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LunaLua Offical Thread

The second SMBX collab!

Shall I stream some LunaLua live development?

Yes
23
92%
No
2
8%
 
Total votes: 25

Kil
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Re: Presenting: Lunadll for Lua!

Postby Kil » 3 years ago

they both work at the same time
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Rockythechao
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Re: Presenting: Lunadll for Lua!

Postby Rockythechao » 3 years ago

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Leet
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Re: Presenting: Lunadll for Lua!

Postby Leet » 3 years ago

woah. woaaaah.

woaaaaaah.
ImageWell 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.
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Mabel
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Re: Presenting: Lunadll for Lua!

Postby Mabel » 3 years ago

oh this is gonna be hype
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Hoeloe
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Re: Presenting: Lunadll for Lua!

Postby Hoeloe » 3 years ago

Oh man, we should definitely use this kind of voice acting for Episode 2. Sounds like voice clips from one of the Zelda games, which is cool.

(Oh also, if we're doing voice acting, British right here. Just saying)
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Kevsoft
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Re: Presenting: Lunadll for Lua!

Postby Kevsoft » 3 years ago

Small update to 0.2.3.1:
*Only font 3 will be affected on the auto-caps.

Btw, about font 4, I found a if statement in the print code:

Code: Select all

if ( *(_WORD *)a7 == 4 )
So yea, there was a font 4 all the time here....

Kil
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Re: Presenting: Lunadll for Lua!

Postby Kil » 3 years ago

Hoeloe wrote:Oh man, we should definitely use this kind of voice acting for Episode 2. Sounds like voice clips from one of the Zelda games, which is cool.

(Oh also, if we're doing voice acting, British right here. Just saying)
I like it better than actual voice acting. Just leave it this way, or add pitch-based sound effects for each character as their text renders. Actually voiced lines would sound so cheesy.
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XutaWoo
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Re: Presenting: Lunadll for Lua!

Postby XutaWoo » 3 years ago

I feel like voiced lines would kind of work for raocow, but something akin to Fire Emblem Awakening rather than true voice lines. Like, maybe one or two voice lines are actually what he says in text, but all other times he has generic phrases and sounds that are used for whatever would be most appropriate for the situation.

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Hoeloe
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Re: Presenting: Lunadll for Lua!

Postby Hoeloe » 3 years ago

Kil wrote:
Hoeloe wrote:Oh man, we should definitely use this kind of voice acting for Episode 2. Sounds like voice clips from one of the Zelda games, which is cool.

(Oh also, if we're doing voice acting, British right here. Just saying)
I like it better than actual voice acting. Just leave it this way, or add pitch-based sound effects for each character as their text renders. Actually voiced lines would sound so cheesy.
Oh sure, but it's probably best to use the same voice for each character's sound clips, and one way of doing that is actually voice-acting them.
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Kevsoft
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Re: Presenting: Lunadll for Lua!

Postby Kevsoft » 3 years ago

v0.2.4 is out!

Changes:
* Added playSFX with soundfile
* Added variable bank access. (Have a look at the reference/example page)
Also a example has been added about the new variable bank in lua ;).

Kil
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Re: Presenting: Lunadll for Lua!

Postby Kil » 3 years ago

Oh nice, the variable saving already works 8-)
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Rockythechao
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Re: Presenting: Lunadll for Lua!

Postby Rockythechao » 3 years ago

Error message when I try to play sounds via filename:

"No matching overload found, candidates:
void playSFX(int)"
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Kevsoft
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Re: Presenting: Lunadll for Lua!

Postby Kevsoft » 3 years ago

Sorry, I fixed it now!

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Rockythechao
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Re: Presenting: Lunadll for Lua!

Postby Rockythechao » 3 years ago

https://www.youtube.com/watch?v=WVqaefJLJEk

The new playSFX function does work now, those sword sound effects are in-game. But the dialogue function isn't playing voice clips for whatever reason, and like with the last video I had to edit the bgm into the footage because SMBX never wants to use any custom music I give it.

Oh, and aside from Demo's clip, which was indeed taken from Wind Waker, the voice clips and music from the last vid came from

Henry Hatsworth

.
I am fairly involved in A2XT's development as a content creator, wiki contributor and programmer, but I am not the project lead nor am I responsible for half the things people keep attributing to me lol

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Kil
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Re: Presenting: Lunadll for Lua!

Postby Kil » 3 years ago

So is the Y coordinate really not working
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Rockythechao
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Re: Presenting: Lunadll for Lua!

