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by Kevsoft
8 years ago
Forum: A2XT
Topic: LunaDLL/LunaLUA help thread
Replies: 1467
Views: 287118

Re: LunaDLL/LunaLUA help thread

SAJewers wrote:

Code: Select all

for  k,v in pairs(NPC.get(38, -1))  do
		if (v.ai1 == 0) then
			v.ai1 = 1
		end
	end
Any idea why this doesn't work/seem to do anything?
Seems like this ai-field gets overwritten...
by Kevsoft
8 years ago
Forum: A2XT
Topic: LunaDLL/LunaLUA help thread
Replies: 1467
Views: 287118

Re: LunaDLL/LunaLUA help thread

Is there any way to disable the Grinder's (npc-179) tick sound? Maybe throught sounds.ini and replace it with an slient sound? If you need the sound otherwise, then I need to find something else. Also is there a way to draw an image like a background object (like it goes behind blocks)? Nope, Rende...
by Kevsoft
8 years ago
Forum: A2XT
Topic: LunaDLL/LunaLUA help thread
Replies: 1467
Views: 287118

Re: LunaDLL/LunaLUA help thread

Try with: local overlay = Graphics.loadImage(Misc.resolveFile("HUB/Olimar.png")); function onLoop() if (player.x > -119306 and player.x < -119262 and player.y > -119974 and player.y <-119682) then Text.print("Olimaaaaaar",12,12) Graphics.placeSprite(1, overlay, 100, 100) end end
by Kevsoft
8 years ago
Forum: A2XT
Topic: LunaDLL/LunaLUA help thread
Replies: 1467
Views: 287118

Re: LunaDLL/LunaLUA help thread

Ignoritus wrote:
Kevsoft wrote:If you want to draw images relative to the level-scene then you can use Graphics.drawImageToScene.
Does this force the draw call even if the destination isn't currently on-screen, or does it perform a check beforehand?
Direct draw, no on-screen check.
by Kevsoft
8 years ago
Forum: A2XT
Topic: LunaDLL/LunaLUA help thread
Replies: 1467
Views: 287118

Re: LunaDLL/LunaLUA help thread

SAJewers wrote:any updates on the ticking P-switch thingy?
Uhm, what do you need again from the P-Switch mechanism?
by Kevsoft
8 years ago
Forum: A2XT
Topic: LunaDLL/LunaLUA help thread
Replies: 1467
Views: 287118

Re: LunaDLL/LunaLUA help thread

You can draw images relative to the screen by using Graphics.drawImage. If you want to draw images relative to the level-scene then you can use Graphics.drawImageToScene.
by Kevsoft
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263437

Re: LunaLua Offical Thread

A Hotfix which fixes the Autocode Module has just been uploaded!
by Kevsoft
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263437

Re: LunaLua Offical Thread

SAJewers wrote:Um, I think you might have broke Autocode.
Goddamit how....? I did even test the module and it worked fine by me.
by Kevsoft
8 years ago
Forum: A2XT
Topic: LunaDLL/LunaLUA help thread
Replies: 1467
Views: 287118

Re: LunaDLL/LunaLUA help thread

LunaLua v0.7.2.1 has just been released. This is an important update because it fixes an exploit which manages to run assembler code on your computer throught lunadll.txt due to an exploit in the Autocode module. Additional changes are: * Extended NPC class * Added cheat values. Some cheat can now b...
by Kevsoft
8 years ago
Forum: A2XT
Topic: LunaDLL/LunaLUA help thread
Replies: 1467
Views: 287118

Re: LunaDLL/LunaLUA help thread

Do sprite-swaps take the same amount of time to load as graphics loaded with Graphics.loadAnimatedImage? It's a difficult because the loading code for loadAnimatedImage is similar to SMBX's one. Here is how SMBX does it: 1.) Call the VB6 LoadImage function (probably big overhead here, because it is...
by Kevsoft
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263437

Re: LunaLua Offical Thread

For those who downloaded LunaLua and missing "FreeImage.dll", I did update the package. I apologize for that!
by Kevsoft
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263437

Re: LunaLua Offical Thread

* Added printTextWP, drawImageWP, drawImageToSceneWP which enables rendering with priority settings (also known as Z-Index) Wouldn't it have been better to add an argument onto the end of the existing functions that could be nil? That way existing code wouldn't break and it wouldn't require these w...
by Kevsoft
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263437

