Share and discuss custom LunaLua code and content packs for SMBX2.
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Enjl
- Cute Yoshi Egg

- Posts: 7619
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Orphion Egamalenitar Osmos IV, Esq.
Postby Enjl » Fri Nov 01, 2019 8:29 am
Ah, yeah. You shouldn't replace older versions. There can always be some unexpected consequences.
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FirestarPlays
- Pokey

- Posts: 209
- Joined: Tue Feb 28, 2017 1:26 pm
- Current Project: Super Mario and the Plague of Valerius
- Chat Username: Firestar
Postby FirestarPlays » Fri Nov 01, 2019 9:00 am
==> scripts/base/game/marioChallenge.lua:424: attempt to access local.thisLevel (a nil value)
How do i fix this?
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Bluecat5995
- Goomba

- Posts: 3
- Joined: Thu Aug 01, 2019 7:42 pm
- Chat Username: Bluecat5995
Postby Bluecat5995 » Fri Nov 01, 2019 6:43 pm
Enjl wrote: ↑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.
But the SMB3 tile sets I can find are way too small.
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Enjl
- Cute Yoshi Egg

- Posts: 7619
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Orphion Egamalenitar Osmos IV, Esq.
Postby Enjl » Sat Nov 02, 2019 2:14 am
Bluecat5995 wrote: ↑Fri Nov 01, 2019 6:43 pm
Enjl wrote: ↑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.
But the SMB3 tile sets I can find are way too small.
SMBX tiles are resized to trice the original size. You can do this in any drawing software with trivial effort if you disable anti-alias or use nearest neighbour sampling.
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DrMekar
- Ripper II

- Posts: 368
- Joined: Sat Apr 08, 2017 7:16 am
- Flair: CUSTOM CHARACTER CREATOR
- Current Project: Mario Hereos 2: The Seal of Darkness, SMBXDM The Lost Levels 2, Path of Silence
- Chat Username: DrMekar
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Contact:
Postby DrMekar » Sat Nov 02, 2019 8:55 am
I'm not really sure where to ask this, since I don't even know if it is possible, though I
ask it here.
Is it possible to use the filters that can be enabled in the Pause Menu in Level Editor
in a level in the Main Game and Midlevel?
I'm making a level that starts of as a normal Forest Level, though Midlevel the Forest starts
burning. I already use black fog particles, but I feel like there're not enough.
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Enjl
- Cute Yoshi Egg

- Posts: 7619
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Orphion Egamalenitar Osmos IV, Esq.
Postby Enjl » Sat Nov 02, 2019 10:52 am
DrMekar wrote: ↑Sat Nov 02, 2019 8:55 am
I'm not really sure where to ask this, since I don't even know if it is possible, though I
ask it here.
Is it possible to use the filters that can be enabled in the Pause Menu in Level Editor
in a level in the Main Game and Midlevel?
I'm making a level that starts of as a normal Forest Level, though Midlevel the Forest starts
burning. I already use black fog particles, but I feel like there're not enough.
The filters on the pause screen are filters for colorblindness, so you can test if colorblind people are able to play your levels.
They're written as shaders in the GLSL programming language. Shader programming is something you can do by writing .vert (vertex shaders) and .frag (fragment shaders) and loading them in your lua file.
https://docs.google.com/document/d/1uOd ... wvggx5ehog
You will need to dig into shader programming in order to understand how shaders work. They're fairly advanced. The gist of it is that the code in a shader runs for every pixel on the screen and returns a colour to display for that pixel, but there's a lot more to it once you begin reading the docs and looking at simple examples. In scripts/shaders you can find the code for the colorblindness shaders, which might be good to look at for simple color manipulation.
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DrMekar
- Ripper II

- Posts: 368
- Joined: Sat Apr 08, 2017 7:16 am
- Flair: CUSTOM CHARACTER CREATOR
- Current Project: Mario Hereos 2: The Seal of Darkness, SMBXDM The Lost Levels 2, Path of Silence
- Chat Username: DrMekar
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Contact:
Postby DrMekar » Sat Nov 02, 2019 12:18 pm
Enjl wrote: ↑Sat Nov 02, 2019 10:52 am
DrMekar wrote: ↑Sat Nov 02, 2019 8:55 am
I'm not really sure where to ask this, since I don't even know if it is possible, though I
ask it here.
Is it possible to use the filters that can be enabled in the Pause Menu in Level Editor
in a level in the Main Game and Midlevel?
I'm making a level that starts of as a normal Forest Level, though Midlevel the Forest starts
burning. I already use black fog particles, but I feel like there're not enough.
The filters on the pause screen are filters for colorblindness, so you can test if colorblind people are able to play your levels.
They're written as shaders in the GLSL programming language. Shader programming is something you can do by writing .vert (vertex shaders) and .frag (fragment shaders) and loading them in your lua file.
https://docs.google.com/document/d/1uOd ... wvggx5ehog
You will need to dig into shader programming in order to understand how shaders work. They're fairly advanced. The gist of it is that the code in a shader runs for every pixel on the screen and returns a colour to display for that pixel, but there's a lot more to it once you begin reading the docs and looking at simple examples. In scripts/shaders you can find the code for the colorblindness shaders, which might be good to look at for simple color manipulation.
Intresting to know. I didn't know they are there for this reason.
Okay Thanks, I'll do that in a while.
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Hoeloe
- Grinder

