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MaGL X2 Discussion - MaGL X2 Lands TOMORROW. GET. HYPE.

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Lunikyuu
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby Lunikyuu » 4 years ago

Ok, now I'm having trouble with moving layers. I'm trying to trigger a layer to move to the right by putting an axe at the player's spawn point in the section, but when I test the level, the thing I want to move appears slightly to the right of where I put it, but it doesn't move at all. It's like it moved forward for the one frame I hit the axe and then stopped. I've never had any issues getting something to continuously move forward before, so this baffles me...
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Garlyle
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby Garlyle » 4 years ago

Lunatic Quark wrote:Ok, now I'm having trouble with moving layers. I'm trying to trigger a layer to move to the right by putting an axe at the player's spawn point in the section, but when I test the level, the thing I want to move appears slightly to the right of where I put it, but it doesn't move at all. It's like it moved forward for the one frame I hit the axe and then stopped. I've never had any issues getting something to continuously move forward before, so this baffles me...
Generally speaking layers don't stop moving until they're told to, so I don't know. Unless there's something really weird with loading on an object for events or something. Try having the axe trigger one event that waits 0.2-0.3 seconds or something before starting the movement event? If that still causes it to just move a tiny bit and then stop, some other event is likely negating that movement.

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Lunikyuu
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby Lunikyuu » 4 years ago

Garlyle wrote:
Lunatic Quark wrote:Ok, now I'm having trouble with moving layers. I'm trying to trigger a layer to move to the right by putting an axe at the player's spawn point in the section, but when I test the level, the thing I want to move appears slightly to the right of where I put it, but it doesn't move at all. It's like it moved forward for the one frame I hit the axe and then stopped. I've never had any issues getting something to continuously move forward before, so this baffles me...
Generally speaking layers don't stop moving until they're told to, so I don't know. Unless there's something really weird with loading on an object for events or something. Try having the axe trigger one event that waits 0.2-0.3 seconds or something before starting the movement event? If that still causes it to just move a tiny bit and then stop, some other event is likely negating that movement.
It does the same thing only delayed by 0.2 seconds, there are also no other events in my level currently except the default Level Start and P-Switch events which do nothing...
super big thanks to bkamakaze for the avatar!
and these image makers for the other two!

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Garlyle
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby Garlyle » 4 years ago

Lunatic Quark wrote:It does the same thing only delayed by 0.2 seconds, there are also no other events in my level currently except the default Level Start and P-Switch events which do nothing...
Okay that's double weird.

I'm just about to pass out but I'll PM you when I wake up and if you're still uncertain what's going on I'll get you to send it to me and I'll see what I can figure out.

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Lunikyuu
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby Lunikyuu » 4 years ago

Found a way to force it to work with LunaLua, only problem is it despawns if it goes off screen, which is what I was hoping to avoid with the moving layers method to begin with. I'll play around with it later and see if I can find a solution.
super big thanks to bkamakaze for the avatar!
and these image makers for the other two!

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Hoeloe
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby Hoeloe » 4 years ago

Lunatic Quark wrote:Found a way to force it to work with LunaLua, only problem is it despawns if it goes off screen, which is what I was hoping to avoid with the moving layers method to begin with. I'll play around with it later and see if I can find a solution.
Have a look in the cinematX code. There is a setting in there called "shouldDespawn". Copy the code used when that's set to false. There's a memory access that forces NPCs not to despawn.
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Lunikyuu
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby Lunikyuu » 4 years ago

Hoeloe wrote:
Lunatic Quark wrote:Found a way to force it to work with LunaLua, only problem is it despawns if it goes off screen, which is what I was hoping to avoid with the moving layers method to begin with. I'll play around with it later and see if I can find a solution.
Have a look in the cinematX code. There is a setting in there called "shouldDespawn". Copy the code used when that's set to false. There's a memory access that forces NPCs not to despawn.
That sounds incredibly useful. I'll give it a look after sleep.
super big thanks to bkamakaze for the avatar!
and these image makers for the other two!

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Hoeloe
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby Hoeloe » 4 years ago

Lunatic Quark wrote: That sounds incredibly useful. I'll give it a look after sleep.
Essentially, all SMBX NPCs have a counter (I believe it starts at 180, which is approximately 3 seconds), which starts decreasing when they are offscreen. When it hits 0, the NPC despawns. To stop them despawning, you just need to set that counter to something non-zero (and greater than 1 to be safe) every frame, so it never reaches 0.
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Dragon Fogel
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby Dragon Fogel » 4 years ago

Feeling pretty good about my level after tester feedback. I've only had one new person look at it since I made the changes regarding the secret star, though, so I'd like at least one other opinion on that before I officially submit.
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dr_vblschrf
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby dr_vblschrf » 4 years ago

I'm probably not going to be able to finish my level...time got away from me with work eating up so much of it. I couldn't get very much in the way of ideas that I (with limited art skill) could actually pull off...so.....bloop.

