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by Kevsoft
Sun Dec 18, 2016 2:19 pm
Forum: LunaLua
Topic: Need help with lua? - LunaLua General Help
Replies: 1502
Views: 172268

Re: Need help with lua? - LunaLua General Help

Well a simple way to draw the right frame, is to make a local variable of the current frame you want to draw: local frameNum_ssj0 = 1 -- <code> -- somewhere for rendering Graphics.draw(ssj0[frameNum_ssj0], X1, Y1, 5) frameNum_ssj0 = frameNum_ssj0 + 1 if frameNum_ssj0 > #ssj0 then frameNum_ssj0 = 1 e...
by Kevsoft
Sun Dec 18, 2016 10:11 am
Forum: LunaLua
Topic: Need help with lua? - LunaLua General Help
Replies: 1502
Views: 172268

Re: Need help with lua? - LunaLua General Help

Okay, other question: How many frames does your animated gif have? You don't want to draw all the frames at once of course!
by Kevsoft
Sat Dec 17, 2016 4:27 pm
Forum: LunaLua
Topic: Need help with lua? - LunaLua General Help
Replies: 1502
Views: 172268

Re: Need help with lua? - LunaLua General Help

A TABLE??? Oh... i forgot about it :( thanks btw, X1 and Y1 were defines, that was only a few lines of my code Loads an animated image (i.e. gifs) and returns a table of each frame in the animated image. The second return argument is the average frame speed (SMBX frames per frame switch) given by t...
by Kevsoft
Sat Dec 17, 2016 1:41 pm
Forum: LunaLua
Topic: Need help with lua? - LunaLua General Help
Replies: 1502
Views: 172268

Re: Need help with lua? - LunaLua General Help

local ssj0 = Graphics.loadAnimatedImage(getSMBXPath().."\\worlds\\The Seven Stars (by DeMuZ)\\hud gfx\\ssj 0.gif") function onTick() Graphics.drawImageToSceneWP(ssj0, X1, Y1, 5) end Am I doing it wrong? It doesn't work. table of LuaImageResource The return value of Graphics.loadAnimatedImage is a t...
by Kevsoft
Sat Dec 17, 2016 10:06 am
Forum: General
Topic: MonoSMBX (far future)
Replies: 14
Views: 2207

Re: MonoSMBX (far future)

The problem with C++ is that the C++ committee (there's a joke here, but I won't make it) is unwilling to remove any old cruft that gathered over the years. That's not completely true. In the latest C++17 they completly removed auto_ptr and some other bits and pieces. All other "dagerous" things ar...
by Kevsoft
Sat Dec 17, 2016 9:46 am
Forum: General
Topic: MonoSMBX (far future)
Replies: 14
Views: 2207

Re: MonoSMBX (far future)

Yea and that's the key point. The same goes for C++. If you're code is bad you do have crashes. It's not the langauge fault. Yes C++ is hard to master right and the lack of a GC makes memory management a bit harder, but you can write crash-free and memory-leak-free programs if you use the right tool...
by Kevsoft
Sat Dec 17, 2016 8:31 am
Forum: General
Topic: MonoSMBX (far future)
Replies: 14
Views: 2207

Re: MonoSMBX (far future)

C# on the other hand is easy and fast to develop for and most common "serious" bugs, such as buffer overflow or segfaults are very hard to produce there, unless you are actively trying to introduce those. Another thing is that you get access to the powerful .NET library which simplifies many things...
by Kevsoft
Wed Dec 14, 2016 10:48 am
Forum: LunaLua
Topic: LunaLua Offical Thread - SMBX Usermod Framework
Replies: 947
Views: 183526

Re: LunaLua Offical Thread - SMBX Usermod Framework

LunaLua v0.7.3.1 has been released, which means that the core API of LunaLua should now match the one in SMBX 2.0. Changelog: * Added non-ASCII paths support! (LunaLUA-SMBX's root finally can be placed into path with non-ASCII characters. But limit is: don't mix codepages (example: both Russian and ...
by Kevsoft
Wed Dec 14, 2016 10:02 am
Forum: General
Topic: WIP: SMBXPy (SMBX editor in Python)
Replies: 10
Views: 2031

Re: WIP: SMBXPy (SMBX editor in Python)

Which frameworks you are using for GUI apps? There are GTK and Qt (PyQT) are can be used to do stuff. He already said that he uses pygame for developing the editor. (Side note: Do you think Python is suitable for a thing like this? If not, then should I continue using Python and convert to a differ...
by Kevsoft
Tue Dec 13, 2016 4:53 am
Forum: LunaLua
Topic: Event equivalents in Lua?
Replies: 7
Views: 1554

Re: Event equivalents in Lua?

