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MaGL X2 - Cat Planet × Pokemon OTP

this is the place where lps are being talked about. it's important to talk about games being played on the internet.
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WestonSmith
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Posts: 188
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Re: MaGL X2 - Clocks x Dragons OTP

Post by WestonSmith »

Zeta and Roahm are pretty much the only other LPers I pay attention to (unless retsuprae counts), so it was nice they were neatly packaged into one episode.
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Imipolex G
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Re: MaGL X2 - Clocks x Dragons OTP

Post by Imipolex G »

The grabbable door is one of those things where I wish I had thought of it myself.
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Nathan the Talkmaus
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Re: MaGL X2 - Clocks x Dragons OTP

Post by Nathan the Talkmaus »

Never heard of Zeta before either.
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Leet
Well, hello, Smith ( ´-`)ノ
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Re: MaGL X2 - Clocks x Dragons OTP

Post by Leet »

after deceased crab i was like "oh god what if they got slowbeef" so count that as my unrealistic guess
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
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Learning-Timebuster
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Re: MaGL X2 - Clocks x Dragons OTP

Post by Learning-Timebuster »

cant wait for lowtax' level
"i like bugs"
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Nathan the Talkmaus
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Re: MaGL X2 - Clocks x Dragons OTP

Post by Nathan the Talkmaus »

I hope Brian Clevinger made a level with an appropriately anticlimactic resolution. And Rich Burlew made one with lots of funny text for raocow to skim and advance before I can finish reading.
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Rixithechao
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Re: MaGL X2 - Clocks x Dragons OTP

Post by Rixithechao »

Nathan the Talkmaus wrote:I hope Brian Clevinger made a level with an appropriately anticlimactic resolution. And Rich Burlew made one with lots of funny text for raocow to skim and advance before I can finish reading.
You have excellent taste in webcomics, good sir.
Delightful Adventure Enhanced is out now!

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SAJewers
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Re: MaGL X2 - LunaDLL x Rinkas OTP

Post by SAJewers »

Oh hey, I remember this level.
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FluffyMeatloaf
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Re: MaGL X2 - Clocks x Dragons OTP

Post by FluffyMeatloaf »

A Metroidvania Which Abuses LunaDLL Heavily
Oh boy, this huge place! It sure looks tough, but the shortcuts are put in mostly reasonable places. The part with the geemer / zoomer is really neat, but some other parts (like the skull raft section) might've got a wee bit too crazy at times. Still, fun to watch with some funny parts, too.

Curious to what the sword would bestow, unless it was just there to be a trap or some-
Horikawa Otane wrote:If you get the sword Brynhilde it says it does nothing lol.

But if you get ALL the items, Brynhilde included, in the throne room you get a staff that gives you a random powerup every couple seconds. REAL helpful for pushing through the final rooms and the second star.
Ah, well, at least it leads to something cool, ha.
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Willhart
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Re: MaGL X2 - LunaDLL x Rinkas OTP

Post by Willhart »

The text of the stone tablet raocow forgot to include to the video today is this.

9999 YEARS AGO, LUNA AND LUNA ENTERETH HERE

I think there are other extra hidden super secrets too, but I won't spoil those.

The level today was really great overall. I like the style of the graphics with moving layers, most of the gameplay, and the writing style used there. It felt overall very solid and reminded me a lot of the original one, which had some very neat ideas too.
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Sniggerb0bble
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Re: MaGL X2 - LunaDLL x Rinkas OTP

Post by Sniggerb0bble »

Man, there's something about Kil's stuff that just hits all the right notes for me. I love the sense of scale, the creativity, and how dramatic and genuine it feels. A lot of the levels here on the talkhaus, mine included, tend to be very meta or predominantly humorous, and whilst that's not a problem, every now and again this type of level is a massive breath of fresh air for me.

I've talked on this thread before about how my favourite types of levels and games are those that strike a strong balance of narrative/flavour and gameplay, and to me, this is the exact balance that I like. The look, the atmosphere, the story, the music, it all comes together to create a really nice atmosphere that just gets me pumped. It was also nice to see one of the music pieces be a remix of the Luna Tower track, that's a piece I often come back to in my music collection.