I'll try for next year though, maybe make some levels in the meantime as practice. :(
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nivomi
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby nivomi » 4 years ago

I just tried importing CinematX and it's crashing in a really exciting and incomprehensible way.
Untitled.png
Untitled.png (16.21 KiB) Viewed 1644 times
The cinematX_World tests all work properly, and my current lunadll.lua is just:

Code: Select all

cinematX = loadSharedAPI("cinematX")
Any idea what I'm doing wrong?

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Rednaxela
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby Rednaxela » 4 years ago

nivomi wrote:I just tried importing CinematX and it's crashing in a really exciting and incomprehensible way.
Let's see... that line number would mean you're running cinematX 0.0.6

Code: Select all

1185:						-- Get the substring between the first and last characters
1186:						local checkStringA = string.sub  (msgStr, 2, string.len(msgStr)-1)
1187:						-- Get JUST the first and last characters
1188:						local checkStringB = string.gsub (msgStr, checkStringA, "")
It appears cinematX is trying to use string.gsub for general-purpose string replacement in a manner which ignores the fact that patterns given to it can have a special syntax? I'm guessing you have a NPC with "[" in it's message and that's confusing string.gsub

As a workaround, remove the "[" from your NPC's message I guess.
Last edited by Rednaxela on 01 Mar 2015, 17:32, edited 1 time in total.

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nivomi
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby nivomi » 4 years ago

Rednaxela wrote: As a workaround, remove the "[" from your NPC's message I guess.
That fixed it. Thanks a bunch!

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Hoeloe
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby Hoeloe » 4 years ago

nivomi wrote:
Rednaxela wrote: As a workaround, remove the "[" from your NPC's message I guess.
That fixed it. Thanks a bunch!
That looks like an oversight in cinematX. I'll look into it with Rocky when he gets back to working on it.
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Euparkeria
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby Euparkeria » 4 years ago

I've decided to not participate afterall. :( There's been school grabbing my energy and attention, plus I haven't been inspired enough to start. Starting this late would be too stressful for me. A shame really, I was looking forward to this the whole year. I'm just not in level-creating mood now.
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Robomorons
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby Robomorons » 4 years ago

Trust me, you're not missing much. When I finally got done with the abomination that was the SMBX engine-based level it was less "Oh, my labor of love finally paid off" and more "Christ! Thank fuck it's over! God!"
Stop reading this.

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Nathan the Talkmaus
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby Nathan the Talkmaus » 4 years ago

My goal this year: Have fun watching the videos without worrying about how well I'm going to place with my four-hours-of-effort entry. Why should I disgrace the "good level" contest by not trying very hard, I figured.

If I knew how to change the graphics I might make another level at my own pace, but I've got so many other game projects I'm procrastinating on in engines I'm more proficient with so maybe not. Platformers do bring me a sort of an "instant joy" in a way RPGs can't though, even when the levels are bad.
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Hoeloe
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby Hoeloe » 4 years ago

Robomorons wrote:Trust me, you're not missing much. When I finally got done with the abomination that was the SMBX engine-based level it was less "Oh, my labor of love finally paid off" and more "Christ! Thank fuck it's over! God!"
I have to say, working primarily in the PGE editor and LunaLua streamlined the whole experience hugely. The only events and layers I have in my level were those necessary to access Lua. All of the actual control logic and movement was done in Lua, and it made everything a lot easier.
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Dragon Fogel
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby Dragon Fogel » 4 years ago

I didn't do anything with Luna features, Lua or otherwise, but I know I found Wohl's editor a lot more intuitive than the default SMBX one. I only used the latter for two things, other than testing:

-To change the direction of generators before I figured out I could access that option in Wohl's by resizing windows. (it was covered up by another part of the window until I did that)
-To actually preview text because I had a sign where I wanted to get the spacing right and this isn't convenient to do.

From what little I did do with the default editor, I found it pretty awkward. I don't think I would have had much fun trying to make a whole level in that.
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Ometeotl
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby Ometeotl » 4 years ago

So what's the block limit again?

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Hoeloe
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby Hoeloe » 4 years ago

Ometeotl wrote:So what's the block limit again?
Approximately 16,000.
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Ometeotl
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby Ometeotl » 4 years ago

Oh good, I was thinking 8000 for some reason.

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Mystick
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby Mystick » 4 years ago

Where can I download last year's MaGL X?
I want to use a track from it, specifically the one from

It's a SMB3 Level, Except Way More Delightful

Yo'

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The Destroyer of Worlds
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby The Destroyer of Worlds » 4 years ago

Mystick wrote:Where can I download last year's MaGL X?
I want to use a track from it, specifically the one from

It's a SMB3 Level, Except Way More Delightful

Here ya go.
raocow wrote:Dang it Oyster this level is not called Peregrine Penguin and the Soft Bon-Bon, it clearly says Ghost House with a Ghost in It!

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Rednaxela
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Postby Rednaxela » 4 years ago

Ometeotl wrote:Oh good, I was thinking 8000 for some reason.
Apparently 8000 is the limit on background objects. That might be the reason.
(You can see that from the SMBX editor in View->Debugger)


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