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by MrDoubleA
Sun Oct 25, 2020 6:51 am
Forum: LunaLua
Topic: spawnzones.lua - Make your setups actually work
Replies: 26
Views: 5163

Re: spawnzones.lua - Make your setups actually work

So for some reason trying to spawn in an npc that's outside of the section boundary only works in section 0. I wasn't really able to tell what would be causing this by looking at the code, so I'm assuming it's a redigit thing? NPC's can only spawn in if they're in the same section as the player, an...
by MrDoubleA
Tue Oct 20, 2020 3:47 pm
Forum: General
Topic: Nova Level Contest 2 (It begins!)
Replies: 32
Views: 2141

Re: Nova Level Contest 2 (It begins!)

The submission period is officially over.

by MrDoubleA
Mon Oct 05, 2020 2:28 pm
Forum: Episodes
Topic: Nova Level Contest (X2/38A)
Replies: 10
Views: 1040

Nova Level Contest (X2/38A)

https://i.imgur.com/aVTuoZM.png The Nova Level Contest is the first level contest which was hosted by The Novaverse . It was hosted between February 1st and May 15th 2019. It received a total of 40 submissions , 23 submissions for the X2 part and 17 submissions for the 38A part. Trailer: https://ww...
by MrDoubleA
Fri Sep 18, 2020 2:24 pm
Forum: LunaLua
Topic: warpTransition.lua (v1.1.2) - Spruce up your warps!
Replies: 35
Views: 3256

Re: warpTransition.lua (v1.1.2) - Spruce up your warps!

I tried copying the if/else code in this thread and it worked. I tried adding more if checks and it didn't work, and even caused Luna.lua to not load ingame due to syntax errors. It kept expecting additional "end" commands at the end of the command, and when I added more in it kept thinking the end...
by MrDoubleA
Fri Sep 18, 2020 2:20 pm
Forum: LunaLua
Topic: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Replies: 45
Views: 5443

Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)

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).
by MrDoubleA
Fri Sep 04, 2020 8:09 am
Forum: LunaLua
Topic: [NPC.. thing?] Metal Cap from Super Mario 64!
Replies: 8
Views: 656

Re: [NPC.. thing?] Metal Cap from Super Mario 64!

Anyhow, I think to have found a bug: the Metal Mario music stops working once you switch sections I have kind of fixed the solution, making the Metal Cap music start again when you switch sections I still have a problem where the music would start from the beginning when you go to another section, ...
by MrDoubleA
Fri Sep 04, 2020 8:06 am
Forum: LunaLua
Topic: MrDoubleA's NPC Pack v1.2.1 - Seesaws, custom piranha plants, and one-way walls!
Replies: 99
Views: 12291

Re: MrDoubleA's NPC Pack v1.2.1 - Seesaws, custom piranha plants, and one-way walls!

SpoonyBardOL wrote:
Thu Sep 03, 2020 5:37 am
Something I've noticed with the Piranha plants, they're rendering behind BGOs:

Image
Huh, no idea why I did that. I'll fix in the next update. In the meantime, here's a version with that fixed.
by MrDoubleA
Thu Aug 27, 2020 11:34 am
Forum: LunaLua
Topic: spawnzones.lua - Make your setups actually work
Replies: 26
Views: 5163

Re: spawnzones.lua - Make your setups actually work

Is there a specific reason that this only checks if an NPC is off to the left or right of the screen and not the top/bottom?
by MrDoubleA
Thu Aug 27, 2020 5:59 am
Forum: LunaLua
Topic: antizip.lua - If you don't want your levels cheesed...
Replies: 6
Views: 642

Re: antizip.lua - If you don't want your levels cheesed...

PROX wrote:
Thu Aug 27, 2020 2:45 am
I won't download this because this will probably be included in the next patch more than likely.
I doubt it, to be honest.
by MrDoubleA
Thu Aug 20, 2020 4:51 pm
Forum: LunaLua
Topic: MrDoubleA's NPC Pack v1.2.1 - Seesaws, custom piranha plants, and one-way walls!
Replies: 99
Views: 12291

Re: MrDoubleA's NPC Pack v1.2.1 - Seesaws, custom piranha plants, and one-way walls!

