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by Quantumenace
Mon Sep 30, 2019 10:01 pm
Forum: Sandbox
Topic: YOU KNOW WHAT PISSES ME OFF?
Replies: 1863
Views: 169459

Re: YOU KNOW WHAT PISSES ME OFF?

When something gets deleted without explanation.
by Quantumenace
Mon Sep 16, 2019 4:37 pm
Forum: SLAM
Topic: [Desert/Temple] Grrrolgrind Temple
Replies: 14
Views: 2217

Re: [Desert/Temple] Grrrolgrind Temple

You don't need to jump that high. Try something else.
by Quantumenace
Tue Jul 16, 2019 8:38 pm
Forum: SLAM
Topic: [Cave] Delighted Misventure
Replies: 5
Views: 1862

Re: [Cave] Delighted Misventure

The part with the Dry Bones is a lot better. The Buster Beetle at the beginning of that section is tricky though, since there's a large area where it's in the dark. The second to last section feels considerably easier on the bottom side (maybe too much?), but the podoboos move so far upwards it comp...
by Quantumenace
Thu Jul 11, 2019 10:37 pm
Forum: SLAM
Topic: [Cave] Delighted Misventure
Replies: 5
Views: 1862

Re: [Cave] Delighted Misventure

Interesting stuff. The second to last section took a bunch of tries though, and I was never able to get through without taking a hit. There's a strange area in the section after the checkpoint. There's a Dry Bones under a ceiling you can't see, and if you try to jump over it you will probably run in...
by Quantumenace
Thu Jul 11, 2019 9:52 pm
Forum: SLAM
Topic: [Desert/Temple] Grrrolgrind Temple
Replies: 14
Views: 2217

Re: [Desert/Temple] Grrrolgrind Temple

The level has been updated. The allowed characters have not been changed; please give your thoughts on whether it should be limited to Toad.
by Quantumenace
Wed Jul 03, 2019 6:21 pm
Forum: SLAM
Topic: [Desert/Temple] Grrrolgrind Temple
Replies: 14
Views: 2217

Re: [Desert/Temple] Grrrolgrind Temple

It's funny cause it happens constantly with me. i don't know what's the source, it always despawns no matter what I do and so far it only spawned right one time. (that said, it does actually spawn if I move it to its supposed position) But where does it end up? The attached layer should be visible ...
by Quantumenace
Wed Jul 03, 2019 1:17 pm
Forum: SLAM
Topic: [Desert/Temple] Grrrolgrind Temple
Replies: 14
Views: 2217

Re: [Desert/Temple] Grrrolgrind Temple

It isn't that, I already have code for that. If you throw it offscreen it will respawn even if the respawn point is onscreen. I think the spawn point got screwed up somehow.
by Quantumenace
Tue Jul 02, 2019 7:48 pm
Forum: SLAM
Topic: [Desert/Temple] Grrrolgrind Temple
Replies: 14
Views: 2217

Re: [Desert/Temple] Grrrolgrind Temple

I've tried the level and got stuck here . Maybe you've forgot something? EDIT: Looks like an NPC didn't spawn there... Dunno why. Anyway, I found this level really creative, maybe just tone down the lava's speed That's very weird, I've never had that happen. The NPC is loaded further to the right s...
by Quantumenace
Tue Jul 02, 2019 2:44 am
Forum: LunaLua Help
Topic: 4-Player Problem: Raw Input
Replies: 6
Views: 1060

Re: 4-Player Problem: Raw Input

I was curious, so I looked at the code with Cheat Engine. Unfortunately as far as I can tell, the part that reads the key state for each player will explicitly cause an out of bounds error if the player index is greater than 2. That code doesn't affect multiplied players using supermario4 etc, it's ...
by Quantumenace
Mon Jul 01, 2019 9:36 pm
Forum: SLAM
Topic: [Desert/Temple] Grrrolgrind Temple
Replies: 14
Views: 2217

