Search found 2065 matches
- 8 years ago
- Forum: A2XT
- Topic: Episode 2 Theme/Town Thread
- Replies: 315
- Views: 69717
Re: Episode 2 Theme/Town Thread
I mean, why not turn coins into the currency then? It's effectively making dragon coins into coins #2 when you already have coins #1 being unused. They would work much better as something more special than that. Primarily because it's almost impossible to know how many coins someone will get in a l...
- 8 years ago
- Forum: A2XT
- Topic: Episode 2 Theme/Town Thread
- Replies: 315
- Views: 69717
Re: Episode 2 Theme/Town Thread
I feel like if you're going to have a second respawning currency for some reason, it does devalue coins, which would be the natural choice for a respawning currency and are already set up as one. Now if they're going to fill the niche as somewhere between leek and coin as a permanent collectible it...
- 8 years ago
- Forum: A2XT
- Topic: Episode 2 Theme/Town Thread
- Replies: 315
- Views: 69717
Re: Episode 2 Theme/Town Thread
I forgot someone might be crazy enough to make moving dragon coins. If you were to do that, it could be a rule stipulation that none of them should be on moving layers and such. An even crazier way to handle it that would support moving coins is, during level load, create a loop that checks all dra...
- 8 years ago
- Forum: A2XT
- Topic: Episode 2 Theme/Town Thread
- Replies: 315
- Views: 69717
Re: Episode 2 Theme/Town Thread
You could save which coins have been collected if you convert each coin collection into a deterministic hash (x pos y pos and level name rolled into one string should do it) and save that to the variable bank. Then when the level loads you can loop over npcs and do the same hash on each dragon coin...
- 8 years ago
- Forum: A2XT
- Topic: Episode 2 Theme/Town Thread
- Replies: 315
- Views: 69717
Re: Episode 2 Theme/Town Thread
Is there some reason you don't just save when collecting the coin? Also you might want to use a var name more descriptive than "Coins", since all of those variables are global to everyone. Mainly to avoid the player farming by repeatedly dying or quitting the level via the pause menu. Ren...
- 8 years ago
- Forum: A2XT
- Topic: Episode 2 Theme/Town Thread
- Replies: 315
- Views: 69717
Re: Episode 2 Theme/Town Thread
let's try to avoid too many complications. about currency, I like the idea. each world could have a shop, or something like that, it's a good idea The currency code is pretty much all there, but I've just realised that I've made it draw in the same place as the leek counter, like an idiot. We could...
- 8 years ago
- Forum: A2XT
- Topic: LunaLua Offical Thread
- Replies: 1245
- Views: 223695
Re: Presenting: Lunadll for Lua!
Done! I've managed to run my cutscene (without NPC animation or movement yet), and it all works. I will note that I haven't tested things like boss functionality, so it's perfectly possible that I've broken that horribly. A lot of the problems seemed to be that the variable dialogTextTime seems to h...
- 8 years ago
- Forum: A2XT
- Topic: LunaLua Offical Thread
- Replies: 1245
- Views: 223695
Re: Presenting: Lunadll for Lua!
I did it, I finally got the coroutines working... well, the waitSeconds command, anyway. I had the current and previous frame variables swapped in the timing update. It was counting backwards. >_< But, uh, yeah, just uploaded the current version of cinematX and the broadsword level's lunadll.lua to...
- 8 years ago
- Forum: A2XT
- Topic: Episode 2 Theme/Town Thread
- Replies: 315
- Views: 69717
Re: Episode 2 Theme/Town Thread
I'm just sorting out a slightly neater interface at the moment... Okay, new code: raocoins = 0; lastRaocoins = -1; levelFinished = false; function onLoad() loadImage("raocoins.bmp", 999999, 0xFF00FF); placeSprite(1,999999,234,47); end function onLoop() local rcs = findnpcs(274, -1); local...
- 8 years ago
- Forum: A2XT
- Topic: LunaDLL/LunaLUA help thread
- Replies: 1467
- Views: 247201
Re: LunaDLL help thread
I spent about 2 hours finding it, now have a good use for it! 0x00B2C59E at type WORD 0x00B2C59E = 0 means currently not winning 0x00B2C59E = ? means current winning at win-type '?' This is super useful! I've managed to build a currency system now. It's definitely worth noting that this doesn't wor...
- 8 years ago
- Forum: A2XT
- Topic: Episode 2 Theme/Town Thread
- Replies: 315
- Views: 69717
Re: Episode 2 Theme/Town Thread
What about using the score as currency? Score doesn't save when you exit the engine. Which shouldn't be that much of a problem, unless we have some key items in the shops that cost a million points. Which even then, isn't much of a problem, since I'm pretty sure, you could get about a million point...
- 8 years ago
- Forum: A2XT
- Topic: LunaDLL/LunaLUA help thread
- Replies: 1467
- Views: 247201
Re: LunaDLL help thread
That could help, but also doesn't cover all cases, so it could potentially lead nowhere.Kevsoft wrote:I know the function npcs_to_coins which is called when the player hits the exit. With xrefs (IDA's Reference Language) I can lookup which function calls this function. But currently I am heavly busy :/
- 8 years ago
- Forum: A2XT
- Topic: LunaDLL/LunaLUA help thread
- Replies: 1467
- Views: 247201
Re: LunaDLL help thread
By the way detecting that sounds rough, considering all the ways you can leave end or otherwise exit a level, and I don't know of any really convenient memory you can scan for that or anything. I suppose you could do it with tons and tons of conditional checks of various things. I can cover most le...
