LunaLua Offical Thread
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- https://www.youtube.com/watch?v=BODxOghVmko
- Posts: 1863
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- https://rixithechao.talkhaus.com/
Re: LunaLua Offical Thread
Who here would be interested in contributing a level for the new cinematX sample episode in the coming months?
More info here.
More info here.
Delightful Adventure Enhanced is out now!
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)
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: LunaLua Offical Thread
New SMW camera update here. Added horizontal panning, like when you press the L or R buttons in the actual game.
To pan left or right, hold the tanooki/alt run button and double tap left or right.
To pan left or right, hold the tanooki/alt run button and double tap left or right.
Re: LunaLua Offical Thread
SMW Camera update. Implemented autoscroll and the ability to lock the camera within a user-defined "room" (example of use can be to make Megaman-style transitions). I think these were the last major features I wanted to add.
- underFlo
- you spinda right round
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Re: LunaLua Offical Thread
Just realised I didn't even post about my WIP API here!
It's aimed towards recreating Undertale battles in SMBX, and you're able to somewhat easily recreate encounters. It's essentially finished, but I can't release it just now bc I first have get the last few bugs ironed out.
Bullet pattern involving animations, variable bullet hitboxes and in-attack change of the soul color
Killing (FPS drop is because of gif recording)
Death
Battle Intro
Blue Soul feat. colored attacks
All the menu stuff also works, but may be kinda convoluted to set up. I have yet to find the right balance between easy-to-use and giving the users a lot of freedom in what they can do with it.
It's aimed towards recreating Undertale battles in SMBX, and you're able to somewhat easily recreate encounters. It's essentially finished, but I can't release it just now bc I first have get the last few bugs ironed out.
Bullet pattern involving animations, variable bullet hitboxes and in-attack change of the soul color
Killing (FPS drop is because of gif recording)
Death
Battle Intro
Blue Soul feat. colored attacks
All the menu stuff also works, but may be kinda convoluted to set up. I have yet to find the right balance between easy-to-use and giving the users a lot of freedom in what they can do with it.
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- https://www.youtube.com/watch?v=BODxOghVmko
- Posts: 1863
- Joined: 10 years ago
- First name: Mack
- https://rixithechao.talkhaus.com/
Re: LunaLua Offical Thread
I went ahead and made a proof of concept/prototype custom pause menu using the cinematX suite.
You can download it here; make sure you have the latest versions of cinematX, graphX, textblox and inputs installed!
You can download it here; make sure you have the latest versions of cinematX, graphX, textblox and inputs installed!
Delightful Adventure Enhanced is out now!
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)
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)
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- https://www.youtube.com/watch?v=BODxOghVmko
- Posts: 1863
- Joined: 10 years ago
- First name: Mack
- https://rixithechao.talkhaus.com/
Re: LunaLua Offical Thread
Apologies for the double-post, but... fancy parallax backgrounds and foregrounds!
You can download the script from the wiki page:
http://engine.wohlnet.ru/pgewiki/ParalX.lua
You can download the script from the wiki page:
http://engine.wohlnet.ru/pgewiki/ParalX.lua
Delightful Adventure Enhanced is out now!
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)
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)
- HenryRichard
- Not a licensed doctor or nurse.
- Posts: 31
- Joined: 8 years ago
- Location: ok
Re: LunaLua Offical Thread
That's probably the coolest visual effect I've ever seen done with LunaLua!
Time to go make some really cool space backgrounds.
Time to go make some really cool space backgrounds.
- Wohlstand
- Moondust and TheXTech developer
- Posts: 186
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- First name: Vitaly
- Pronouns: he/him/his
- Location: Moscow, Russia
Re: LunaLua Offical Thread
Hello!
Yesterday we are migrated PGE Project's and LunaLUA main site to a new server and we now finally have a separated domain name.
New location of PGE Project and LunaLUA downloads, PGE-Wiki ("home" of LunaLUA documentation), PGE Forums, etc. is here: http://wohlsoft.ru.
All links from engine.wohlnet.ru will be automatically redirected to a new place!