Re: LunaLua Offical Thread

After much wait it is finally here: LunaLua v0.7.2 This version is a big milestone because it fixed some major bugs. Here is the changelog: * Extended Level class and World class (Overworld) * Extended Player class * Extended Section Class * Extended Graphics Namespace * Extended Block class * Exten...
by Kevsoft
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263437

Re: LunaLua Offical Thread

Well I have to think something out for this. But I will note it.
by Kevsoft
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263437

Re: LunaLua Offical Thread

You probably mean something like Misc.resolveFile / Misc.resolveDir which lookup a file first in the custom folder, then in the episode folder and then in LuaScriptsLib.
by Kevsoft
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263437

Re: LunaLua Offical Thread

JVyrn wrote:
Hoeloe wrote:Using Lua standard stuff you can read and write files pretty easily
I thought I read that that was disabled for Luna?
It was disabled.
by Kevsoft
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263437

Re: LunaLua Offical Thread

Giving access to HTTP requests is a bit dangerous. I do have the power to add that but I will add limits to that. Mainly to protect the abuse of this function. IO-access is limited, I want to give access to it, but limit it to the SMBX folder. HTTP access is given by the HTTP library provided by win...
by Kevsoft
8 years ago
Forum: let's play
Topic: MaGL X2 - Cat Planet × Pokemon OTP
Replies: 9294
Views: 1607695

Re: MaGL X2 - SMB2 x MaGL X2 otp

Lejes wrote:It's too bad the kill() function apparently changed in future versions of Luna Lua, too.
The default kill value is still 1. (First/Simple kill animation)
by Kevsoft
8 years ago
Forum: A2XT
Topic: SMBX Tileset Compiler and Separator
Replies: 11
Views: 9273

Re: SMBX Tileset Compiler and Separator

Looks pretty neat. Actually we should start some sort of a SMBX tools list and bundle them up to a package.

Btw, could you modify the links so they have "dl=1" at the end? Because then we skip that dumb dropbox website.
by Kevsoft
8 years ago
Forum: the gazebo
Topic: --[[if (butts) then codehaus(); end--]]
Replies: 7
Views: 1979

Re: --[[if (butts) then codehaus(); end--]]

Well there is #platgenwohl on irc.freenode.org, where Rednaxela, Horikawa, me and some other peeps are in. However, the skype-group is way more active.
by Kevsoft
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263437

Re: LunaLua Offical Thread

Hey guys, there is a bug with 4-channels BMP pictures. Colors are mixed up and I am still investingating the cause. This color bug appeared with one, created with GIMP. If someone has a 4-channel BMP picture which was not created with GIMP I would appreciate if someone would send it to me, so I can ...
by Kevsoft
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263437

Re: LunaLua Offical Thread

It's just a png with alpha channel in it. You can put those then in the episode folder (for overworld and global levels) or the custom level folder.

The advantage of this method is, that you can have partially transparany.
by Kevsoft
8 years ago
Forum: A2XT
Topic: LunaLua Offical Thread
Replies: 1245
Views: 263437

Re: LunaLua Offical Thread

LunaLua v0.7.1.1 is out with following changes: * Added comparing operator for some LunaLua classes. * Added PlayerSettings-Class * Added PNG support for custom level items (i.e. npc-1.png) * Fixed screenshot-function (With changes: PNG-Format and filename is now date + time) * Added experimental gi...
by Kevsoft
8 years ago
Forum: A2XT
Topic: Submission Guidelines (READ FIRST)
Replies: 193
Views: 76806

Re: Level Submission FAQ/Notes (Download Devkit Here)

I would generally suggest using link file and modifying the startup commands. In addition you can set the icon and everything is fine. I could do that via config, but this would be one file more anyway.
by Kevsoft
8 years ago
Forum: A2XT
Topic: LunaDLL/LunaLUA help thread
Replies: 1467
Views: 287118

Re: LunaDLL/LunLUA help thread

SAJewers wrote:Any Luck with this?
Red and me is working on that.
SAJewers wrote:Also, while I'm posting, is it possible to increase the Demo counter in Lua?
Horikawa made a demo counter in lua, might ask her.