This level is of course far from perfect, and I'm sure there are those that will have issues with length, difficulty, theme, etc, but to me, this is the kind of stuff I love the most.
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Grounder
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Re: MaGL X2 - LunaDLL x Rinkas OTP

Post by Grounder »

the sword powerup didnt look all that scary to me

anyway, this is more of a game than a level
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Kil
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Re: MaGL X2 - LunaDLL x Rinkas OTP

Post by Kil »

Didn't get to watch the video yet but here's some stuff I was working on for the boss. This is coded in C and has a bunch of crap like a custom GUI class system I made, but since I didn't want to add more hardcoded C to lunadll and I couldn't think of any easy way to convert it to lua, I just decided to not finish it. I forgot you get banished if you go over there without 50 lives and didn't get to show off the boss battle proper.

https://www.youtube.com/watch?v=-DsW6iB ... e=youtu.be


Also this is why you shouldn't try to do anything more complicated than a filter in autocode anymore:

////////////////////////////
/// -- Generics stuff -- ///
#-1

SetVar,0,0,0,0,1,TSANV-Init

// Sprite images
LoadImage,1,0xDC00FF,0,0,0,desolation.bmp
LoadImage,2,0xDC00FF,0,0,0,sparkly.bmp
LoadImage,6,0xDC00FF,0,0,0,vainglory.bmp
LoadImage,7,0xDC00FF,0,0,0,brasstiara.bmp
LoadImage,8,0xDC00FF,0,0,0,blood.bmp
LoadImage,9,0xDC00FF,0,0,0,sangrelis.bmp
LoadImage,15,0xDC00FF,0,0,0,bullet.bmp
LoadImage,17,0xDC00FF,0,0,0,cane.bmp

// Images for textboxes
LoadImage,3,0xDC00FF,0,0,0,desotext.bmp
LoadImage,4,0xDC00FF,0,0,0,vaintext.bmp
LoadImage,5,0xDC00FF,0,0,0,tiaratext.bmp
LoadImage,14,0xDC00FF,0,0,0,sangrelistext.bmp
LoadImage,16,0xDC00FF,0,0,0,canetext.bmp

// Static item images (for top right corner)
LoadImage,10,0xDC00FF,0,0,0,desostatic.bmp
LoadImage,11,0xDC00FF,0,0,0,vainstatic.bmp
LoadImage,12,0xDC00FF,0,0,0,tiarastatic.bmp
LoadImage,13,0xDC00FF,0,0,0,sangrelisstatic.bmp

// Enemies
LoadImage,20,0xDC00FF,0,0,0,fullbubbleskull.bmp


// Common sprite components
$RELDRAW,RelativeDraw,0,0,0,0,0,0
$HUDDRAW,StaticDraw,0,0,0,0,0,0
$PHASEMOVE,PhaseMove,0,0,0,0,0,0

// All items share the same animation scheme
$ITEMANIMATE,BasicAnimate,32,3,0,0,0,0

// All items have basic gravity scheme
$GLOBALGRAV,ApplyVariableGravity,0,1,0,0,0,GlobalGrav
$ITEMMOVE,BumpMove,0,100,0,0,0,0

// Repeating timer that activates sparkly generator component (#60000)
$SPARKLEGENTIMER,SpriteTimer,0,0,1,60000,11,0


// Sparkly generator - Generate a sparkle randomly near a sprite
#60000
GenerateInRadius,0,2,15,24,1,SparklyEffect

// Generic event for a sprite removing itself
#66666
Die,0,0,0,0,1,0

////////////////////////////


////////////////////////////
/// -- Sparkly effect -- ///
#-1

$SparklyEffect,SpriteBlueprint,0,0,0,0,0,0

$SPARKLYEFFANIMATE,BasicAnimate,16,4,0,0,0,0

$SPARKLYEFFMOVE,SetYSpeed,-2,0,0,0,1,0

$SPARKLYEFFDECAYTIMER,SpriteTimer,0,0,0,66666,24,0

$SparklyEffect,Attach,0,0,0,0,0,SPARKLYEFFANIMATE
$SparklyEffect,Attach,0,0,0,0,0,PHASEMOVE
$SparklyEffect,Attach,0,0,0,0,0,SPARKLYEFFDECAYTIMER
$SparklyEffect,Attach,1,0,0,0,0,RELDRAW
$SparklyEffect,Attach,2,0,0,0,0,SPARKLYEFFMOVE

////////////////////////////


/////////////////////////////////
/// -- Staff of Desolation -- ///
#-1

$DesoStaff,SpriteBlueprint,0,0,0,0,0,0

$DESOCOLLECT,OnPlayerCollide,0,0,0,70000,0,0

$DESOHITBOX,SetHitbox,0,0,32,32,1,0

$DESOALREADY,IfLunaVar,0,0,1,66666,0,GOTDESO

$DesoStaff,Attach,2,0,0,0,0,DESOALREADY
$DesoStaff,Attach,0,0,0,0,0,DESOCOLLECT
$DesoStaff,Attach,0,0,0,0,0,ITEMMOVE
$DesoStaff,Attach,0,0,0,0,0,ITEMANIMATE
$DesoStaff,Attach,0,0,0,0,0,GLOBALGRAV
$DesoStaff,Attach,1,0,0,0,0,RELDRAW
$DesoStaff,Attach,0,0,0,0,0,SPARKLEGENTIMER
$DesoStaff,Attach,2,0,0,0,0,DESOHITBOX

// Desolation item collision
#70000
TriggerLunaEvent,6600,0,0,0,1,0
Die,0,0,0,0,1,0