[Desert/Temple] Grrrolgrind Temple

Exits: 2 Dragon coins: no Characters: Mario/Luigi/Toad Powerup filters: Should not have yoshi/boot but there are doors forbidding vehicles after entrances and checkpoints anyway. These are actually some of my favorite enemies recently added to the Mario universe, even though they behave similarly to...
by Quantumenace
Mon Jun 24, 2019 8:10 pm
Forum: LunaLua
Topic: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Replies: 856
Views: 268460

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

So when is the NTSC version coming out?
Spoiler: show
Just kidding, but I really don't understand the naming

It's now impossible to get a combo score with NPC:harm, but there might be a way to do it intentionally later on.
by Quantumenace
Tue Jun 11, 2019 2:59 am
Forum: LunaLua
Topic: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Replies: 856
Views: 268460

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Paddlewheels break "layer is empty" events triggered by generators. If you have a generator that runs an event when the layer is empty, and you have a paddlewheel anywhere in your level, the event won't trigger unless the NPC from the generator is killed while it's being spawned. Edit: Didn't realiz...
by Quantumenace
Sun Jun 02, 2019 1:57 am
Forum: LunaLua
Topic: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Replies: 856
Views: 268460

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Also if a fire bro fireball makes contact with an npc with npcblocktop, it flies across the screen at blinding speed and then the game crashes. Not sure if this is the case with all NPCs with npcblocktop, but it happened with a tweeter when I ran into it. This happened when the npc was on a warp ge...
by Quantumenace
Tue May 28, 2019 10:06 pm
Forum: LunaLua
Topic: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Replies: 856
Views: 268460

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

How do you get the editor to load custom extra settings .json files?
by Quantumenace
Sun May 26, 2019 9:04 pm
Forum: LunaLua
Topic: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Replies: 856
Views: 268460

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

If you select exit from the menu to close the game window while running the game from the editor, and then close the editor, the episode's GameData won't be deleted when you open it again. It doesn't have this issue if you force the game to close by closing the editor.
by Quantumenace
Sun May 26, 2019 5:28 pm
Forum: LunaLua Help
Topic: Need help with lua? - LunaLua General Help
Replies: 156
Views: 16201

Re: Need help with lua? - LunaLua General Help

I'm trying to load a lua file from the luna.lua file like it is the actual luna.lua file. require() loads it but the events don't get registered. This looks like it works: for i,v in pairs(Misc.LUNALUA_EVENTS) do EventManager.userListeners[1][v]=_G[v] end but I think that would replace the events in...
by Quantumenace
Fri Apr 19, 2019 11:41 pm
Forum: LunaLua
Topic: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Replies: 856
Views: 268460

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Murphmario wrote:
Fri Apr 19, 2019 9:53 pm
That worked, thanks!
Ah, I think the drawback is that an NPC's downward speed is limited to 12. Edit: Maybe it's 8?
by Quantumenace
Fri Apr 19, 2019 8:33 pm
Forum: LunaLua
Topic: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Replies: 856
Views: 268460

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Alright. Managed to slow down the speed of the Graf. The only problem now is that anything that lands on top of a Blocktop Graf ends up not having their X-Position changed alongside the Graf like most other platforms, and as a result, they fall off. Edit: Attach to layer doesn't work either. The at...
by Quantumenace
Thu Apr 18, 2019 7:53 pm
Forum: LunaLua
Topic: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Replies: 856
Views: 268460

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Upon testing checkpoints, they don't actually reset if you die and enter another level. The code saves the level path, but never actually compares the saved path to the current level like it did in multipoints. Is that intentional? Yep. This is intentional. They reset if you beat the level or quit ...
by Quantumenace
Wed Apr 17, 2019 10:22 pm
Forum: LunaLua
Topic: SMBX2 PAL Release - Feedback, Questions and Bugs here!
Replies: 856
Views: 268460

Re: SMBX2 MAGLX3 Release - Feedback, Questions and Bugs here!

Upon testing checkpoints, they don't actually reset if you die and enter another level. The code saves the level path, but never actually compares the saved path to the current level like it did in multipoints. Is that intentional?

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