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by Enjl
Tue Jul 07, 2020 10:23 am
Forum: LunaLua
Topic: MrDoubleA's NPC Pack v1.2.1 - Seesaws, custom piranha plants, and one-way walls!
Replies: 86
Views: 7482

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

I'm so confused. People have done it in 1.3, so I'm not even sure what you're talking about at this point. What even is the problem?
by Enjl
Tue Jul 07, 2020 10:04 am
Forum: LunaLua
Topic: warpTransition.lua (v1.1) - Spruce up your warps!
Replies: 25
Views: 1252

Re: warpTransition.lua (v1.1) - Spruce up your warps!

I downloaded it to take a look at the shaders for the transitions... surprised to find swirl not using one, when it could easily use a texture. Check out this video:
https://www.youtube.com/watch?v=LnAoD7hgDxw
by Enjl
Tue Jul 07, 2020 8:44 am
Forum: LunaLua
Topic: [Block Pack] Beep Blocks
Replies: 13
Views: 3367

Re: [Block Pack] Beep Blocks

What are you talking about? The Beat Blocks are still solid. If you don't provide further information about what you're attempting, people can't do much more but point out the general solution. To reiterate, Beta 4 has built-in blinking blocks. Set beat timer from section settings: https://i.imgur....
by Enjl
Mon Jul 06, 2020 4:23 pm
Forum: LunaLua
Topic: [NPC Pack] Flurret
Replies: 7
Views: 2960

Re: [NPC Pack] Flurret

Well, I had to change your line a bit, because "% frame" is calling a global that doesn't exist. You meant "% NPC.config[v.id].frames", right? v.animationFrame = math.floor(data.timer / NPC.config[v.id].framespeed) % NPC.config[v.id].frames With the changes you suggested made, though, while the idl...
by Enjl
Mon Jul 06, 2020 4:16 pm
Forum: LunaLua
Topic: [NPC Pack] Flurret
Replies: 7
Views: 2960

Re: [NPC Pack] Flurret

Ah, yeah. Might've taken an animation shortcut there. Modulo can get a bit wacky due to the nature of the spritesheet and how the right-facing frames are just higher numbers. Your intuition is correct. IDK what that line 71 is doing but you miiight be able to fix it by removing it and putting the f...
by Enjl
Mon Jul 06, 2020 4:11 pm
Forum: Help and Support
Topic: I keep getting this crashlog.
Replies: 4
Views: 108

Re: I keep getting this crashlog.

This error can happen for many reasons. It would help if you could share the level, so that I can take a look directly and see if I can find the culprit. If you don't wanna post it in public you can pm me. Ok. I will send it via PM. Just started the level and immediately got a warning (might be a n...
by Enjl
Mon Jul 06, 2020 4:09 pm
Forum: LunaLua
Topic: [NPC Pack] Flurret
Replies: 7
Views: 2960

Re: [NPC Pack] Flurret

Ah, yeah. Might've taken an animation shortcut there. Modulo can get a bit wacky due to the nature of the spritesheet and how the right-facing frames are just higher numbers. Your intuition is correct. IDK what that line 71 is doing but you miiight be able to fix it by removing it and putting the fo...
by Enjl
Mon Jul 06, 2020 3:04 pm
Forum: Help and Support
Topic: I keep getting this crashlog.
Replies: 4
Views: 108

Re: I keep getting this crashlog.

This error can happen for many reasons. It would help if you could share the level, so that I can take a look directly and see if I can find the culprit. If you don't wanna post it in public you can pm me.
by Enjl
Mon Jul 06, 2020 11:28 am
Forum: Guides
Topic: How you can make Graphics in 38A
Replies: 8
Views: 843

Re: How you can make Graphics in 38A

Will that tool (Mario Shop) will be added to SMBX2 or PGE? Can't say for PGE, but for SMBX2: no, never. You will have more success by using an image editing software that isn't bad. Some examples: https://www.getpaint.net/ https://www.gimp.org/ Essentially, why would we (game engine developers) wan...
by Enjl
Mon Jul 06, 2020 11:05 am
Forum: LunaLua
Topic: [NPC Pack] Urchins
Replies: 9
Views: 1480

Re: [NPC Pack] Urchins

Glad to hear it works now! Yeah, the line numbers are where the compiler notices something is wrong. Often that means the surrounding lines are relevant, too.
by Enjl
Mon Jul 06, 2020 10:21 am
Forum: LunaLua
Topic: [NPC Pack] Urchins
Replies: 9
Views: 1480

Re: [NPC Pack] Urchins

That is pretty odd. I presume you renamed the file to npc-840 yourself? Just to double-check, make sure the registerHarmTypes call looks exactly like this: npcManager.registerHarmTypes(npcID, { HARM_TYPE_NPC, HARM_TYPE_PROJECTILE_USED, HARM_TYPE_HELD, HARM_TYPE_LAVA, }, { [HARM_TYPE_NPC]=801, [HARM_...
by Enjl
Mon Jul 06, 2020 10:05 am
Forum: General
Topic: I cannot believe that this is possible.
Replies: 20
Views: 705

Re: I cannot believe that this is possible.