Yesterday we are migrated PGE Project's and LunaLUA main site to a new server and we now finally have a separated domain name.
New location of PGE Project and LunaLUA downloads, PGE-Wiki ("home" of LunaLUA documentation), PGE Forums, etc. is here: http://wohlsoft.ru.
All links from engine.wohlnet.ru will be automatically redirected to a new place!
- New server is going to be much faster for America, Australia and Asia (continents which are located far out off Moscow city)
- More stability
- Much more disk space for a file storing!
Re: LunaLua Offical Thread
LunaLua v0.7.3 is finally released. I apologize for the long waiting, but there where a lot of critical changes in this version.
Please make sure that your CC12 level is working with this version!
So here is the changelog:
Please make sure that your CC12 level is working with this version!
So here is the changelog:
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- https://www.youtube.com/watch?v=BODxOghVmko
- Posts: 1863
- Joined: 10 years ago
- First name: Mack
- https://rixithechao.talkhaus.com/
Re: LunaLua Offical Thread
So it's come to my attention that I've been doing something dumb with the classes in my libraries - namely, keeping them in the global namespace and having users call their constructors directly.
Just to be safe, I'll be removing access to the <class>.create () functions in future versions of textblox, playerGfx and other such libraries in exchange for functions like textblox.createFont(), playerGfx.createSet(), etc. I've already done this with paralX.
This is definitely going to break old code, though you'll mostly just need to change the function names, not the arguments; with paralX, it's just a matter of replacing all instances of Parallax.create with paralX.create. This change shouldn't impact cinematX code because Actor.create() has been a strictly internal function from the start.
...With that said, cinematX is undergoing a general overhaul to make the codebase more structured and manageable, with a lot of stuff being moved to sub-namespaces (i.e. cinematX.runCoroutine => cinematX.routine.run, startDialog => Dialog.start, etc.) I'll do what I can to keep old functions and variables working, but as of 0.8 they'll be considered deprecated.
Just to be safe, I'll be removing access to the <class>.create () functions in future versions of textblox, playerGfx and other such libraries in exchange for functions like textblox.createFont(), playerGfx.createSet(), etc. I've already done this with paralX.
This is definitely going to break old code, though you'll mostly just need to change the function names, not the arguments; with paralX, it's just a matter of replacing all instances of Parallax.create with paralX.create. This change shouldn't impact cinematX code because Actor.create() has been a strictly internal function from the start.
...With that said, cinematX is undergoing a general overhaul to make the codebase more structured and manageable, with a lot of stuff being moved to sub-namespaces (i.e. cinematX.runCoroutine => cinematX.routine.run, startDialog => Dialog.start, etc.) I'll do what I can to keep old functions and variables working, but as of 0.8 they'll be considered deprecated.
Delightful Adventure Enhanced is out now!
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)
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)
- ztarwuff
- What the heck is a flair and why am I being asked to write one for my profile?
- Posts: 553
- Joined: 11 years ago
- Location: Not a great mental space TBH.
Re: LunaLua Offical Thread
I think this update might have made Willhart's Dark Prince completely unplayable. It's the only thing I've updated since I last opened the level file up. It was fine before but now the level doesn't work at all.Kevsoft wrote:LunaLua v0.7.3 is finally released. I apologize for the long waiting, but there where a lot of critical changes in this version.
Please make sure that your CC12 level is working with this version!
So here is the changelog:
- Rednaxela
- Maker of Shenanigans
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- https://rednaxela.talkhaus.com
Re: LunaLua Offical Thread
Ahh yes, that is... sort of expected. The method I had used to make Dark Prince work with the OpenGL renderer, makes the OpenGL render completely crash on a few people's computers (Pyro, and possibly one or two people from the smbx forums).ztarwuff wrote:I think this update might have made Willhart's Dark Prince completely unplayable. It's the only thing I've updated since I last opened the level file up. It was fine before but now the level doesn't work at all.
As a temporary measure, I disabled the bitwise rendering in the OpenGL renderer. It's on my todo list to implement a workaround suitable for Dark Prince that won't crash on such computers (currently thinking I'll just make it possible for the OpenGL renderer to be selectively disabled during Dark Prince via a lunadll.lua file)
- ztarwuff
- What the heck is a flair and why am I being asked to write one for my profile?
