SMBX2 PAL Release - Feedback, Questions and Bugs here!

Share and discuss custom LunaLua code and content packs for SMBX2.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Picnic Pop » Sun Oct 06, 2019 2:28 pm

so, I recently found a weird bug with the super mario challenge, not sure what's causing it however, basically, I enter as luigi, and for literally every level im link, and I dont even have the character shuffle mode on

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

Postby Electriking » Sun Oct 06, 2019 5:40 pm

Picnic Pop wrote:
Sun Oct 06, 2019 2:28 pm
so, I recently found a weird bug with the super mario challenge, not sure what's causing it however, basically, I enter as luigi, and for literally every level im link, and I dont even have the character shuffle mode on
Seems like you have episodes where the majority (or all) of the levels in your worlds folder (and thus the pool of levels available for the mario challenge to generate) force you to play as link.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby NoMoreStars » Tue Oct 08, 2019 12:14 am

I noticed a weird event that happens with the SMW turn blocks (block-90) in that they have a tendency to blip out of existence, but only when a P Switch is active, and they are adjacent to an empty ? block that got turned into a coin via the P Switch effect, and said coin is collected by the player. I've also noticed that this only seems to happen when the turn block is already in the turn state, the P Switch effect is activated, and the coin (which was a block) adjacent to the turning block is collected right a the P Switch effect is applied.

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

Postby NyanMC » Sun Oct 13, 2019 1:15 am

Probably just a small oversight, but the SMB3 Frozen Wood Slopes aren't slippery, despite being able to be slippery.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby litchh » Tue Oct 15, 2019 11:19 am

Seems PAL version like MAGLX3 hates function Block:collidesWith(player)
Btw I can't printscreen debug message for some reason :?
Message looks like: attempt to call method 'collidesWith' (a nil value)

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

Postby Enjl » Tue Oct 15, 2019 11:42 am

litchh wrote:
Tue Oct 15, 2019 11:19 am
Seems PAL version like MAGLX3 hates function Block:collidesWith(player)
Btw I can't printscreen debug message for some reason :?
Message looks like: attempt to call method 'collidesWith' (a nil value)
Not quite sure what you're trying but if you're running collision checks over BLOCKS there's a high chance you're doing your PC no favour in terms of performance. Consider instead using a Colliders.Box, positioning that so that it overlaps with the player at all times, and calling Colliders.getColliding{a = player, b = Block.SOLID.. Block.SEMISOLID, btype =Colliders.Block} which returns a table of intersecting blocks, filtered for visibility.

E: 'kay I'm home now and could check the code. Block:collidesWith exists. and works perfectly fine. This sounds like a you problem.
Here's the code I used to test this:

Code: Select all

function onTick()
    for k,v in ipairs(Block.getIntersecting(player.x - 20, player.y - 20, player.x + player.width + 20, player.y + player.height + 20)) do
        Text.print(v:collidesWith(player), 100, 20 * k)
    end
end
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litchh
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby litchh » Tue Oct 15, 2019 1:23 pm

I used this and it worked on Beta 3:

Code: Select all

function onLoop()
for k,v in pairs(findblocks(123)) do
        if v:collidesWith(player) == 1 and (player.downKeyPressing) then
			player.y = player.y + 3
			player.x = v.x + 4
			player.speedX = 0
		end
    end
end
Also I changed onLoop() to onTick() & got same result.

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

Postby Enjl » Tue Oct 15, 2019 1:36 pm

findblocks has been deprecated since before SMBX2 existed. Use Block.get instead.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby litchh » Tue Oct 15, 2019 1:46 pm

Is the same about findnpcs? Though it was safe for now.

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

Postby Enjl » Tue Oct 15, 2019 1:56 pm

litchh wrote:
Tue Oct 15, 2019 1:46 pm
Is the same about findnpcs? Though it was safe for now.
You shouldn't be using anything from this table:
https://wohlsoft.ru/pgewiki/LunaLua_glo ... Deprecated
All of them have been replaced years ago.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Mushroom King » Sun Oct 20, 2019 9:59 am

So I am having a really weird bug where koopa troopa and buzzy beetle never "wake up" after they hide in their shell after jumping on them. Anyone having this problem too?

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

Postby Enjl » Sun Oct 20, 2019 10:01 am

Mushroom King wrote:
Sun Oct 20, 2019 9:59 am
So I am having a really weird bug where koopa troopa and buzzy beetle never "wake up" after they hide in their shell after jumping on them. Anyone having this problem too?
They've never done this in SMBX to begin with.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Mushroom King » Sun Oct 20, 2019 10:15 am

Ah, I see. I must admit I just restarted using it after a pause of 2 months so I guess my memories failed me here.

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

Postby thegameseum » Mon Oct 21, 2019 12:57 am

I believe they did that in 38a, but this obviously isn't 38a lol
My current project (1.4.4): viewtopic.php?f=90&t=22104

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

Postby Cedur » Mon Oct 21, 2019 3:30 am

thegameseum wrote:
Mon Oct 21, 2019 12:57 am
I believe they did that in 38a, but this obviously isn't 38a lol

Can confirm that they did and it's always very sudden.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Amyrakunejo » Mon Oct 21, 2019 2:52 pm

I dunno; I don't miss that enemy feature.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Bluecat5995 » Thu Oct 24, 2019 10:07 pm

Instead of the Super Mario Allstars textures, music, characters for Super Mario Bros. 1, 2, and 3 can you change it or make new ones to the NES originals please?

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

Postby Enjl » Fri Oct 25, 2019 3:56 am

Bluecat5995 wrote:
Thu Oct 24, 2019 10:07 pm
Instead of the Super Mario Allstars textures, music, characters for Super Mario Bros. 1, 2, and 3 can you change it or make new ones to the NES originals please?
And make them unusable in levels that use graphics from multiple games? Please just use custom graphics if you don't like the defaults for your level or episode.
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Re: SMBX2 PAL Release - Feedback, Questions and Bugs here!

Postby Sednaiur » Fri Oct 25, 2019 9:58 pm

Hello.
I just got the pal-build from the download-page linked on the first page of this topic and it seems that I am not getting something. How to actually start the launcher?
A double-click on the "SMBXLauncher" in the "data"-folder doesn't do anything, aswell as double-clicking the "SMBX2" exe itself.
Also, when I try to start the "LunaLoader" or the "LunaLoader-exec", just the normal old 1.3.0.1-editor window pops up. What am I doing wrong with this? Are there any known issues with that?
The download itself went fine and there was no notification from my antivirus (Avira) either. I am using Windows 10. Also, I installed the folder onto my desktop.

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

Postby cato » Sun Oct 27, 2019 12:50 am

Is there a more convenient way to test effect like the one to test NPC.txt?


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