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LunaDLL/LunaLUA help thread

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Kil
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Re: LunaDLL help thread

Post by Kil »

It works but you must use a transparency color. In that code it's set to DC00FF which is this pink color
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Darkchaox100
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Re: LunaDLL help thread

Post by Darkchaox100 »

Kil wrote:It works but you must use a transparency color. In that code it's set to DC00FF which is this pink color
Great to hear! With this i can make some real cool stuff! Thx Kil.
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Kil
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Re: LunaDLL help thread

Post by Kil »

wow

I hope people can make some cool HUDs like that
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Darkchaox100
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Re: LunaDLL help thread

Post by Darkchaox100 »

One question,is it possible to draw the score/coins/Star/Life numbers at a custom position?
(Maybe using Variables for drawing a text for coins and etc and then hiding the original hud?)
EDIT:
I got this now:

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Now i only need the memory data code (or whatever its called) for the star ammount and the score!
Do you know these kil?
Oh and is there any way to prevent the TEXT and the Timer to disappear when you hit a Text Block and/or pause the game?
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Validon98
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Re: LunaDLL help thread

Post by Validon98 »

Why is it every time someone figures out something new to do with LunaDLL, it ends up being amazing? I wonder if with this someone would be able to make a custom HUD layout for A2MBXT Episode 2 and onwards?

Also, question: Will Episode 2 be updated with version 8, or will it still use version 7? I'm wondering because I see all of these new things between the two versions and I'm kind of interested in seeing what could be done with them, especially after seeing those two videos showing off some version 8 stuff.
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Darkchaox100
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Re: LunaDLL help thread

Post by Darkchaox100 »

I made a tutorial for the hud dingy:
http://www.supermariobrosx.org/forums/v ... 318#p73318
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Re: LunaDLL help thread

Post by tigermoon »

Validon98 wrote:Why is it every time someone figures out something new to do with LunaDLL, it ends up being amazing?
All I really know how to do is make SMW Koopas undergo mitosis when you jump on them. Or make Wart spit out random stuff. No idea how anything cool could be done with that. :lol:
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Darkchaox100
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Re: LunaDLL help thread

Post by Darkchaox100 »

Wait a moment...using the LoadPic function and a few looping timers,i think we can make some Weather Effects! I gonna try that out now.
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Hoeloe
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Re: LunaDLL help thread

Post by Hoeloe »

I keep finding myself wanting to write a language called LunaScript with more readable C-style syntax that compiles down to LunaDLL code. It's a pity I don't have time, though.
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Darkchaox100
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Re: LunaDLL help thread

Post by Darkchaox100 »

This might come in handy later...
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(This will easily make lunadll.txt files ! (Totaly a wip now))

Edit:
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KingTwelveSixteen
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Re: LunaDLL help thread

Post by KingTwelveSixteen »

Ooooh, how close is that to being done?
Kil
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Re: LunaDLL help thread

Post by Kil »

Hoeloe wrote:I keep finding myself wanting to write a language called LunaScript with more readable C-style syntax that compiles down to LunaDLL code. It's a pity I don't have time, though.
I'm thinking about it too. Maybe I'll try it after I re-read a book or two on compilers and parsing.
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Darkchaox100
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Re: LunaDLL help thread

Post by Darkchaox100 »

Kil do you maybe know this?
Now i only need the memory data code (or whatever its called) for the star ammount and the score!
Do you know these kil?
Oh and is there any way to prevent the TEXT and the Timer to disappear when you hit a Text Block and/or pause the game?
Oh and:
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TiKi
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Re: LunaDLL help thread

Post by TiKi »

Ooh did you get the Dino torch, super koopa, and parachute Goomba working?
Darkchaox100
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Re: LunaDLL help thread

Post by Darkchaox100 »

TiKi wrote:Ooh did you get the Dino torch, super koopa, and parachute Goomba working?
Uh no,thats just the Background for the NPC tab.
But i think its possible to do all of this npcs.
ALSO:
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Kevsoft
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Re: LunaDLL help thread

Post by Kevsoft »

Kil wrote:
Hoeloe wrote:I keep finding myself wanting to write a language called LunaScript with more readable C-style syntax that compiles down to LunaDLL code. It's a pity I don't have time, though.
I'm thinking about it too. Maybe I'll try it after I re-read a book or two on compilers and parsing.
Instead of making a own script interpreter, why not use lua? It might has other code-style but still it is powerful and easy on the same time!
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Re: LunaDLL help thread

Post by Rixithechao »

Wow, Darkchao, that tool looks like it's coming along really well! What language/IDE are you using?

I love the visual design there, though it looks like you have some transparency issues with those backgrounds. You'll want to make sure that you flatten the image into a single layer before setting the opacity.
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Hoeloe
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Re: LunaDLL help thread

Post by Hoeloe »

Kevsoft wrote:
Kil wrote:
Hoeloe wrote:I keep finding myself wanting to write a language called LunaScript with more readable C-style syntax that compiles down to LunaDLL code. It's a pity I don't have time, though.
I'm thinking about it too. Maybe I'll try it after I re-read a book or two on compilers and parsing.
Instead of making a own script interpreter, why not use lua? It might has other code-style but still it is powerful and easy on the same time!
The ideal would be to have a Turing complete scripting language such as Lua or C able to run arbitrary code between frames of the engine. This is, as it currently stands, not quite possible when compiling to LunaDLL.
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Kevsoft
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Re: LunaDLL help thread

Post by Kevsoft »

Hoeloe wrote: The ideal would be to have a Turing complete scripting language such as Lua or C able to run arbitrary code between frames of the engine. This is, as it currently stands, not quite possible when compiling to LunaDLL.
Although you cannot implement any complex, there is still the lack of variables, functions, if-statements, ect... I think lua could solve that, even with the limitations.
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Hoeloe
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Re: LunaDLL help thread

Post by Hoeloe »

Kevsoft wrote:Although you cannot implement any complex, there is still the lack of variables, functions, if-statements, ect... I think lua could solve that, even with the limitations.
No, it couldn't, because it would have to be compiled down to LunaDLL code. All I'm talking about is a more readable language that generates LunaDLL, which means that if you can't do it with LunaDLL as it currently is, you won't be able to with a different language. I'm not talking about adding features to it, just having an interpreter that is more user-friendly.
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Kil
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Re: LunaDLL help thread

Post by Kil »

Yes. For now you can actually do that with C though.
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Hoeloe
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Re: LunaDLL help thread

Post by Hoeloe »

Kil wrote:Yes. For now you can actually do that with C though.
Yes. I should work out how to do that, it would open up a lot of avenues in my level design.
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Kil
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Re: LunaDLL help thread

Post by Kil »

The obvious bad thing is that you have to recompile a new lunadll every time you want to change something.
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Re: LunaDLL help thread

Post by Wohlstand »

We now working with own SMBX-compatible game engine (engine part for play games, is a second part of project with our editor for SMBX), and we will make integrated script interpreter to manipulate with game play like LunaDLL is hacking RAM of SMBX, but this is not hack, it is an open API scripting, and because our project is open source, you can join to help us with LunaDLL API for our engine (it should be fully compatible with SMBX's LunaDLL). And Kevsoft is right, Lua is easier for use, and make lua scripting isn't difficult ;-)
With using liblua you can bind some C++ functions and you can make any scripts with them. Also you can use luabind which giving FULL access into your C++ application API.

For example, Hedgewars game using Lua scripting for program missions, game styles, campaigns, etc.

Note: instead Visual C++ we are using the MinGW, because we programming cross-platform (not only for Windows), and our engine will be available for Linux, Windows and Mac OS.
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