- Posts: 553
- Joined: 11 years ago
- Location: Not a great mental space TBH.
Re: LunaLua Offical Thread
One other thing I forgot to mention. One of the levels I'll be submitting to the project will feature the exact same gimmick, so whatever your work around is needs to work for my level too.Rednaxela wrote:Ahh yes, that is... sort of expected. The method I had used to make Dark Prince work with the OpenGL renderer, makes the OpenGL render completely crash on a few people's computers (Pyro, and possibly one or two people from the smbx forums).ztarwuff wrote:I think this update might have made Willhart's Dark Prince completely unplayable. It's the only thing I've updated since I last opened the level file up. It was fine before but now the level doesn't work at all.
As a temporary measure, I disabled the bitwise rendering in the OpenGL renderer. It's on my todo list to implement a workaround suitable for Dark Prince that won't crash on such computers (currently thinking I'll just make it possible for the OpenGL renderer to be selectively disabled during Dark Prince via a lunadll.lua file)
- Rednaxela
- Maker of Shenanigans
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- https://rednaxela.talkhaus.com
Re: LunaLua Offical Thread
It will if a single line gets added to a lunadll.lua file for your level. Any levels using this exact bitwise rendering gimmick will need to be flagged as such.ztarwuff wrote:One other thing I forgot to mention. One of the levels I'll be submitting to the project will feature the exact same gimmick, so whatever your work around is needs to work for my level too.
- Rednaxela
- Maker of Shenanigans
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- https://rednaxela.talkhaus.com
Re: LunaLua Offical Thread
I'm just going to drop this here, demonstrating an experimental LunaLua feature in the works:
(ignore the raocow hitbox being screwed up, I just neglected to load the .ini data that's required for the new A2XT raocow spritesheet to work right)
(ignore the raocow hitbox being screwed up, I just neglected to load the .ini data that's required for the new A2XT raocow spritesheet to work right)
- HenryRichard
- Not a licensed doctor or nurse.
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Re: LunaLua Offical Thread
It's super cool that that's possible - gonna be really cool to have the SMBX 2.0 characters easier to use!
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- Posts: 3
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Re: LunaLua Offical Thread
Hello everybody I would like to share this with you this one here is my friend enjoy watching the video and please comment on the YouTube video
if you don't know what is my friend is he's from another SMBX website I'll put the link below
http://www.supermariobrosx.org/forums/m ... ile&u=7137
oh yeah before I forgot what version he's using lunalua 0.7.3 beta and this is still a work in progress is making it for me and I will credit him swear to God
if you don't know what is my friend is he's from another SMBX website I'll put the link below
http://www.supermariobrosx.org/forums/m ... ile&u=7137
oh yeah before I forgot what version he's using lunalua 0.7.3 beta and this is still a work in progress is making it for me and I will credit him swear to God
- underFlo
- you spinda right round
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Re: LunaLua Offical Thread
http://wohlsoft.ru/pgewiki/Megaluavania.lua
Megaluavania has released! Documentation is heavy WIP tho.
Megaluavania has released! Documentation is heavy WIP tho.
Re: LunaLua Offical Thread
Hey guys!
I have exciting news about the next version of LunaDLL. You can read about it here: http://wohlsoft.ru/
I have exciting news about the next version of LunaDLL. You can read about it here: http://wohlsoft.ru/
Re: LunaLua Offical Thread
LunaLua v0.7.3.1 has been released, which means that the core API of LunaLua should now match the one in SMBX 2.0.
Changelog:
The development of LunaLua has been slowing down lately due to Rednaxela and me beeing busy with other stuff. Remember however, that there are still a lot of great APIs out there which makes LunaLua a whole lot better. So check it out!
Changelog:
The development of LunaLua has been slowing down lately due to Rednaxela and me beeing busy with other stuff. Remember however, that there are still a lot of great APIs out there which makes LunaLua a whole lot better. So check it out!