- 8 years ago
- Forum: A2XT
- Topic: LunaDLL/LunaLUA help thread
- Replies: 1467
- Views: 247201
Re: LunaDLL help thread
I only marked down addresses which the game actually tried to use Ah, that makes sense. I was just having a look to see if I can detect whether the player has finished the level or not (so I can run some code immediately before returning to the world map), so I was looking for some unknown timers o...
- 8 years ago
- Forum: A2XT
- Topic: Episode 2 Discussion Thread
- Replies: 701
- Views: 127219
Re: Episode 2 Discussion Thread
Any suggestions to make it fit the plot a bit better ? So far it's a spooky old house with a few portraits of ancestors who look like demo, and a lot of one-eyed ghosts and objects. Maybe something along the lines of a ghost pretending to be Demo's father, with the house being an illusion. This way...
- 8 years ago
- Forum: A2XT
- Topic: LunaDLL/LunaLUA help thread
- Replies: 1467
- Views: 247201
Re: LunaDLL help thread
Just spotted something on the reference page, in the memory map of the player object: //+0x66 w = Unknown66 //+0x68 w = Unknown68 //+0x7A w = Unknown70 //+0x7C w = Unknown72 That's an awfully big memory gap there. I'd have expected the next few values to be: 0x6A 0x6C 0x6E 0x70 0x72 0x74 0x76 0x78 0...
- 8 years ago
- Forum: A2XT
- Topic: Episode 2 Theme/Town Thread
- Replies: 315
- Views: 69717
Re: Episode 2 Theme/Town Thread
Currency: 1) Resprite a floating axe as coins/gems/currency of the place. Really not a good idea. Floating axes are often used as event triggers, so we'd be better off just using actual coins. Dragon coins might be the best bet being currency within each town, though there might be complications wi...
- 8 years ago
- Forum: A2XT
- Topic: Episode 2 Theme/Town Thread
- Replies: 315
- Views: 69717
Re: Episode 2 Theme/Town Thread
Really not a good idea. Floating axes are often used as event triggers, so we'd be better off just using actual coins.Oddwrath wrote:Currency:
1) Resprite a floating axe as coins/gems/currency of the place.
- 8 years ago
- Forum: A2XT
- Topic: LunaDLL/LunaLUA help thread
- Replies: 1467
- Views: 247201
Re: LunaDLL help thread
I made a tool a while ago designed for compiling sprite sheets, which might help here. It was called SPIN Sprite Sheet Maker. I'll try and dig it up. Oh man, that would be great. Does anyone know the maximum sprite sheet size SMBX will allow? Ah, I found it. I have a feeling I couldn't get it to ex...
- 8 years ago
- Forum: A2XT
- Topic: SMBX Help Thread
- Replies: 798
- Views: 152357
Re: SMBX Help Thread
Wondering if anyone out there can help, I've remember a pretty neat background that was used in either ASMBXT or MAGLX... pretty sure it was one of those, basically it was a load of cogs like part of a giant machine, but I can't for the life of me remember what level used it. There was a background...
- 8 years ago
- Forum: A2XT
- Topic: LunaDLL/LunaLUA help thread
- Replies: 1467
- Views: 247201
Re: LunaDLL help thread
For episode one I dragged and dropped each frame of animation one at a time. The mantreol cut-scene took like a billion hours to make. If I do that again for this episode I will definatly look into making a program that could do that for me. The big problems though are load times and (Something tha...
- 8 years ago
- Forum: A2XT
- Topic: LunaDLL/LunaLUA help thread
- Replies: 1467
- Views: 247201
Re: LunaDLL help thread
How exactly were they made? Maybe it would be possible to automate some of the production steps in an external application, rather than doing them manually?Demolition wrote: A. took a while to make
- 8 years ago
- Forum: A2XT
- Topic: Episode 2 Theme/Town Thread
- Replies: 315
- Views: 69717
Re: Episode 2 Theme/Town Thread
Changing the OW music requires changes to the default music, which will effect any levels that use them. Adding the new music to the episode2 folder might still work, considering that we would have to make episode-wide changes anyways in order to alter the ow music selection, without outside force....
- 8 years ago
- Forum: A2XT
- Topic: LunaLua Offical Thread
- Replies: 1245
- Views: 223695
Re: Presenting: Lunadll for Lua!
I'm still working on fixing all the issues you've been mentioning, Hoeloe. I cannot apologize enough for how disastrously broken my code has become. In the meantime, has anyone gotten the old pastebin of the Broadsword script work without the other scripts? No lunaworld, no cinematX or modified lap...
- 8 years ago
- Forum: A2XT
- Topic: Episode 2 Theme/Town Thread
- Replies: 315
- Views: 69717
Re: Episode 2 Theme/Town Thread
because i have to configure the controls each time, fullscreen working is somewhat different between installations and i have no idea why, having to wait for a download time, having to switch between installations just to play a different episode while installations take a while... Download time is...
