So, I'm looking at making a level that starts with a short cutscene. I'm not sure, however, how to spawn in the different possible players (so that they can converse in the cutscene). I know I could do this by overriding an NPC, but I'm wondering if there's a better way to do it than that. I'm quite new to LunaDLL - I haven't used it much before, mainly because of the horrific syntax. Now that Lua is available, I'm trying my hand at it, and I'm not really sure how it all works.
One thing I do recommend is beefing up the documentation a bit. Here's an example, from one of the "placeSprite" functions:
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Places a image/sprite by resource-number imgResource at xPos, yPos. Extra string data field provided. Leave a empty string if not used. You can set the time if needed.
Aside from not making it entirely clear how resource-numbers work, there are issues with the latter half of this description. You've said "extra string data field provided", but what does that actually do? "Extra string data" could be literally anything. Why is it there, what is it for? As well as this there's also "You can set the time if needed". The time of what? The time at which the image will be placed? The duration it stays on screen?
There are other things too, such as valid values for arguments (inserting 21 when looking for a section will crash the game, for example). I strongly recommend some more informative documentation. It will make LunaLua so much easier to use.
P.S. I've been trying to work out how to disable player movement while retaining the ability to progress cutscenes. So far, I've managed to stop the player moving by continually resetting their position and speed, but they can still change direction, jump (only one pixel, but the sound plays), and crouch. They are also stuck in the jumping animation.