- Posts: 1055
- Joined: Sat Oct 03, 2015 6:18 pm
- Flair: The Codehaus Girl
- Current Project: A2XT Episode 2
Postby Hoeloe » Sat Nov 02, 2019 5:26 pm
Enjl wrote: ↑Sat Nov 02, 2019 10:52 am
In scripts/shaders you can find the code for the colorblindness shaders, which might be good to look at for simple color manipulation.
The colourblindness shaders are what's called a "colour matrix filter". This basically just takes in a 3x3 matrix (which is effectively a grid consisting of 9 numbers) and multiplies it with the existing pixel's colour to produce an output colour. Here's a little diagram roughly showing how it works:
Each column of the matrix is multiplied by the input, and then each row is added together to produce an output, effectively. What it's actually doing is a matrix multiplication, but if you're not familiar with that, this might help to understand how it works. You can use this shader yourself without writing and GLSL, and just feed in your own filter matrix.
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DrMekar
- Ripper II

- Posts: 368
- Joined: Sat Apr 08, 2017 7:16 am
- Flair: CUSTOM CHARACTER CREATOR
- Current Project: Mario Hereos 2: The Seal of Darkness, SMBXDM The Lost Levels 2, Path of Silence
- Chat Username: DrMekar
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Contact:
Postby DrMekar » Sun Nov 03, 2019 3:30 am
Hoeloe wrote: ↑Sat Nov 02, 2019 5:26 pm
Enjl wrote: ↑Sat Nov 02, 2019 10:52 am
In scripts/shaders you can find the code for the colorblindness shaders, which might be good to look at for simple color manipulation.
The colourblindness shaders are what's called a "colour matrix filter". This basically just takes in a 3x3 matrix (which is effectively a grid consisting of 9 numbers) and multiplies it with the existing pixel's colour to produce an output colour. Here's a little diagram roughly showing how it works:
Each column of the matrix is multiplied by the input, and then each row is added together to produce an output, effectively. What it's actually doing is a matrix multiplication, but if you're not familiar with that, this might help to understand how it works. You can use this shader yourself without writing and GLSL, and just feed in your own filter matrix.
Okay, thanks. This will problably be handy at some point.
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Wohlstand
- Boom Boom

- Posts: 1711
- Joined: Tue Feb 11, 2014 4:44 pm
- Current Project: Moondust (PGE Project)
- Chat Username: Wohlstand#4881
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Contact:
Postby Wohlstand » Sun Nov 03, 2019 8:01 pm
Attention!
Because of some odd DDoS that doing by some Chinese bots are attacking PGE Forum at http://wohlsoft.ru by the sequence of junk queries, I temporarily disabled the host to inspect the situation and solve it.
https://twitter.com/Nvd5517/status/1191158244858908673
PGE Project, my Media and supported projects: show
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Wohlstand
- Boom Boom

- Posts: 1711
- Joined: Tue Feb 11, 2014 4:44 pm
- Current Project: Moondust (PGE Project)
- Chat Username: Wohlstand#4881
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Contact:
Postby Wohlstand » Mon Nov 04, 2019 8:10 am
Okay, I have resumed work of WohlSoft site back. Looks like the attacking was stopped.
PGE Project, my Media and supported projects: show
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cato
- Blooper

- Posts: 185
- Joined: Thu Aug 24, 2017 3:06 am
- Current Project: My episode
- Chat Username: Cato
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Contact:
Postby cato » Tue Nov 05, 2019 8:24 am
Something about custom graphic for Sumo Bros:

How is the projectile not lower enough to hit the ground?
Also this:

Can't really make a gimmick for having NPCs going into a set path without glitches.
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FirestarPlays
- Pokey