/////////////////////////////////


/////////////////////////////////
/// -- Vainglorious Finery -- ///
#-1

$Vainglory,SpriteBlueprint,0,0,0,0,0,0

$VAINCOLLECT,OnPlayerCollide,0,0,0,71000,0,0

$VAINHITBOX,SetHitbox,0,0,32,32,1,0

$VAINALREADY,IfLunaVar,0,0,1,66666,0,GOTVAIN

$Vainglory,Attach,0,0,0,0,0,VAINCOLLECT
$Vainglory,Attach,0,0,0,0,0,ITEMMOVE
$Vainglory,Attach,0,0,0,0,0,ITEMANIMATE
$Vainglory,Attach,0,0,0,0,0,GLOBALGRAV
$Vainglory,Attach,1,0,0,0,0,RELDRAW
$Vainglory,Attach,0,0,0,0,0,SPARKLEGENTIMER
$Vainglory,Attach,2,0,0,0,0,VAINHITBOX
$Vainglory,Attach,2,0,0,0,0,VAINALREADY

// Vainglorious finery item collision
#71000
TriggerLunaEvent,6620,0,0,0,1,0
Die,0,0,0,0,1,0

/////////////////////////////////

//////////////////////////////////
/// -- Item acquire textbox -- ///
#-1

// IMAGE CODE = Various. change when placing sprite
$TextBox,SpriteBlueprint,0,0,0,0,0,0

$TXTBOXMOVEUP,SetYSpeed,-7,0,0,0,1,0

$TXTBOXDECCEL,Deccelerate,0,0.18,0,0,0,0

$TXTBOXTIMER,SpriteTimer,0,0,0,72000,390,0

$TextBox,Attach,0,0,0,0,0,TXTBOXMOVEUP
$TextBox,Attach,0,0,0,0,0,TXTBOXDECCEL
$TextBox,Attach,0,0,0,0,0,TXTBOXTIMER
$TextBox,Attach,0,0,0,0,0,PHASEMOVE
$TextBox,Attach,1,0,0,0,0,HUDDRAW

// Scroll back down and die
#72000
SetYSpeed,5.5,0,0,0,0,0
SpriteTimer,0,0,0,66666,300,0

//////////////////////////////////

/////////////////////////
/// -- Brass Tiara -- ///
#-1

$BrassTiara,SpriteBlueprint,0,0,0,0,0,0

// States -
// 0 = Sitting normally
// 1 = Set fade out
// 2 = Wait
// 3 = Teleport
// 4 = fade in -> back to 0

$TIARAALREADY,IfLunaVar,0,0,1,66666,0,GOTBRASS

// Set state 0
$TIARASETVARZERO,SetSpriteVar,0,0,0,0,1,TiaraState

// State branches
$TIARASTATEZERO,IfSpriteVar,0,0,0,73000,0,TiaraState
$TIARASTATEONE,IfSpriteVar,0,0,1,73010,0,TiaraState
$TIARASTATETWO,IfSpriteVar,0,0,2,73020,0,TiaraState
$TIARASTATETHREE,IfSpriteVar,0,0,3,73030,0,TiaraState
$TIARASTATEFOUR,IfSpriteVar,0,0,4,73040,0,TiaraState

$TIARAHITBOX,SetHitbox,0,0,32,32,1,0

$BrassTiara,Attach,2,0,0,0,0,TIARAALREADY
$BrassTiara,Attach,0,0,0,0,0,ITEMMOVE
$BrassTiara,Attach,0,0,0,0,0,ITEMANIMATE
$BrassTiara,Attach,0,0,0,0,0,GLOBALGRAV
$BrassTiara,Attach,1,0,0,0,0,RELDRAW
$BrassTiara,Attach,0,0,0,0,0,SPARKLEGENTIMER
$BrassTiara,Attach,2,0,0,0,0,TIARASETVARZERO
$BrassTiara,Attach,0,0,0,0,0,TIARASTATEZERO
$BrassTiara,Attach,0,0,0,0,0,TIARASTATEONE
$BrassTiara,Attach,0,0,0,0,0,TIARASTATETWO
$BrassTiara,Attach,0,0,0,0,0,TIARASTATETHREE
$BrassTiara,Attach,0,0,0,0,0,TIARASTATEFOUR
$BrassTiara,Attach,2,0,0,0,0,TIARAHITBOX


// STATE 0 - "sitting" state
#73000
// Make sure visible
SetVisible,1,0,0,0,1,0

// Collectable at this time
OnPlayerCollide,0,0,0,73100,1,0

// If player is near, -> #73091 (sets state 1)
OnPlayerDistance,125,1,0,73091,1,0


