LunaDLL/LunaLUA help thread
Re: LunaDLL help thread
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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Re: LunaDLL help thread
Great to hear! With this i can make some real cool stuff! Thx Kil.Kil wrote:It works but you must use a transparency color. In that code it's set to DC00FF which is this pink color
TADAA!
Re: LunaDLL help thread
wow
I hope people can make some cool HUDs like that
I hope people can make some cool HUDs like that
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Re: LunaDLL help thread
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:
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?
(Maybe using Variables for drawing a text for coins and etc and then hiding the original hud?)
EDIT:
I got this now:
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?
- Validon98
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Re: LunaDLL help thread
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.
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.
Because Touhou OCs can in fact exist, sounds fake I know.
I can't change my username but I go by Vali/Claire now (aka call me Vali or Claire at your leisure ^^).
I never update this currently playing section anymore, it's probably an RPG or something.
Strawberry Bose Partial Translations and Patches!
I can't change my username but I go by Vali/Claire now (aka call me Vali or Claire at your leisure ^^).
I never update this currently playing section anymore, it's probably an RPG or something.
Strawberry Bose Partial Translations and Patches!
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Re: LunaDLL help thread
I made a tutorial for the hud dingy:
http://www.supermariobrosx.org/forums/v ... 318#p73318
http://www.supermariobrosx.org/forums/v ... 318#p73318
- tigermoon
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Re: LunaDLL help thread
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.Validon98 wrote:Why is it every time someone figures out something new to do with LunaDLL, it ends up being amazing?
WARNING: User is known for stupid ideas. Listen at your own risk.
... I prefer the one where you compare yourself to gremlins...
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Re: LunaDLL help thread
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.
Re: LunaDLL help thread
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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Re: LunaDLL help thread
This might come in handy later...
(This will easily make lunadll.txt files ! (Totaly a wip now))
Edit:
Edit:
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Re: LunaDLL help thread
Ooooh, how close is that to being done?
Re: LunaDLL help thread
I'm thinking about it too. Maybe I'll try it after I re-read a book or two on compilers and parsing.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.
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Re: LunaDLL help thread
Kil do you maybe know this?
Oh and: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?
Re: LunaDLL help thread
Ooh did you get the Dino torch, super koopa, and parachute Goomba working?
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Re: LunaDLL help thread
Uh no,thats just the Background for the NPC tab.TiKi wrote:Ooh did you get the Dino torch, super koopa, and parachute Goomba working?
But i think its possible to do all of this npcs.
ALSO:
Re: LunaDLL help thread
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!Kil wrote:I'm thinking about it too. Maybe I'll try it after I re-read a book or two on compilers and parsing.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.
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Re: LunaDLL help thread
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.
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.
Delightful Adventure Enhanced is out now!
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Itch.io (albums and eventually games), Youtube (dofur pass and I guess other videos)
There's an official ASMT Discord server! Check it out to discuss Demo games and follow their development! thread, invite link
(Entry requires verification, either with a connected Youtube/Twitter/Twitch/etc account or manually by the server staff.)
Itch.io (albums and eventually games), Youtube (dofur pass and I guess other videos)
Re: LunaDLL help thread
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.Kevsoft wrote: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!Kil wrote:I'm thinking about it too. Maybe I'll try it after I re-read a book or two on compilers and parsing.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.
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Re: LunaDLL help thread
Fixed the Transperancy Bug and got the designator and etc to work:
http://www11.pic-upload.de/06.09.14/q98fu7q19ol.png
http://www11.pic-upload.de/06.09.14/27u1gutlkt5g.png
http://www11.pic-upload.de/06.09.14/u6k5nvano248.png
http://www11.pic-upload.de/06.09.14/q98fu7q19ol.png
http://www11.pic-upload.de/06.09.14/27u1gutlkt5g.png
http://www11.pic-upload.de/06.09.14/u6k5nvano248.png
Re: LunaDLL help thread
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.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.
Re: LunaDLL help thread
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.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.
Re: LunaDLL help thread
Yes. For now you can actually do that with C though.
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Re: LunaDLL help thread
Yes. I should work out how to do that, it would open up a lot of avenues in my level design.Kil wrote:Yes. For now you can actually do that with C though.
Re: LunaDLL help thread
The obvious bad thing is that you have to recompile a new lunadll every time you want to change something.
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- Wohlstand
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Re: LunaDLL help thread
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.
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.