Postby Rockythechao » 3 years ago

It reads correctly, it just doesn't write.
I am fairly involved in A2XT's development as a content creator, wiki contributor and programmer, but I am not the project lead nor am I responsible for half the things people keep attributing to me lol

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Kevsoft
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Re: Presenting: Lunadll for Lua!

Postby Kevsoft » 3 years ago

I fixed it... Blame me to hell guys >.<

Updated the current version!

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Rockythechao
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Re: Presenting: Lunadll for Lua!

Postby Rockythechao » 3 years ago

Image

Boss has entered alpha stage. The battle's playable from start to finish but it's pretty bare-bones with only two attacks and no fancy effects, and I haven't scripted up a post-battle scene & leek yet. Also a couple bugs and possibly a memory leak or something because dang, them's some serious frame drops.
I am fairly involved in A2XT's development as a content creator, wiki contributor and programmer, but I am not the project lead nor am I responsible for half the things people keep attributing to me lol

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XutaWoo
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Re: Presenting: Lunadll for Lua!

Postby XutaWoo » 3 years ago

Looking really good! Though, the transition from his final ground stab to him kneeling down is kind of underwhelming. It could really use a visual effect or some projectiles coming from him / the impact point.

And it needs more flipping, I think. Everything's better with flipping. :P

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Rockythechao
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Re: Presenting: Lunadll for Lua!

Postby Rockythechao » 3 years ago

XutaWoo wrote:Looking really good! Though, the transition from his final ground stab to him kneeling down is kind of underwhelming. It could really use a visual effect or some projectiles coming from him / the impact point.

And it needs more flipping, I think. Everything's better with flipping. :P
Indeed, I stopped fiddling around with projectiles for the time being but I wanted to make him occasionally fire air slices at the player mid-jump and create a shockwave or boulders with the ground stab. Maybe an earthquake too, I forget if that's a thing in SMBX but even if it's not I'm gonna try and fake it anyway :D

I should probably also add some way to convey when he's vulnerable. Making him flip when leaping over the player would certainly help, and I should probably add an arrow over him when he's kneeling a la the Science battle to be safe.
I am fairly involved in A2XT's development as a content creator, wiki contributor and programmer, but I am not the project lead nor am I responsible for half the things people keep attributing to me lol

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KingTwelveSixteen
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Re: Presenting: Lunadll for Lua!

Postby KingTwelveSixteen » 3 years ago

Rockythechao wrote:
XutaWoo wrote:Looking really good! Though, the transition from his final ground stab to him kneeling down is kind of underwhelming. It could really use a visual effect or some projectiles coming from him / the impact point.

And it needs more flipping, I think. Everything's better with flipping. :P
Indeed, I stopped fiddling around with projectiles for the time being but I wanted to make him occasionally fire air slices at the player mid-jump and create a shockwave or boulders with the ground stab. Maybe an earthquake too, I forget if that's a thing in SMBX but even if it's not I'm gonna try and fake it anyway :D

I should probably also add some way to convey when he's vulnerable. Making him flip when leaping over the player would certainly help, and I should probably add an arrow over him when he's kneeling a la the Science battle to be safe.
Nah, if he's backflipping around it should be pretty obvious. Especially since kneeling has a unique animation to make it even more obvious.

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Rockythechao
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Re: Presenting: Lunadll for Lua!

Postby Rockythechao » 3 years ago

I am fairly involved in A2XT's development as a content creator, wiki contributor and programmer, but I am not the project lead nor am I responsible for half the things people keep attributing to me lol

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My art & audio thread
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Kevsoft
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Re: Presenting: Lunadll for Lua!

Postby Kevsoft » 3 years ago

Also, what kind of features would you like to see in the lua API, guys?

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Rockythechao
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Re: Presenting: Lunadll for Lua!

Postby Rockythechao » 3 years ago

Full battle with pre- and post-fight cutscenes.

For now, the biggest things I can think of are see PlayMusic, LoadImage and PlaceSprite. Other than that, the API's proven to be very versatile :D
I am fairly involved in A2XT's development as a content creator, wiki contributor and programmer, but I am not the project lead nor am I responsible for half the things people keep attributing to me lol

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Hoeloe
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Re: Presenting: Lunadll for Lua!

Postby Hoeloe » 3 years ago

Rockythechao wrote:Full battle with pre- and post-fight cutscenes.

For now, the biggest things I can think of are see PlayMusic, LoadImage and PlaceSprite. Other than that, the API's proven to be very versatile :D
I'd be interested to see some of the code for this boss fight. I may well be up for making some bosses and cutscenes using this tool, but I'm not very familiar with Lua or LunaDLL. I'm a pretty fast learner if given an example, though.
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