// STATE 1 - "Player got near" state
#73010

// Start blinking
Blink,2,1,0,0,19,0

// Play the sound effect
TriggerLunaEvent,6650,0,0,0,1,0

// Start timer which will activate teleport event
SpriteTimer,0,0,0,73093,35,0

// Set waiting state 2
SetSpriteVar,0,0,2,0,1,TiaraState


// STATE 2 - Waiting (does nothing)
#73020


// STATE 3 - Teleport
#73030
RandomComponentRange,73070,73081,0,0,1,0
SetSpriteVar,0,0,4,0,1,TiaraState

#73070
TeleportTo,318,-483,0,0,1,0

#73071
TeleportTo,446,-483,0,0,1,0

#73072
TeleportTo,190,-362,0,0,1,0

#73073
TeleportTo,286,-362,0,0,1,0

#73074
TeleportTo,382,-362,0,0,1,0

#73075
TeleportTo,478,-362,0,0,1,0

#73076
TeleportTo,574,-362,0,0,1,0

#73077
TeleportTo,190,-230,0,0,1,0

#73078
TeleportTo,286,-230,0,0,1,0

#73079
TeleportTo,382,-230,0,0,1,0

#73080
TeleportTo,478,-230,0,0,1,0

#73081
TeleportTo,574,-230,0,0,1,0


// STATE 4 - Fade in
#73040

// Start blinking
Blink,2,0,0,0,66,0

// Collectable at this time
OnPlayerCollide,0,0,0,73100,63,0

// Start timer which will finally go back to state 0
SpriteTimer,0,0,0,73090,66,0

// Set waiting state 2
SetSpriteVar,0,0,2,0,1,TiaraState


// State setters
#73090
SetSpriteVar,0,0,0,0,1,TiaraState

#73091
SetSpriteVar,0,0,1,0,1,TiaraState

#73092
SetSpriteVar,0,0,2,0,1,TiaraState

#73093
SetSpriteVar,0,0,3,0,1,TiaraState

#73094
SetSpriteVar,0,0,4,0,1,TiaraState


// Finally collected event
#73100
TriggerLunaEvent,6640,0,0,0,1,0
Die,0,0,0,0,1,0

/////////////////////////

////////////////////////////////////
/// -- BubbleSkull definition -- ///
#-1

$BubbleSkull,SpriteBlueprint,0,0,0,0,0,0

$BSKULLANIMATE,BasicAnimate,30,2,0,0,0,0

$BSKULLDRAW,RelativeDraw,0,0,0,0,0

$BSKULLXSPEED,SetXSpeed,4,0,0,0,1,0
$BSKULLYSPEED,SetYSpeed,-4,0,0,0,1,0

$BSKULLMOVE,BumpMove,0,0,0,0,0,0

$BSKULLHITBOX,SetHitbox,0,0,32,32,1,0

$BSKULLPLAYERCOLLIDE,OnPlayerCollide,0,0,0,56000,0,0

$BubbleSkull,Attach,0,0,0,0,0,BSKULLANIMATE
$BubbleSkull,Attach,0,0,0,0,0,BSKULLMOVE
$BubbleSkull,Attach,0,0,0,0,0,BSKULLPLAYERCOLLIDE
$BubbleSkull,Attach,1,0,0,0,0,BSKULLDRAW
$BubbleSkull,Attach,2,0,0,0,0,BSKULLXSPEED
$BubbleSkull,Attach,2,0,0,0,0,BSKULLYSPEED
$BubbleSkull,Attach,2,0,0,0,0,BSKULLHITBOX

#56000
HarmPlayer,0,0,0,0,1,0

////////////////////////////////////

/////////////////////////////
/// -- Sangrelis Sword -- ///
#-1

$Sangrelis,SpriteBlueprint,0,0,0,0,0,0

$SANGCOLLECT,OnPlayerCollide,0,0,0,74000,0,0

$SANGALREADY,IfLunaVar,0,0,1,66666,0,GOTSANGRE

$SANGGENTIMER,SpriteTimer,0,0,1,74001,4,0
$SANGGENTIMER2,SpriteTimer,0,0,1,74002,21,0

$SANGFLOAT,AnimateFloat,0.8,3,2,0,0,0

$Sangrelis,Attach,0,0,0,0,0,SANGCOLLECT
$Sangrelis,Attach,0,0,0,0,0,ITEMANIMATE
$Sangrelis,Attach,1,0,0,0,0,RELDRAW
$Sangrelis,Attach,0,0,0,0,0,SPARKLEGENTIMER
$Sangrelis,Attach,0,0,0,0,0,SANGGENTIMER
$Sangrelis,Attach,0,0,0,0,0,SANGGENTIMER2
$Sangrelis,Attach,2,0,0,0,0,SANGALREADY
$Sangrelis,Attach,0,0,0,0,0,SANGFLOAT

// Sangrelis item collision
#74000
TriggerLunaEvent,6700,0,0,0,1,0
Die,0,0,0,0,1,0

