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by darkhog
Tue Jan 31, 2017 12:03 pm
Forum: General
Topic: SMBX NPC Code Editor [Final Tiebreaker Vote]
Replies: 163
Views: 60782

Re: SMBX NPC Code Editor [Final Tiebreaker Vote]

How does it work? I want to make others koopalings in my levels This tool doesn't add new NPCs, it makes NPC editing much easier. In order to edit NPCs you would normally have to create a text file by the same name as the NPC file and change some parameters. This program does all that work for you ...
by darkhog
Tue Jan 31, 2017 12:01 pm
Forum: General
Topic: Does anyone even use SMBX's online editor?
Replies: 15
Views: 1475

Re: Does anyone even use SMBX's online editor?

Anyways, I would love to see a better and more stable online come to PGE someday, cause the thought of being able to work on levels together is just really cool, alberit the online in 1.3. is not that good. I'd love for more than 2 people to be able to edit levels together, aswell as something like...
by darkhog
Wed Dec 28, 2016 4:53 pm
Forum: LunaLua
Topic: Gameover screen?
Replies: 6
Views: 1078

Re: Gameover screen?

Intuition wrote:Or instead, you could do half of what Enjl said and instead of killing the player you use "Misc.exitGame()" to return the player to the main menu.
But then lives won't be reset when the player enters the game again.
by darkhog
Tue Dec 27, 2016 4:42 pm
Forum: LunaLua
Topic: Gameover screen?
Replies: 6
Views: 1078

Gameover screen?

I'd like to make a gameover screen in my episode, along with a special sound for that event. How would I go about that with LunaLua? Definitely not possible with vanilla since when you lost last life it just boots you to the main menu.
by darkhog
Tue Dec 27, 2016 3:39 pm
Forum: SuperMarioBrosX.org
Topic: Site Discussion Thread
Replies: 1740
Views: 193230

Re: Site Discussion Thread

Lua highlighting: Good idea. I can see if there are BBcodes or maybe an extension that can do this. WYSIWYG editor: Not really necessary in my opinion. Not sure about the possibility of it increasing page load times either. Edit button: The edit and quote button are not meant to be similar in terms...
by darkhog
Tue Dec 27, 2016 3:35 pm
Forum: Help and Support
Topic: Sizables went bonkers!
Replies: 14
Views: 1470

Re: Sizables went bonkers!

I suppose so, but even then, we could develop it anew with it only being "somewhat" compatible and then include legacy engine (that won't be worked upon aside of things like compatibility with new OS releases and so on) with button "Have issues with the episode? Try launching it in the legacy engine...
by darkhog
Mon Dec 26, 2016 5:37 pm
Forum: LunaLua
Topic: LunaLua Offical Thread - SMBX Usermod Framework
Replies: 947
Views: 179496

Re: LunaLua Offical Thread - SMBX Usermod Framework

Yeah, maybe. But that's awful lot of code to write, code that should be part of LunaLua to begin with, either as core or as API to make coder's life maximally easy. Remember, not being able to move a layer by specific amount of pixels/blocks on the first try made Little Joe quit SMBX. When designing...
by darkhog
Mon Dec 26, 2016 4:42 pm
Forum: Help and Support
Topic: Sizables went bonkers!
Replies: 14
Views: 1470

Re: Sizables went bonkers!

I see. At this point I'm not even sure why not just develop PGE engine fully, having only "most" compatibility with SMBX, just "eying" things like speed, damage/collision and so on so it feels similar enough.
by darkhog
Mon Dec 26, 2016 4:03 pm
Forum: LunaLua
Topic: LunaLua Offical Thread - SMBX Usermod Framework
Replies: 947
Views: 179496

Re: LunaLua Offical Thread - SMBX Usermod Framework

Well, if we take that offset (0,0) is right when the level start before any movement has chance of ever taking place, then LunaLua could then calculate Layer.offsetX/Layer.offsetY every tick based on speed of each layer. In turn, this would ease the pain of making layers move just right. Plus I don'...
by darkhog
Mon Dec 26, 2016 3:57 pm
Forum: Guides
Topic: Moving Layer Calculations
Replies: 33
Views: 14800

