(shouting)

Search found 320 matches

by Kevsoft
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263588

Re: Presenting: Lunadll for Lua!

Okay, so LunaLua v0.7 is finally out. Coming with a whole bunch of changes: * First of all a huge thank to Rednaxela for the OpenGL renderer! This should improve the overall speed of SMBX. * Added Layer functions :show :hide :toggle * Added new Event onInputUpdate + player control fields (in player ...
by Kevsoft
9 years ago
Forum: contest center
Topic: MaGL X2 Relay Level (What is a level? A miserable little pile of...)
Replies: 1141
Views: 207899

Re: MaGL X2 Relay Level (Postgame Colab Level - ☯ Edition - 61% done)

Mhh, I could swear that I set the error "40400" as ignored, as this is the only error code which is used "only" as a warning for components.
by Kevsoft
9 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263588

Re: Presenting: Lunadll for Lua!

loadAPI is designed to use only for the host script, not the apis. APIs must use loadSharedAPI.
by Kevsoft
9 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263588

Re: Presenting: Lunadll for Lua!

Looks good, one suggestion though: Always declare function which will not be used from outside as "local". This gives a speed improvement and it is safer.
by Kevsoft
9 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263588

Re: Presenting: Lunadll for Lua!

I think I have to write a little library for you :P. Well it is possible, but it takes some time.
by Kevsoft
9 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263588

Re: Presenting: Lunadll for Lua!

I would generall completely overhaul the complete class. Maybe even add a new one with better OpenGL integration.
by Kevsoft
9 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263588

Re: Presenting: Lunadll for Lua!

theNPC:kill(9) That isn't the best way of instantly despawning an NPC, as that creates a "killed" effect. Try this: npc:mem(0x40,FIELD_WORD,0xFFFF); This kills it outright. Just be careful not reference the NPC again with pNPC after doing this. KillAnimation 9 is no animation. It is just ...
by Kevsoft
9 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263588

Re: Presenting: Lunadll for Lua!

Code: Select all

theNPC:kill(9)
by Kevsoft
9 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263588

Re: Presenting: Lunadll for Lua!

So just to clarify, lunalua peeps - you butts don't mind helping me correct lua levels to comply with new versions of lunalua for the final release, do you? I know spoilers are a thing, but you won't have the placement spoiled and it'll ensure everything goes smoothly. I'll only send you guys (via ...
by Kevsoft
9 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263588

Re: Presenting: Lunadll for Lua!

It's something WIP. If you want a copy of the current LunaLua, then catch me on the IRC.

Anyway, I want to add more support to LDT, as also adding code templates for LDT to speed up developing for advanced user. Eclipse is just awesome.
by Kevsoft
9 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263588

Re: Presenting: Lunadll for Lua!

About the whole image thing, I want to wait until the opengl renderer is out. Because with the base of this, we will rewrite the custom image manager anyway.

And about the loaded API thing: There is a function called "isAPILoaded([table or string] api)".
by Kevsoft
9 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263588

Re: Presenting: Lunadll for Lua!

Does anyone use Lunalua and GameMaker? I have a few questions to ask. As a heads up, it's mainly me wondering why the latter seems easier for me to use. GameMaker is a whole Program for making games, while LunaLua is only a script language with access to SMBX memory. You should compare GameMaker wi...
by Kevsoft
9 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263588

Re: Presenting: Lunadll for Lua!

Thanks Hoeloe for that great idea :3


by Kevsoft
9 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263588

Re: Presenting: Lunadll for Lua!

Hoeloe wrote:...
Ah I see what you mean, but I will think about implementing the Koneki debugger anyway. It seems useful for me.
by Kevsoft
9 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263588

Re: Presenting: Lunadll for Lua!

Hoeloe wrote:until I can get a debug mode though
... something like that: https://wiki.eclipse.org/Koneki/LDT/Use ... inspection?

Koneki (Eclipse for Lua) allows attaching a debugger. It might be possible to add such thing for LunaLua.
by Kevsoft
9 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263588

Re: Presenting: Lunadll for Lua!

So if it is true with that mismatch, we would just need a small feature for PGE, which shifts the index for the lava block-Index to the first ones. That may fix temporarliy this issue.
by Kevsoft
9 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263588

Re: Presenting: Lunadll for Lua!

... Double checked and yeah this level has that bug. Fasoula's So Many Pipes x.x.lvl in MaGL X. When it crashes though it doesn't generate Kev's bug report. It just gives the Subscript out of Range 9 error and crashes. Which OS are you using? It might be that my patches doesn't work correctly on th...
by Kevsoft
9 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263588

Re: Presenting: Lunadll for Lua!

I think it would better to move the onLoad-Code into onInitAPI. The problem with onLoad API is that you cannot know if the user does the loadSharedAPI before the onLoad.
by Kevsoft
9 years ago
Forum: A2XT
Topic: SMBX Memory Map
Replies: 13
Views: 4008

Re: SMBX Memory Map

by Kevsoft
9 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263588

Re: Presenting: Lunadll for Lua!

Acutally Rednaxela and me figured a lot about the warp struct: See here
... including the filename of the level for the warp.

But I didn't bind it yet for lua.
by Kevsoft
9 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263588

Re: Presenting: Lunadll for Lua!

I would recommend sox.

Code: Select all

sox input.mp3 -r 44100 output.mp3
by Kevsoft
9 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263588

Re: Presenting: Lunadll for Lua!

Here is a preformance test I just made:
Image
I did the prefomance test with max FPS (reaching to 500) and a few NPCs.
by Kevsoft
9 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263588

Re: Presenting: Lunadll for Lua!

Speaking of OpenGL: It is possible to Hook BitBlt (the Render-Function of SMBX). So actually we could use OpenGL for rendering.
by Kevsoft
9 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263588

Re: Presenting: Lunadll for Lua!

You're just changing the game in every way. That's just amazing.