// Sangrelis bullet generator
#74001
SetSpriteVar,0,1,3.182,0,1,_GenAngle
GenerateAtAngle,0,15,3.65,250,1,Bullet
//SetSpriteVar,0,0,2.465,0,1,_GenAngle
//GenerateAtAngle,0,15,4.65,42,1,Bullet

// Bullet sound caller
#74002
TriggerLunaEvent,6701,0,0,0,1,0

//////////////////////////////


////////////////////
/// -- Bullet -- ///
#-1

$Bullet,SpriteBlueprint,0,0,0,0,0,0

$BULLETPLAYERCOLLIDE,OnPlayerCollide,0,9,0,75000,0,0

$BULLETMOVE,CrashMove,0,0,0,0,0,0

$BULLETANIMATE,BasicAnimate,8,2,0,0,0,0

$BULLETHITBOX,SetHitbox,0,0,6,6,0,0

$BULLETGENOCIDE,IfLunaVar,0,0,1,66666,0,GOTSANGRE

$Bullet,Attach,0,0,0,0,0,BULLETPLAYERCOLLIDE
$Bullet,Attach,0,0,0,0,0,BULLETMOVE
$Bullet,Attach,0,0,0,0,0,BULLETANIMATE
$Bullet,Attach,0,0,0,0,0,BULLETGENOCIDE
$Bullet,Attach,1,0,0,0,0,RELDRAW
$Bullet,Attach,2,0,0,0,0,BULLETHITBOX
$Bullet,Attach,0,0,0,0,0,BULLETHITBOX

#75000
HarmPlayer,0,0,0,0,1,0

////////////////////


/////////////////////////////
/// -- Sin-reading cane -- ///
#-1

$SinReadingCane,SpriteBlueprint,0,0,0,0,0,0

$CANECOLLECT,OnPlayerCollide,0,0,0,76000,0,0

$CANEALREADY,IfLunaVar,0,0,1,66666,0,GOTCANE

$CANEHITBOX,SetHitbox,0,0,32,32,1,0

$SinReadingCane,Attach,0,0,0,0,0,CANECOLLECT
$SinReadingCane,Attach,1,0,0,0,0,RELDRAW
$SinReadingCane,Attach,0,0,0,0,0,SPARKLEGENTIMER
$SinReadingCane,Attach,2,0,0,0,0,CANEHITBOX
$SinReadingCane,Attach,2,0,0,0,0,CANEALREADY

// Cane item collision
#76000
TriggerLunaEvent,6800,0,0,0,1,0
Die,0,0,0,0,1,0

//////////////////////////////


////////////////////////////
///// Level load stuff /////
////////////////////////////

#-1
// Invulnerability remover just in case
MemAssign,0x00B2C8C0,0,0,0,1,w
SetVar,0,0,0,0,1,INVULNTIMER


////////////////////////////
/////// GLOBAL CODES ///////
////////////////////////////

#0
// Set global gravity for custom sprites
SetVar,0,0,0.2,0,1,GlobalGrav


// DEATHTIMER = Current death timer
$DEATHTIMER,LoadPlayerVar,0,0x13E,0,0,0,w

// PRESSINGLEFT = Whether player is pressing left
$PRESSINGLEFT,LoadPlayerVar,0,0xF6,0,0,0,w

// PRESSINGRIGHT = Whether player is pressing right
$PRESSINGRIGHT,LoadPlayerVar,0,0xF8,0,0,0,w

// DEBUGINV = Debug for invincibility
//$DEBUGINV,LoadGlobalVar,0x00B2C8C0,0,0,0,0,w
//$DEBUGINV,ShowVar,0,300,300,4,0,INV:
IfVar,0,1,1,6665,0,INVULNTIMER


// Special cheat to discard all found items
#0
OnCustomCheat,0,0,0,7777,0,idrinkitup

#7777
SetVar,0,0,0,0,1,GOTDESO
SetVar,0,0,0,0,1,GOTVAIN
SetVar,0,0,0,0,1,GOTBRASS
SetVar,0,0,0,0,1,GOTSANGRE
SetVar,0,0,0,0,1,GOTCANE
BankVar,0,0,0,0,1,GOTDESO
BankVar,0,0,0,0,1,GOTVAIN
BankVar,0,0,0,0,1,GOTBRASS
BankVar,0,0,0,0,1,GOTSANGRE
BankVar,0,0,0,0,1,GOTCANE
WriteBank,0,0,0,0,1,0
SFX,0,32,0,0,0,0


//Collision scan in these sections only
#4
CollisionScan,0,0,0,0,0,0
#5
CollisionScan,0,0,0,0,0,0
#7
CollisionScan,0,0,0,0,0,0
#11
CollisionScan,0,0,0,0,0,0
#14
CollisionScan,0,0,0,0,0,0
#1
CollisionScan,0,0,0,0,0,0