I was more talking about Lua equivalents to actual event commands, e.g. showing text box in Lua or changing section settings/moving layers. So I can code in Lua nice cutscenes without the need to "chain" events just to show few text messages one after another, then move a layer (maybe it was an opt...
by Kevsoft
Thu Aug 25, 2016 6:21 am
Forum: Help and Support
Topic: Launching SMBX directly
Replies: 5
Views: 868

Re: Launching SMBX directly

This page describes it pretty well: http://www.digitalcitizen.life/pin-shor ... start-menu.
by Kevsoft
Mon Aug 22, 2016 4:37 pm
Forum: Help and Support
Topic: Launching SMBX directly
Replies: 5
Views: 868

Re: Launching SMBX directly

If you use LunaDLL you can use the command option "--patch --game" to get directly into it. I myself use it a lot to get faster into the game.

Here are all available commands args: http://wohlsoft.ru/pgewiki/LunaLua_Command_Args
by Kevsoft
Fri Aug 19, 2016 1:26 pm
Forum: LunaLua
Topic: Need help with lua? - LunaLua General Help
Replies: 1502
Views: 172268

Re: Need help with lua? - LunaLua General Help

Yea... classical misunderstanding. So the thing is that events will pass you already defined values. You have to name those arguments a specific names. So function someAPI.onNPCKill(eventObj, npcObj, npcKillReason) if npcObj.id == 9 and npcKillReason == 9 then <do your stuff here> end end is the cor...
by Kevsoft
Fri Aug 19, 2016 12:57 pm
Forum: LunaLua
Topic: Need help with lua? - LunaLua General Help
Replies: 1502
Views: 172268

Re: Need help with lua? - LunaLua General Help

Can you post the code (or the code snippet) at line 38?
by Kevsoft
Tue Aug 16, 2016 11:03 am
Forum: LunaLua
Topic: Testing Levels with PGE Causes Problems with Sprite Overrides
Replies: 12
Views: 1927

Re: Testing Levels with PGE Causes Problems with Sprite Overrides

Please test if the image is valid. I could only think that Graphics.loadImage somehow fails
by Kevsoft
Wed Jul 20, 2016 12:49 am
Forum: LunaLua
Topic: Will SMBX get support for .lvlx files when LunaLUA gets updated?
Replies: 2
Views: 929

Re: Will SMBX get support for .lvlx files when LunaLUA gets updated?

I did once attempt this, however it is more difficult than I thought. Don't expect this in the near future.
by Kevsoft
Tue Jul 12, 2016 2:16 am
Forum: LunaLua
Topic: LunaLua Offical Thread - SMBX Usermod Framework
Replies: 947
Views: 183526

Re: LunaLua Offical Thread - SMBX Usermod Framework

From what I remember, this is exactly why onInputUpdate was added Pretty much that. onKeyUp/onKeyDown processes key-updates in onLoop which handled the key update from the last frame. onInputUpdate however directly intercepts the controls and you can even modify them. If you want something similar ...
by Kevsoft
Mon Jun 27, 2016 4:39 am
Forum: LunaLua
Topic: Circling Boo Buddies API
Replies: 24
Views: 5116

Re: Circling Boo Buddies API

Sambo wrote:
S1eth wrote:Version 1.0.2 patch notes:

Boo Buddy Circles will now be drawn even when the game is paused.
How did you do that?
Putting rendering-code into the onDraw event, which is called even if you have your game paused.
by Kevsoft
Fri Jun 03, 2016 4:53 am
Forum: Help and Support
Topic: LunaLoader won't load
Replies: 7
Views: 1835

Re: LunaLoader won't load

The fastest way to fix this problem, is download missed .dll file and insert it into the right directory, today you can easily catch the malware on different so you should download files from the proven websites, I can recommend you download it from http://fix4dll.com/msvcr120_dll you can download ...

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