I forgot about the spherical enemies, but that hardly addresses my points. Especially the one about choppy animation seems to be more confirmed than refuted. To reiterate... What are you doing to make sure it looks smooth? And what are you doing to ensure you have sprites for the absurd number of ba...
by Enjl
Mon Jul 06, 2020 9:25 am
Forum: General
Topic: I cannot believe that this is possible.
Replies: 20
Views: 705

Re: I cannot believe that this is possible.

I'm trying to make a gfx pack that makes all of the basegame gfx into 1x1 sm64 sprites Tiny roadblock: SM64 didn't have sprites for enemies, so it's always gonna look jank. The higher the resolution, the more animation is necessary to fluently convey movement. Unless you use lib3d and use models al...
by Enjl
Sun Jul 05, 2020 5:03 pm
Forum: LunaLua
Topic: MrDoubleA's NPC Pack v1.2.1 - Seesaws, custom piranha plants, and one-way walls!
Replies: 86
Views: 7482

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

Teemster2 wrote:
Sun Jul 05, 2020 4:36 pm
The problem with the original pirahna plants was they all looked different. It was impossible to have a green pirahna move left, right, up or down.
Many people have done the impossible by means of using custom graphics.
by Enjl
Sun Jul 05, 2020 6:20 am
Forum: LunaLua Help
Topic: Trying to make a pseudo-block NPC(SMM style Muncher) killable
Replies: 14
Views: 202

Re: Trying to make a pseudo-block NPC(SMM style Muncher) killable

Ahh dang I had a typo. Should be smwfuzzy.onInitAPI() See if that works. If not, try putting Misc.dialog("Test") in various places to see what code runs. That does seem to work, but the shells aren't bouncing off the munchers like they do when munchers are immune to all NPC harmtypes. Any way to fi...
by Enjl
Sun Jul 05, 2020 6:10 am
Forum: LunaLua Help
Topic: Trying to make a pseudo-block NPC(SMM style Muncher) killable
Replies: 14
Views: 202

Re: Trying to make a pseudo-block NPC(SMM style Muncher) killable

Ahh dang I had a typo. Should be smwfuzzy.onInitAPI()
See if that works. If not, try putting Misc.dialog("Test") in various places to see what code runs.
If you find that it does run onNPCHarm, but not the contents of the if statement, try replacing type(culprit) with culprit.__type.
by Enjl
Sun Jul 05, 2020 5:57 am
Forum: LunaLua Help
Topic: Trying to make a pseudo-block NPC(SMM style Muncher) killable
Replies: 14
Views: 202

Re: Trying to make a pseudo-block NPC(SMM style Muncher) killable

You never register your events onTickEndNPC and onNPCHarm anywhere. Add this to the file:

Code: Select all

function onInitAPI()
    npcManager.registerEvent(npcID, smwfuzzy, "onTickEndNPC")
    registerEvent(smwfuzzy, "onNPCHarm")
end
by Enjl
Sun Jul 05, 2020 5:17 am
Forum: LunaLua Help
Topic: Trying to make a pseudo-block NPC(SMM style Muncher) killable
Replies: 14
Views: 202

Re: Trying to make a pseudo-block NPC(SMM style Muncher) killable

They can be found in the description of onNPCKill here: https://wohlsoft.ru/pgewiki/LunaLua_events There's also this page for the EXT ones but idk what numerical values they have, or if they even have unique ones in onNPCKill https://wohlsoft.ru/pgewiki/LunaLua_constants Hmm. It doesn't seem like t...
by Enjl
Sun Jul 05, 2020 4:58 am
Forum: LunaLua Help
Topic: Trying to make a pseudo-block NPC(SMM style Muncher) killable
Replies: 14
Views: 202

Re: Trying to make a pseudo-block NPC(SMM style Muncher) killable

They can be found in the description of onNPCKill here: https://wohlsoft.ru/pgewiki/LunaLua_events
There's also this page for the EXT ones but idk what numerical values they have, or if they even have unique ones in onNPCKill https://wohlsoft.ru/pgewiki/LunaLua_constants
by Enjl
Sun Jul 05, 2020 4:19 am
Forum: LunaLua Help
Topic: Trying to make a pseudo-block NPC(SMM style Muncher) killable
Replies: 14
Views: 202

Re: Trying to make a pseudo-block NPC(SMM style Muncher) killable

POW block damage I believe is either HARM_TYPE_NPC, _FROMBELOW or _PROJECTILE_USED... I don't quite remember. The problem with enabling all or any of those harmtypes is that a lot of other things trigger it, too! Which is why I initially made that workaround. My interpretation of the muncher is one ...

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