#21
// Reset metroid walker thingy offscreen timer
NPCMemSet,205,0x12A,55,0,0,w

////////////////////////////
//////// ITEM STUFF ////////
////////////////////////////
#0
// Place Items
PlaceSprite,0,1,-139936,-141028,0,DesoStaff
PlaceSprite,0,6,-119965,-120548,0,Vainglory
PlaceSprite,0,7,97,-513,0,BrassTiara
PlaceSprite,0,9,-199548,-200299,0,Sangrelis

#16
// Only place cane if having 4 items
IfVar,0,0,1,6850,0,GOTDESO

#6850
IfVar,0,0,1,6851,1,GOTVAIN

#6851
IfVar,0,0,1,6852,1,GOTBRASS

#6852
IfVar,0,0,1,6853,1,GOTSANGRE

#6853
PlaceSprite,0,17,100273,99736,0,SinReadingCane
DeleteEventsFrom,6850,0,0,0,0,0
DeleteEventsFrom,6853,0,0,0,0,0


#0
// Phial of Blood
PlaceSprite,3,8,-19624,-18488,0,6660

// Bubbleskull first room
PlaceSprite,0,20,-79338,-80454,0,BubbleSkull

// Bubbleskull snake
PlaceSprite,0,20,60464,59826,0,BubbleSkull
PlaceSprite,0,20,60448,59842,0,BubbleSkull
PlaceSprite,0,20,60432,59858,0,BubbleSkull
PlaceSprite,0,20,60416,59874,0,BubbleSkull
PlaceSprite,0,20,60400,59890,0,BubbleSkull
PlaceSprite,0,20,60384,59906,0,BubbleSkull
PlaceSprite,0,20,60368,59922,0,BubbleSkull
PlaceSprite,0,20,60480,59810,0,BubbleSkull

// If GOTDESO == 1, -> #6610
IfVar,0,0,1,6610,0,GOTDESO

// If GOTVAIN == 1, -> #6630
IfVar,0,0,1,6630,0,GOTVAIN

// If GOTBRASS == 1, -> #6441
IfVar,0,0,1,6641,0,GOTBRASS

// If GOTBRASS == 1, -> #6442
IfVar,0,0,1,6642,0,GOTBRASS

// If GOTSANGRE == 1, -> #6702
IfVar,0,0,1,6702,0,GOTSANGRE

// Sin-reading cane timer -> #6801
Timer,0,6801,0,1,400,0

// Phial of Blood timer checker - count down when above 0
IfVar,0,1,0,6663,0,INVULNTIMER

// Phial of Blood timer checker - turn off invinciblity when 0
IfVar,0,0,0,6664,0,INVULNTIMER

// Death checker for removing invincibility
IfVar,0,0,1,6612,0,DEATHTIMER


/////////////////////////////
///// 66XX item section /////


//// Staff of Desolation Luna events ////

// Deso collection instant
#6600
SetVar,0,0,1,0,1,GOTDESO
BankVar,0,0,0,0,1,GOTDESO
WriteBank,0,0,0,0,1,0
SFX,0,0,0,0,0,Powerup.wav
PlaceSprite,0,3,150,600,1000,TextBox
TriggerSMBXEvent,0,0,0,0,1,DesoTrapEvent

// Deso constant active event
#6610
IfVar,0,0,4,6611,1,DEATHTIMER
//Show item on hud
IfVar,0,0,1,6613,1,TSANV-DisplayLvlItems

// Shorten death
#6611
PlayerMemSet,0,0x13E,185,0,1,w
//MemAssign,0x00B2C8C0,0,0,0,1,w
//SetVar,0,0,0,0,1,INVULNTIMER

// Normal invincibility remover (no deso)
#6612
MemAssign,0x00B2C8C0,0,0,0,1,w
SetVar,0,0,0,0,1,INVULNTIMER

#6613
PlaceSprite,1,10,620,30,2,0


//// Vainglorious Finery Luna events ////

// Vainglory collection instant
#6620
SetVar,0,0,1,0,1,GOTVAIN
BankVar,0,0,0,0,1,GOTVAIN
WriteBank,0,0,0,0,1,0
SFX,0,0,0,0,0,Powerup.wav
PlaceSprite,0,4,150,600,1000,TextBox

// Vainglory constant active event
#6630
IfVar,0,0,-1,6631,1,PRESSINGLEFT
IfVar,0,0,-1,6632,1,PRESSINGRIGHT
// Show item on hud
IfVar,0,0,1,6633,1,TSANV-DisplayLvlItems

// Extra left speed activate
#6631
PlayerMemSet,0,224,0.05,2,1,df

// Extra right speed activate
#6632
PlayerMemSet,0,224,0.05,1,1,df

#6633
// Place on HUD
PlaceSprite,1,11,661,30,2,0


//// Brass Tiara Luna events ////

// Brass tiara collected instant
#6640
SetVar,0,0,1,0,1,GOTBRASS
BankVar,0,0,0,0,1,GOTBRASS
WriteBank,0,0,0,0,1,0
SFX,0,0,0,0,2,Powerup.wav
PlaceSprite,0,5,150,600,1000,TextBox

