have more code than that. If this was all the code, it would error due to too many "end"s.
by Enjl
Sat Aug 28, 2021 3:30 pm
Forum: ChoccyCon 2021
Topic: Chocolate Contest 2021 - RULES & QUESTIONS
Replies: 60
Views: 6746

Re: Chocolate Contest 2021 - RULES & QUESTIONS

From what you're reading? There have not been any announcements. It should be safe to expect the results of the contest before the end of September, though.
by Enjl
Mon Aug 23, 2021 6:38 pm
Forum: Help and Support
Topic: Custom Music in 2.0 world editor
Replies: 8
Views: 138

Re: Custom Music in 2.0 world editor

Should work, then, assuming music.ini is located in the episode folder. If it still doesn't, try just renaming the song to fit the basegame song (ignoring file extension - that may differ).
by Enjl
Mon Aug 23, 2021 6:36 pm
Forum: Help and Support
Topic: Custom Music in 2.0 world editor
Replies: 8
Views: 138

Re: Custom Music in 2.0 world editor

the load path is relative to the episode folder, so the way you arranged it, that requires there to be a "Project Dark" subfolder in the episode folder. That is what I suspect is not the case here.
by Enjl
Mon Aug 23, 2021 6:29 pm
Forum: Help and Support
Topic: Custom Music in 2.0 world editor
Replies: 8
Views: 138

Re: Custom Music in 2.0 world editor

you need to override existing world map music, either by placing a music file with the same name in the episode folder, or using a music.ini file to remap the name of the song loaded. Oh, thanks! Though that seems kind of limiting if you only have so many slots to work with, doesn't it? Or do I jus...

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