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Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Sat Aug 15, 2020 3:32 pm
by Chipss
georgespezi12 wrote: ↑Fri Aug 14, 2020 2:17 pm
or moving the pipe if there is a pipe used to get between rooms.
Added in 10 hours 39 minutes 26 seconds:

If a respawn point isn't set in a section and you fall to your doom, you end up in a a softlocked state.
Then set a respawn point...
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Mon Aug 17, 2020 2:09 pm
by georgespezi12
When using link or any other character that turns coins to rupees, the coins do not transform until the room transition is finished.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Thu Aug 20, 2020 3:46 pm
by georgespezi12
Rooms.lua incompatibility with autoscroll.lua
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Thu Aug 20, 2020 3:52 pm
by MrDoubleA
Yes. You have to manually reset anything done by your own lua.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Tue Sep 15, 2020 6:02 am
by Wiimeiser
Am I correct in saying there's no way to carry switch block or layer states between rooms and they'll automatically be reset on transition?
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Posted: Fri Sep 18, 2020 2:20 pm
by MrDoubleA
Wiimeiser wrote: ↑Tue Sep 15, 2020 6:02 am
Am I correct in saying there's no way to carry switch block or layer states between rooms and they'll automatically be reset on transition?
You can disable the reset on transition, though you can't pick and choose stuff like that (though that is a good feature idea).
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)
Posted: Fri Dec 11, 2020 5:03 pm
by MrDoubleA
v1.2.1 is out, which is mostly just some touch ups and bug fixes, including fixed monty moles, slightly better performance, not as annoying music control and some other things.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)
Posted: Sat May 01, 2021 6:25 am
by georgespezi12

Scuttlebugs lose their Don't move flag and Monty moles lose their Friendly flag when the room is loaded.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)
Posted: Sun Aug 08, 2021 3:13 pm
by cold soup
think i found a bug, moving platforms that start active become inactive when you enter a room
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)
Posted: Tue Aug 10, 2021 6:04 am
by cato
Is there a reason for an immense amount of lag when entering another section or other rooms? It happens only if "ResetOnEnteringRoom" is set to true or "Blockreset" is set to true after dying with quick respawn.
Moreover, if the rooms take place in a section with autoscrolling, the section boundary doesn't reset itself.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)
Posted: Wed Aug 25, 2021 7:41 am
by Radiance
Blinking blocks "catch up" to the beat when the player respawns. Is it possible to delay the respawn so the blinking blocks won't catch up on the beat?

Don't mind the 82.95 on the left corner because I forgot to remove the printed BPM.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)
Posted: Wed Aug 25, 2021 3:08 pm
by MrDoubleA
Drifloon wrote: ↑Wed Aug 25, 2021 7:41 am
Blinking blocks "catch up" to the beat when the player respawns. Is it possible to delay the respawn so the blinking blocks won't catch up on the beat?

Don't mind the 82.95 on the left corner because I forgot to remove the printed BPM.
I think this might be fixed by using the "use music clock" option? Might be wrong, though.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)
Posted: Wed Aug 25, 2021 11:08 pm
by Radiance
MrDoubleA wrote: ↑Wed Aug 25, 2021 3:08 pm
Drifloon wrote: ↑Wed Aug 25, 2021 7:41 am
Blinking blocks "catch up" to the beat when the player respawns. Is it possible to delay the respawn so the blinking blocks won't catch up on the beat?

Don't mind the 82.95 on the left corner because I forgot to remove the printed BPM.
I think this might be fixed by using the "use music clock" option? Might be wrong, though.
Yup I used the music clock when I posted this.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)
Posted: Thu Dec 30, 2021 9:01 pm
by DisasterMaster
A little oversight. The YI P-Switch Blocks will switch to their alternate form and stay that way upon further respawns after your first death.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)
Posted: Sun Jan 02, 2022 10:06 pm
by SuperAlex
MrDoubleA wrote: ↑Fri Feb 21, 2020 9:54 am
This is a library which lets you have quick respawn and Celeste-styled rooms. You can even have no rooms for only quick respawn, if you so please.
Hi MrDoubleA , I used Rooms.lua in my level but y checked quick respawn = true but after the player sees a 5 Coin circle (Boo circle) and dies the there are 6 coins
Mistake 2: is This a Error of the Section?
Mistake 3: The screen lags a bit and Is this enemy MrBlizzard in a bad position when the player dies?
Normal position

Actually position after the player dies

Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)
Posted: Fri Mar 04, 2022 8:56 pm
by INeedHelp87
For some reason when I switch rooms, the "bowser defeat" and some "big fireball" sounds...
Is there a way to fix this?
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)
Posted: Sat Mar 05, 2022 2:50 pm
by deice
while it's hard to describe this bug, for some reason if you die while you have this on (maybe you have to have been standing on a semisolid beforehand?) the player will be able to do this.
zero idea how this even works from a logical perspective but i hope you can find the time to address this if you're still maintaining this script
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)
Posted: Wed Mar 09, 2022 11:53 am
by FutureNyanCat
MrDoubleA wrote: ↑Fri Dec 11, 2020 5:03 pm
v1.2.1 is out, which is mostly just some touch ups and bug fixes, including fixed monty moles, slightly better performance, not as annoying music control and some other things.
Looks like it doesn't account for the X2 Monty Moles' friendly status, which is very strange. When resetting the room a Friendly Monty Mole is in, they cannot be talked to anymore upon returning, and can hurt the player and can be stomped on like normal.
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)
Posted: Fri Jun 10, 2022 7:08 pm
by Ness-Wednesday
Is it possible to toggle which blocks don't reset when entering another room?
Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)
Posted: Sat Aug 20, 2022 9:44 pm
by TheTrueMarioMaster
Chain chomps seem to crash rooms.lua. Is there a fix for this? If not I'll have to make do without it.