// Brass constant event - reveal the hidden blocks and delete this
#6641
SetAllBlocksID,458,504,0,0,10,0
ShowAllBlocks,458,0,0,0,0,0
DeleteEventsFrom,6641,0,0,0,1,0

#6642
// Show on HUD
IfVar,0,0,1,6643,1,TSANV-DisplayLvlItems

#6643
PlaceSprite,1,12,700,35,2,0

// Tiara teleport sound effect
#6650
SFX,0,0,0,0,0,teleport.wav


//// Phial of Blood Luna events ////
#6660
TriggerRandom,6662,6662,6662,6661,1,0

// Bad luck -- actually only 25% chance
#6661
Kill,0,0,0,0,1,0

// Good luck
#6662
SetVar,0,0,4000,0,1,INVULNTIMER
$INVULNTIMER,ShowVar,0,35,550,3,4000,INVINCIBLE-
MemAssign,0x00B2C8C0,-1,0,0,1,w
PlayerMemSet,0,0x02,0xFFFF,0,4000,w

// Invulnerability timer decrementer
#6663
SetVar,0,2,1,0,1,INVULNTIMER

// Invuln deactivator
#6664
MemAssign,0x00B2C8C0,0,0,0,1,w
PlayerMemSet,0,0x02,0,0,1,w

// Invuln timer refresher
#6665
MemAssign,0x00B2C8C0,-1,0,0,1,w


//// Sangrelis Luna events ////

// Sangrelis collection instant
#6700
SetVar,0,0,1,0,1,GOTSANGRE
BankVar,0,0,0,0,1,GOTSANGRE
WriteBank,0,0,0,0,1,0
SFX,0,0,0,0,2,Powerup.wav
PlaceSprite,0,14,150,600,1000,TextBox

// Bullet sound
#6701
SFX,0,0,0,0,0,explo.wav

#6702
// Show on HUD?
IfVar,0,0,1,6703,1,TSANV-DisplayLvlItems

#6703
PlaceSprite,1,13,740,30,2,0


//// Sin-reading cane events ////

// Cane collection instant
#6800
SetVar,0,0,1,0,1,GOTCANE
BankVar,0,0,0,0,1,GOTCANE
WriteBank,0,0,0,0,1,0
SFX,0,0,0,0,2,Powerup.wav
PlaceSprite,0,16,150,600,1000,TextBox

// Cane effect gate
#6801
IfVar,0,0,1,6802,1,GOTCANE

// Cane trigger effect
#6802
TriggerRandom,6803,6804,6805,6806,1,0

#6803
PlayerMemSet,0,0x158,182,0,1,w
#6804
PlayerMemSet,0,0x158,264,0,1,w
#6805
PlayerMemSet,0,0x158,170,0,1,w
#6806
PlayerMemSet,0,0x158,9,0,1,w


#END
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Re: MaGL X2 - LunaDLL x Rinkas OTP

Post by raocow »

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TaviTurnip
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Re: MaGL X2 - LunaDLL x Rinkas OTP

Post by TaviTurnip »

Holy shit it's Princess Guitars.

"But Rena, why are you swearing in public and what is Princess Guitars? This is Luna Tower!"

I know it's not really supposed to be its proper name, but that's what I affectionately called both this section of the level and the song involved when this stuff was new and Kil posted it, and I think last year or the year before I asked Kil if I could use the song to make something for A2XT in the spirit of this and he told me that he had plans to do something with it and that it was best I didn't, so I didn't!

And this is a less relevant part of the story, but with that request denied, I instead moved to make something "hopefully as good" as Luna Tower had been in ASMBXT, and started work on my kinda linear-but-massive Turnip Factory level for A2XT that never saw completion because it's a giant mess and is actually a really godawful level that probably none of you will ever see in its current form. I was inspired to make something amazing and it fell through badly instead c: But the background for the Turnip MAFAB boss and the block graphics were both adopted from the remains of the level I never completed, and that's why I had them on hand!

tl;dr this level holds a special place in my heart that I was never sure was coming back

I am super glad to finally see this level fleshed out <333 And I really love mostly everything about it. The Geemer room in particular was really clever and I loved it a lot, it felt like a better version of the "autoscroller inside a box" type of rooms we see in SMW hacks.

Also just putting it out there, but a Retsupurae level ranks pretty low on my "expected peeps" list, in the sense that it's something I'd expect in the first tier or two easy >.> One of the more obvious guesses.
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Re: MaGL X2 - LunaDLL x Rinkas OTP

Post by Kil »

Man it's too bad you didn't get the sword. Woulda made it super easy to get the secret exit. Also I noticed some stuff seems to have broken in the past year.

It's supposed to show your items in the top right of the HUD.