- Posts: 209
- Joined: Tue Feb 28, 2017 1:26 pm
- Current Project: Super Mario and the Plague of Valerius
- Chat Username: Firestar
Postby FirestarPlays » Wed Nov 06, 2019 12:03 pm
A little help, please? *I don't have Bowser's Vengeance*
Edit: Did I just kill the thread?
Ummmm...
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cato
- Blooper

- Posts: 185
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Contact:
Postby cato » Sun Nov 10, 2019 9:20 am
Wanted to make a pipe level, but it exceeds the limit of 99 warps. Somehow, the checkbox of "Two Way Warp" is disabled. Any advice?
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Cedur
- Blue Yoshi Egg

- Posts: 4949
- Joined: Tue Jun 28, 2016 10:14 am
- Flair: Save climate, cut fridays for whole-week future
- Current Project: various playthroughs and tests
Postby Cedur » Sun Nov 10, 2019 1:33 pm
cato wrote: ↑Sun Nov 10, 2019 9:20 am
Wanted to make a pipe level, but it exceeds the limit of 99 warps. Somehow, the checkbox of "Two Way Warp" is disabled. Any advice?
uh ... the limit for warps should be 2000 anyway?
Still using the legacy editor? Get SMBX2 and PGE, it will improve your experience significantly. Here's why.
iphtechnologies wrote:
NEO super mario world x is a really nice game. This Episode is 2,7 GB large at the moment.That`s crazy!
Please find similar post:
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If you're not smart enough to plan ahead, then DOOM ON YOU!
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Enjl
- Cute Yoshi Egg

- Posts: 7619
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Orphion Egamalenitar Osmos IV, Esq.
Postby Enjl » Sun Nov 10, 2019 1:48 pm
It was 200 in 1.3 and 2000 since MAGLX2 I believe. It was never 99 to my knowledge. All the two-way box would do if it was enabled is spawn in a second warp that goes the other way, so you wouldn't use half the warps even if it did work.
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Wiimeiser
- Fighter Fly

- Posts: 65
- Joined: Mon Jun 24, 2019 4:36 am
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- Chat Username: Wiimeiser
Postby Wiimeiser » Sun Nov 10, 2019 5:35 pm
Were these ever corrected at any point?
-Activating a snake block causes blocks to randomly lose collision.
-NPCs 412 and 378 block fireballs.
On the subject of warps I was able to make more than 420 in the MAGLX3 version. What version are you using?
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Enjl
- Cute Yoshi Egg

- Posts: 7619
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Orphion Egamalenitar Osmos IV, Esq.
Postby Enjl » Sun Nov 10, 2019 11:54 pm
Wiimeiser wrote: ↑Sun Nov 10, 2019 5:35 pm
Were these ever corrected at any point?
-Activating a snake block causes blocks to randomly lose collision.
-NPCs 412 and 378 block fireballs.
On the subject of warps I was able to make more than 420 in the MAGLX3 version. What version are you using?
Former was fixed on the PAL version (straight upgrade to MAGLX3 version) I beleve. Latter wasn't, but I know both are definitely fixed in the current repo build.
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vitzie629
- Spiny

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- Joined: Sat Sep 22, 2018 5:50 pm
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- Chat Username: vitzie629
Postby vitzie629 » Mon Nov 11, 2019 5:35 pm
Enjl wrote: ↑Sun Nov 10, 2019 11:54 pm
Wiimeiser wrote: ↑Sun Nov 10, 2019 5:35 pm
Were these ever corrected at any point?
-Activating a snake block causes blocks to randomly lose collision.
-NPCs 412 and 378 block fireballs.
On the subject of warps I was able to make more than 420 in the MAGLX3 version. What version are you using?
Former was fixed on the PAL version (straight upgrade to MAGLX3 version) I beleve. Latter wasn't, but I know both are definitely fixed in the current repo build.
Current repo build? What do you mean?
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Electriking
- Posts: 4320
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Postby Electriking » Mon Nov 11, 2019 6:22 pm
vitzie629 wrote: ↑Mon Nov 11, 2019 5:35 pm
Enjl wrote: ↑Sun Nov 10, 2019 11:54 pm
Wiimeiser wrote: ↑Sun Nov 10, 2019 5:35 pm
Were these ever corrected at any point?
-Activating a snake block causes blocks to randomly lose collision.
-NPCs 412 and 378 block fireballs.
On the subject of warps I was able to make more than 420 in the MAGLX3 version. What version are you using?
Former was fixed on the PAL version (straight upgrade to MAGLX3 version) I beleve. Latter wasn't, but I know both are definitely fixed in the current repo build.
Current repo build? What do you mean?
A version of SMBX2 for the devs.
SMM2 ID: JJF-P7G-FSF
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