Re: Moving Layer Calculations

I don't think I can detect coordinates myself, not without Layer.offsetY/layer.offestX or similar.
by darkhog
Mon Dec 26, 2016 3:55 pm
Forum: General
Topic: Let's Make a Relay Level PHASE 3
Replies: 61
Views: 5585

Re: Let's Make a Relay Level

I'll take February 14th.
by darkhog
Mon Dec 26, 2016 12:58 am
Forum: LunaLua
Topic: LunaLua Offical Thread - SMBX Usermod Framework
Replies: 947
Views: 179496

Re: LunaLua Offical Thread - SMBX Usermod Framework

Suggestion: Add a way to detect layer's offset from origin point (layer's position just after level load, before any processing, smbx or lua, takes place). It would make easier to do complex moving patterns. e.g.: 1. When layer's y offset is 0, set Y speed to 5 until layer's y offset reaches or is g...
by darkhog
Mon Dec 26, 2016 12:21 am
Forum: Guides
Topic: Moving Layer Calculations
Replies: 33
Views: 14800

Re: Moving Layer Calculations

Good thing. However even after inputing formulas/using vbs I couldn't get it to move exactly the way I wanted to. Perhaps having a way in Lua to detect layer's offset from (0,0) would make things easier?
by darkhog
Sun Dec 25, 2016 10:45 pm
Forum: LunaLua
Topic: Need help with lua? - LunaLua General Help
Replies: 1502
Views: 166862

Re: Need help with lua? - LunaLua General Help

I see. Though IMO stuff like walkspeed should be inside Player class. Would make more sense than if it is in defines (and you could make it so players 1 and 2 have different speed, e.g. as part of a powerup).
by darkhog
Sun Dec 25, 2016 10:38 pm
Forum: Help and Support
Topic: Sizables went bonkers!
Replies: 14
Views: 1470

Re: Sizables went bonkers!

There is actually an easier solution than using sizables or .lua for your problem. ^^ Since you are using PGE, you can easily make use of PGE's auto-resize function for blocks. Just do the following: 1) Take any block (no matter it's size) that also has a mask-file and resprite it with that wanted ...
by darkhog
Sun Dec 25, 2016 9:15 pm
Forum: Sandbox
Topic: what's stuck in your head?
Replies: 820
Views: 93172

Re: what's stuck in your head?

This:


Link: https://www.youtube.com/watch?v=fkqWDrjItrA

Probably would be hard to recreate in SMBX, especially since we don't have curved platform paths.
by darkhog
Sun Dec 25, 2016 9:11 pm
Forum: General
Topic: SMBX popularity
Replies: 17
Views: 2177

Re: SMBX popularity

I think that once SMBX 2.0 is finished and released, Nintendo will quickly C&D it if it's publicized enough. FTFY. Seriously though, I don't think we're on the verge of collapse. Community seems healthy, people are posting and frankly there are enough levels/episodes to last several lifetimes, prob...
by darkhog
Sun Dec 25, 2016 6:19 pm
Forum: General
Topic: Let's Make a Relay Level PHASE 3
Replies: 61
Views: 5585

Re: Let's Make a Relay Level

How much tiles is one screen? Either PGE doesn't have such option or I don't know how to turn it on to show screen boundaries.
by darkhog
Sun Dec 25, 2016 6:15 pm
Forum: Help and Support
Topic: Sizables went bonkers!
Replies: 14
Views: 1470

Re: Sizables went bonkers!

It's too hard to do this in GraphicsGale. If there only was some tool that would do it automatically like that mask fixer thing. I mean, PGE already can do it, so code is there, only matter of making it save its job. Anyway Lua is a very fast language (probably one of the reasons it was chosen) so e...
by darkhog
Sun Dec 25, 2016 5:55 pm
Forum: Help and Support
Topic: Sizables went bonkers!
Replies: 14
Views: 1470

Re: Sizables went bonkers!

Well, in both PGE and PGE engine it works fine and in case you haven't noticed, in pipe corners these areas are covered so it should show something in both, not empty space. Even if it would be jumbled mess, it wouldn't render an empty tile. //edit: At this point it would be easier to draw these usi...

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