There's also supposed to be custom MMX transparencies in the level.
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Re: MaGL X2 - Clocks x Dragons OTP

Post by blue_kirby »

Horikawa Otane wrote:Guesses for the theme of tomorrow's tier?
Another tier!?
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Re: MaGL X2 - LunaDLL x Rinkas OTP

Post by Rednaxela »

Very nifty fun level! I'm impressed!
Kil wrote:It's supposed to show your items in the top right of the HUD.
That I wouldn't expect to be broken... I'm curious to find out what broke that. Might be good to get a copy of the level?
Kil wrote:There's also supposed to be custom MMX transparencies in the level.
The custom MMX transparencies code? That's currently not working with the OpenGL renderer (but I should add backwards compatability for that)... but uh... I'm not seeing how your level would have used that anyway.... unless... you named the level file "LUNA12-thou_starts_a_new_video.lvl" to activate some hardcoded C code? I had not expected any new things to be using any of the old hardcoded level-name-based C code, and since that was the only way that MMX transparency code could be activated, it was relatively low priority in my mind... Perhaps I should have contacted you when I had first noticed that MMX transparencies that were only activated via that hardcoded level name...
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Re: MaGL X2 - LunaDLL x Rinkas OTP

Post by Voltgloss »

I'm now more than ever looking forward to the release of this game, so I can explore around Kil's level looking for super secrets. That was the most fun I had playing MaGL X the first (along with finding all the "passwords").
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Re: MaGL X2 - LunaDLL x Rinkas OTP

Post by Kil »

Rednaxela wrote:Very nifty fun level! I'm impressed!
Kil wrote:It's supposed to show your items in the top right of the HUD.
That I wouldn't expect to be broken... I'm curious to find out what broke that. Might be good to get a copy of the level?
Kil wrote:There's also supposed to be custom MMX transparencies in the level.
The custom MMX transparencies code? That's currently not working with the OpenGL renderer (but I should add backwards compatability for that)... but uh... I'm not seeing how your level would have used that anyway.... unless... you named the level file "LUNA12-thou_starts_a_new_video.lvl" to activate some hardcoded C code? I had not expected any new things to be using any of the old hardcoded level-name-based C code, and since that was the only way that MMX transparency code could be activated, it was relatively low priority in my mind... Perhaps I should have contacted you when I had first noticed that MMX transparencies that were only activated via that hardcoded level name...
Yeah, I guess that would've stopped working anyway since the level name was changed, so all the C code is probably not even attempting to run anymore.

The only reason I can see the HUD breaking and not the other sprites is, the HUD sprites were using the static/screen coordinate mode of sprites and the sprites in the level are using world coordinate mode to move with the camera.

Also secret sprites made by rockythechao I didn't get to show

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Re: MaGL X2 - LunaDLL x Rinkas OTP

Post by Rednaxela »

Kil wrote:Yeah, I guess that would've stopped working anyway since the level name was changed, so all the C code is probably not even attempting to run anymore.

The only reason I can see the HUD breaking and not the other sprites is, the HUD sprites were using the static/screen coordinate mode of sprites and the sprites in the level are using world coordinate mode to move with the camera.
Ah, so filename was changed even, so multiple layers of reasons that wasn't working... (I find myself pondering the notion of getting that fixed up at both layers for the MaGLX2 public release)

Hmm... the HUD I'm not sure... because the static/screen coordinate mode of sprites is in fact something that I'm quite sure is not broken in general, unless it's broken in Autocode only, which would be weird. I say this because I know I used the static/screen coordinate mode of placeSprite just fine via the Lua API in the past, including having used it some in my MaGLX2 entry which worked just fine. Rather curious about what broke that, as that really ought to be fixed.
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Re: MaGL X2 - LunaDLL x Rinkas OTP

Post by Kil »

Nah it's fine. The MMX stuff just created a red glow on some screens, and I have no idea why the hud doesn't work so eh.

Also, I'm not even sure if people's computers could handle the raw power of MMX technology

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Re: MaGL X2 - LunaDLL x Rinkas OTP

Post by Crow »

the clues were way too straightforward to be a good homage to la-mulana imo :V
but no this was awesome, a few platforming challenges that looked kinda "eh" but the frequent checkpoints kind of alleviated that issue a little bit
though legit multiple midpoints would've probably made it better
i've honestly never played a video game in my life
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Re: MaGL X2 - LunaDLL x Rinkas OTP

Post by Imaynotbehere4long »

Kil wrote:The shop is closed because I ran out of sections.
*AHEM*
[attachment=0]lunatower.png[/attachment]

Why can't that work?
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Re: MaGL X2 - LunaDLL x Rinkas OTP

Post by Imipolex G »

Luna Tower was somehow my favorite level in ASMBXT, in spite of its brutal difficulty, so it's great to see a sequel with all the deep.jpg flavor intact. The use of permanent upgrades was especially cool. But, for the love of Demo, can anyone ever make a level without rinka shooters everywhere?
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