[Mechanical/Grassland] Pressure Switch Pass

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Waddle
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[Mechanical/Grassland] Pressure Switch Pass

Postby Waddle » Thu May 09, 2019 9:56 am

Hello! I made a level about pipe pieces & switches

- There is one exit
- There are no dragon coins
- There are no character filters
- There are no powerup filters

Here's a video!

https://www.youtube.com/watch?v=QJzZ7zEmAi8'

Here's a download link!

https://drive.google.com/file/d/1F49Z5s ... sp=sharing

Have fun!
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Re: [Mechanical/Grassland] Pressure Switch Pass

Postby Enjl » Thu May 09, 2019 12:53 pm

Suggestion: Make BGO pipes connecting the entrances and exits of pipes that teleport you within a section. Those are usually close enough to each other, but I tend to get disoriented when going through those.
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Re: [Mechanical/Grassland] Pressure Switch Pass

Postby thegameseum » Sun May 26, 2019 11:59 am

when I step on the final pressure switch the game crashes. How do it fix this?
Crashlog:
Spoiler: show
== Crash Summary ==
LunaLua Version: LUNALUA 70d92f34
Exception Code: 0xc0000005 (Access Violation)

== Stack Trace ==
0: 7E16B2C3 ((module-name not available)): (function-name not available)
1: 65A21256 (LunaDll): lua_pcall
2: 658A2370 (LunaDll): luabind::detail::pcall
3: c:\github_new\lunalua\lunadll\libs\luabind-include\luabind\detail\call_function.hpp (264): luabind::detail::proxy_function_void_caller<boost::tuples::tuple<std::shared_ptr<Event> const *,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type> >::~proxy_function_void_caller<boost::tuples::tuple<std::shared_ptr<Event> const *,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type> >
4: c:\github_new\lunalua\lunadll\luamain\lunaluamain.h (73): CLunaLua::callLuaFunction<lua_State *,char const *,std::shared_ptr<Event> >
5: c:\github_new\lunalua\lunadll\eventstatemachine.cpp (18): sendSimpleLuaEvent<>
6: c:\github_new\lunalua\lunadll\eventstatemachine.cpp (155): EventStateMachine::sendOnTick
7: c:\github_new\lunalua\lunadll\eventstatemachine.cpp (110): EventStateMachine::hookInputUpdate
8: 00A755D7 (smbx): updateInput
9: 008CA24F (smbx): levelLoop
10: 008C224A (smbx): Sub_Main
11: 7294A048 (MSVBVM60): EbLoadRunTime
12: 72947B3E (MSVBVM60): BASIC_CLASS_QueryInterface
13: 72943981 (MSVBVM60): ThunRTMain
14: 729436FA (MSVBVM60): ThunRTMain
15: 72943600 (MSVBVM60): ThunRTMain
16: 0040BDE2 (smbx): start
17: 77489802 (ntdll): RtlInitializeExceptionChain
18: 774897D5 (ntdll): RtlInitializeExceptionChain

== Reporting ==
If you like to help us finding the error then please post this log at:
* http://wohlsoft.ru/forum/ or
* http://www.supermariobrosx.org/forums/v ... m.php?f=35 or
* http://talkhaus.raocow.com/viewforum.php?f=36
Added in 5 minutes 37 seconds:
thegameseum wrote:
Sun May 26, 2019 11:59 am
when I step on the final pressure switch the game crashes. How do it fix this?
Crashlog:
Spoiler: show
== Crash Summary ==
LunaLua Version: LUNALUA 70d92f34
Exception Code: 0xc0000005 (Access Violation)

== Stack Trace ==
0: 7E16B2C3 ((module-name not available)): (function-name not available)
1: 65A21256 (LunaDll): lua_pcall
2: 658A2370 (LunaDll): luabind::detail::pcall
3: c:\github_new\lunalua\lunadll\libs\luabind-include\luabind\detail\call_function.hpp (264): luabind::detail::proxy_function_void_caller<boost::tuples::tuple<std::shared_ptr<Event> const *,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type> >::~proxy_function_void_caller<boost::tuples::tuple<std::shared_ptr<Event> const *,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type,boost::tuples::null_type> >
4: c:\github_new\lunalua\lunadll\luamain\lunaluamain.h (73): CLunaLua::callLuaFunction<lua_State *,char const *,std::shared_ptr<Event> >
5: c:\github_new\lunalua\lunadll\eventstatemachine.cpp (18): sendSimpleLuaEvent<>
6: c:\github_new\lunalua\lunadll\eventstatemachine.cpp (155): EventStateMachine::sendOnTick
7: c:\github_new\lunalua\lunadll\eventstatemachine.cpp (110): EventStateMachine::hookInputUpdate
8: 00A755D7 (smbx): updateInput
9: 008CA24F (smbx): levelLoop
10: 008C224A (smbx): Sub_Main
11: 7294A048 (MSVBVM60): EbLoadRunTime
12: 72947B3E (MSVBVM60): BASIC_CLASS_QueryInterface
13: 72943981 (MSVBVM60): ThunRTMain
14: 729436FA (MSVBVM60): ThunRTMain
15: 72943600 (MSVBVM60): ThunRTMain
16: 0040BDE2 (smbx): start
17: 77489802 (ntdll): RtlInitializeExceptionChain
18: 774897D5 (ntdll): RtlInitializeExceptionChain

== Reporting ==
If you like to help us finding the error then please post this log at:
* http://wohlsoft.ru/forum/ or
* http://www.supermariobrosx.org/forums/v ... m.php?f=35 or
* http://talkhaus.raocow.com/viewforum.php?f=36
Nevermind, I fixed it. I don't know how, though. I just played the level a second time and it worked perfectly
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Cedur
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Re: [Mechanical/Grassland] Pressure Switch Pass

Postby Cedur » Sun May 26, 2019 12:23 pm

thegameseum wrote:I just played the level a second time and it worked perfectly

That's quite the common occurrence; crashes are random most times, always check if it happens again
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Re: [Mechanical/Grassland] Pressure Switch Pass

Postby 8lue Storm » Sun Sep 20, 2020 2:34 pm

I believe I have accidentally found myself in quite the unsettling situation. It's not a softlock, you can still clip through the blocks or use small Mario, but even if you manage to get out, all you can do then is die. Maybe placing the pressure switches a bit more to the right should avoid this trouble.
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