TheGameyFireBro105 wrote:
Thu Aug 20, 2020 4:38 pm
its the seesaw
what about the other question? does it still occur without the seesaw?
by MrDoubleA
Thu Aug 20, 2020 3:52 pm
Forum: LunaLua
Topic: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Replies: 45
Views: 5443

Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)

Yes. You have to manually reset anything done by your own lua.
by MrDoubleA
Wed Aug 19, 2020 7:36 am
Forum: Graphics
Topic: Default player graphics with uniform offsets
Replies: 6
Views: 778

Re: Default player graphics with uniform offsets

Enjl wrote:
Wed Aug 19, 2020 12:51 am
MrDoubleA wrote:
Mon Aug 03, 2020 5:36 pm
(I didn't make this, but I don't know who did)
Hoeloe did.
Alright, updated.
by MrDoubleA
Tue Aug 18, 2020 8:55 pm
Forum: LunaLua
Topic: MrDoubleA's NPC Pack v1.2.1 - Seesaws, custom piranha plants, and one-way walls!
Replies: 99
Views: 12291

Re: MrDoubleA's NPC Pack v1.2.1 - Seesaws, custom piranha plants, and one-way walls!

TheGameyFireBro105 wrote:
Tue Aug 18, 2020 6:24 pm
Image

WUT?
What NPC's from this pack do you have installed? Does it still occur when you remove the NPC''s? Please report some basic information.
by MrDoubleA
Tue Aug 18, 2020 10:45 am
Forum: LunaLua Help
Topic: (2.4) Level Timer starting from Event
Replies: 13
Views: 507

Re: (2.4) Level Timer starting from Event

Timer.activate sets timer_paused to false and timer_visible to true. Timer.isActive() returns the opposite of timer_paused. Timer.isVisible() returns timer_visible. So, if you call activate, isActive and isVisible will always be true. So they cannot be what stands in the way of the timer showing. M...
by MrDoubleA
Tue Aug 18, 2020 8:59 am
Forum: LunaLua Help
Topic: (2.4) Level Timer starting from Event
Replies: 13
Views: 507

Re: (2.4) Level Timer starting from Event

If I remember correctly, hudoverride.visible.timer starts off as true, even if the timer isn't active. The reason the timer isn't always visible is just because it also checks for Timer.isActive(). Timer.activate sets timer_paused to false and timer_visible to true. Timer.isActive() returns the opp...
by MrDoubleA
Mon Aug 17, 2020 6:53 am
Forum: LunaLua Help
Topic: (2.4) Level Timer starting from Event
Replies: 13
Views: 507

Re: (2.4) Level Timer starting from Event

You are already calling the function. NO NECESSARY CHANGE THERE. Just load hudoverride and set the timer visibility variable to true. local hudoverride = require("hudoverride") hudoverride.visible.timer = true The level settings timer is identical to timer.lua's timer. If I remember correctly, hudo...
by MrDoubleA
Fri Aug 14, 2020 2:01 pm
Forum: LunaLua Help
Topic: (Request) New Super Mario Bros Enemy dancing in lua code form
Replies: 6
Views: 578

Re: (Request) New Super Mario Bros Enemy dancing in lua code form

Did you... actually read any of that?
by MrDoubleA
Fri Aug 14, 2020 1:49 pm
Forum: LunaLua
Topic: [NPC Pack] Celeste Red Orb
Replies: 7
Views: 1568

Re: [NPC Pack] Celeste Red Orb

I've seen those before, with the sound files in the folder, but it just seems that it just... can't load the sound files? Opening and reexporting them in audacity seemed to fix the issue.
by MrDoubleA
Thu Aug 13, 2020 5:20 pm
Forum: LunaLua
Topic: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Replies: 45
Views: 5443

Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)

georgespezi12 wrote:
Thu Aug 13, 2020 8:33 am
Image
This is a phenomenon I like to call screen wobble, which happens when a player enters disjointed rooms.
Yes? That's exactly how it's supposed to act?
by MrDoubleA
Mon Aug 10, 2020 5:27 am
Forum: LunaLua
Topic: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)
Replies: 45
Views: 5443

Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)

georgespezi12 wrote:
Sat Aug 08, 2020 1:02 pm
Image

Held npcs disappear when you transition rooms.
I'm aware. You can disable the reset when transitioning between rooms by using one of the settings, though I may include an option to make held NPC's not get reset in the next version.

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