Post here for help and support regarding LunaLua and SMBX2's libraries and features.
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vitzie629
- Dolphin

- Posts: 81
- Joined: Sat Sep 22, 2018 5:50 pm
- Flair: I have greatly made levels!
Postby vitzie629 » Sat Jun 13, 2020 2:29 pm
I have a list of suggestions for someone making a script using LunaLua in SMBX2 beta 4 patch 2 hotfix or higher:
- Frog suit (SMB3)
- Propeller mushroom (NSMBW)
- Penguin suit (NSMBW)
- Mini Mushroom (NSMBDS)
- Blue Shell (NSMBDS)
- Wind (SMB2J, SMB: The Lost Levels)
- Cape feather (SMW, a version of the cape feather script in beta 4 doesn't exist)
- Super Koopas (SMW, beach koopas with capes)
- Hefty Shoe (NSMBX v1.0 has the hefty shoe, which is a yellow colored SMB3 shoe)
- Goomba in a hefty shoe
- SMB2 Mushroom (SMM2, Super Mario Maker 2)
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CJ_RLushi
- Tweeter

- Posts: 155
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Postby CJ_RLushi » Sat Jun 13, 2020 2:38 pm
A lot of this stuff is pretty much powerups, I still don't get why everyone likes so much having powerups, but anyways, MDA already made penguin suit, unreleased though
- Super Koopas: seems interesting to do actually
- Hefty Shoe: iirc, mounts are in the same situation as basegame powerups, we can't natively make powerups because the amount of powerups is capped to 8 I think, and the 8th powerup is unfinished and buggy, and mounts are in a similar situation, might come for full version, and I don't know how workaroundy a lua script should be to create the shoe
- Goomba in shoe: well, if we can't make the shoe there's no goomba
- SMB2 Mushroom: uhh, like, again a powerup, but its a bit special, there are already SMB2 enemies, I don't remember if we can modify all of redigit's NPCs to make them grabtop and playerblocktop, but it shouldnt be more than that.
My episode lol:

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Enjl
- Cute Yoshi Egg

- Posts: 9027
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Postby Enjl » Sat Jun 13, 2020 3:03 pm
truly, hefty is my favourite mario enemy.
i actually have thwomp's shoe already in my test level. the only thing it needs is, as CJ said, proper basegame support. currently, world maps crash when wearing it.
Ideas are useless if you can't make them real.
All my assets from packs and episodes are free to use for non-Novaverse levels and projects, as long as proper credit is given.
Mirror of all my content and collaborations on IPFS: QmZKzVJAsD6dE2tTHEb58XEmsNLzrW2MVsTtW7HWLAAcCC
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8lue Storm
- Volcano Lotus

- Posts: 580
- Joined: Thu Jan 18, 2018 9:53 am
- Flair: its pronounced bluestorm
Postby 8lue Storm » Sat Jun 13, 2020 3:24 pm
Wind can be easily created using some simple code, unless you're referring to it being a basegame feature that can be set by the editor.
my stuff is rather ok

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Teemster2
- Rocky Wrench

- Posts: 602
- Joined: Sat Jan 18, 2014 11:56 am
Postby Teemster2 » Sat Jun 13, 2020 3:29 pm
Not sure why everyone needs more power ups. The game as is with just the normal power ups still allows you to do a lot.
I want to say thank you to God for every day he gives me on this planet and for the chance to be in a better place when I die.
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FanofSMBX
- Mouser

- Posts: 3875
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Sat Jun 13, 2020 4:17 pm
Core has actually made a yellow shoe in SMBX2. Though I guess she never tested it on the world map.
I believe in Jesus Christ as my Lord and Savior. If you do, put this in your signature.
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DrMekar
- Eerie

- Posts: 701
- Joined: Sat Apr 08, 2017 7:16 am
- Flair: CUSTOM CHARACTER CREATOR
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Contact:
Postby DrMekar » Sat Jun 13, 2020 5:31 pm
vitzie629 wrote: ↑Sat Jun 13, 2020 2:29 pm
- Wind (SMB2J, SMB: The Lost Levels)
WHY?!
*Lost Levels Flashback intensify*
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My Episodes & Projects:

If you want to support my Projects, put this in your signature. Thanks
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CJ_RLushi
- Tweeter

- Posts: 155
- Joined: Wed Dec 25, 2019 11:39 pm
- Flair: Intention is what matters
- Pronouns: he/him
Postby CJ_RLushi » Sun Jun 14, 2020 12:56 am
8lue Storm wrote: ↑Sat Jun 13, 2020 3:24 pm
Wind can be easily created using some simple code, unless you're referring to it being a basegame feature that can be set by the editor.
Indeed it’s simple, but janky, so pretty much we have two options for wind:
Modifying player.speedX/Y, which is janky due to redigits code, like not being able to jump while getting some sort of vertical wind, really weird and slow walking when you go into the opposite direction to the wind, not moving while being on ground probably due to some speed cap, and anyways the speed cap so the player can’t go faster by the wind.
And then we have using player.x/y, which is really troublesome because of clipping stuff, iirc you would have to program a custom collision system or something.
I know about this because I have been coding a player pushing library which could help with water currents, waterfalls, quicksand that is quick for real, and of course wind, and it’s really janky
My episode lol:

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8lue Storm
- Volcano Lotus

- Posts: 580
- Joined: Thu Jan 18, 2018 9:53 am
- Flair: its pronounced bluestorm
Postby 8lue Storm » Mon Jun 15, 2020 1:09 pm
CJ_RLushi wrote: ↑Sun Jun 14, 2020 12:56 am
8lue Storm wrote: ↑Sat Jun 13, 2020 3:24 pm
Wind can be easily created using some simple code, unless you're referring to it being a basegame feature that can be set by the editor.
Indeed it’s simple, but janky, so pretty much we have two options for wind:
Modifying player.speedX/Y, which is janky due to redigits code, like not being able to jump while getting some sort of vertical wind, really weird and slow walking when you go into the opposite direction to the wind, not moving while being on ground probably due to some speed cap, and anyways the speed cap so the player can’t go faster by the wind.
And then we have using player.x/y, which is really troublesome because of clipping stuff, iirc you would have to program a custom collision system or something.
I know about this because I have been coding a player pushing library which could help with water currents, waterfalls, quicksand that is quick for real, and of course wind, and it’s really janky
You can set the player's max walkspeed, max runspeed, max jumpspeed and gravity values depending on the direction, speed and pressed key to simulate resisting to the wind.
my stuff is rather ok

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Enjl
- Cute Yoshi Egg

- Posts: 9027
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Orphion Egamalenitar Osmos IV, Esq.
Postby Enjl » Mon Jun 15, 2020 1:37 pm
8lue Storm wrote: ↑Mon Jun 15, 2020 1:09 pm
You can set the player's max walkspeed, max runspeed, max jumpspeed and gravity values depending on the direction, speed and pressed key to simulate resisting to the wind.
That sounds even more janky haha
Ideas are useless if you can't make them real.
All my assets from packs and episodes are free to use for non-Novaverse levels and projects, as long as proper credit is given.
Mirror of all my content and collaborations on IPFS: QmZKzVJAsD6dE2tTHEb58XEmsNLzrW2MVsTtW7HWLAAcCC
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8lue Storm
- Volcano Lotus

- Posts: 580
- Joined: Thu Jan 18, 2018 9:53 am
- Flair: its pronounced bluestorm
Postby 8lue Storm » Mon Jun 15, 2020 1:59 pm
Enjl wrote: ↑Mon Jun 15, 2020 1:37 pm
8lue Storm wrote: ↑Mon Jun 15, 2020 1:09 pm
You can set the player's max walkspeed, max runspeed, max jumpspeed and gravity values depending on the direction, speed and pressed key to simulate resisting to the wind.
That sounds even more janky haha
I've done it before o-o
my stuff is rather ok

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CJ_RLushi
- Tweeter

- Posts: 155
- Joined: Wed Dec 25, 2019 11:39 pm
- Flair: Intention is what matters
- Pronouns: he/him
Postby CJ_RLushi » Mon Jun 15, 2020 5:25 pm
Yeah I get it, but that kills any multiplayer compatibility, also I still don't know how that would fix the jump problem (Which is caused because redigit checks Location.SpeedY being 0 to jump)
My episode lol:

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