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

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

Post by romajiQuadhash »

Hoeloe wrote:
Mabel wrote:welp time for last place
The big news is that we all get last place.
saves her a lot of judge time
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Mystick »

Sooo, umm, UHHH, I have a tiny problem.

What I want to do in my level is that, if the player hits a box, the background and a part of the level will change, but if the player hits it again, the level goes back to the original background.

What do I do?
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by FusionWarrior »

Horikawa Otane wrote: It depends on the problem. If there is broken or missing music, I'll contact you to fix it. If your level is literally unbeatable for some technical reason outside of difficulty, I'll contact you to fix it. If your level has an incorrect exit, if possible I'll fix it myself and if I can't I'll contact you.

However, if it's a graphic you want to update, include, etc. or a part of your level that isn't fun and you want to change - too bad, basically.
Beautiful, The "graphic update" is why I hadn't submitted a week prior, and on all other counts I can now rest easy not refreshing the submitted list without worry! Thanks so much!
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by nivomi »

Almost done my level, just a few custom graphics to finish, but I can't seem to get my CinematX dialogs to show up with the cutscene border or the dialog window.
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Text shows up and dialogs all work right, but there's no background.

I'm guessing I missed something simple in the docs, but I can't find anything that sets the background.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by pholtos »

Mystick wrote:Sooo, umm, UHHH, I have a tiny problem.

What I want to do in my level is that, if the player hits a box, the background and a part of the level will change, but if the player hits it again, the level goes back to the original background.

What do I do?
There should be a "Toggle" option in events. That may be what you could use.
Last edited by pholtos 8 years ago, edited 1 time in total.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Hoeloe »

Mystick wrote:Sooo, umm, UHHH, I have a tiny problem.

What I want to do in my level is that, if the player hits a box, the background and a part of the level will change, but if the player hits it again, the level goes back to the original background.

What do I do?
I believe the toggle option only applies to showing layers. I may be wrong about that.

If you don't want to resort to LunaLua, then you can do this quite easily.

Make 2 events, one changing the background to your new one, and one to the original one. You also need to place 2 identical blocks (which is the block you want to hit) on different layers, in the same place (do this by placing one, hiding its layer, then placing the second). Each block should trigger one event on hit, and should hide its own layer and show the other. That way, you're actually hitting two different blocks, with different events attached to them, but if you turn off the smoke effects, it's impossible to tell.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Lukaz2009 »

Hoeloe wrote:
Mabel wrote:welp time for last place
The big news is that we all get last place.
Would that not mean we would all also get first place?
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Sorel »

nivomi wrote:Almost done my level, just a few custom graphics to finish, but I can't seem to get my CinematX dialogs to show up with the cutscene border or the dialog window.
Image
Text shows up and dialogs all work right, but there's no background.

I'm guessing I missed something simple in the docs, but I can't find anything that sets the background.
Hey we both got the same error!

*high fives*
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Hoeloe »

FluffiMasta wrote: Hey we both got the same error!

*high fives*
I don't know if the devkit has the newest version of cinematX in it, but I'm pretty sure it works for me with the new version of Lua and cinematX.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by ano0maly »

I don't know if this is fixed but I tried the sample cinematx game (which was quite amazing), and it crashed on the boss fight,

after the stabs in the 2nd phase

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

Post by Hoeloe »

Horikawa Otane wrote: When Hoeloe's level was in Worlds/MaGL X2 Received/ it worked just fine. However, when Hoeloe's level was in Worlds/MaGL X2 Received/Inputted, it didn't work.

Check your path and make sure you're two levels down from the Worlds folder.

Ah, man that makes sense. CinematX makes assumptions about where your level file is, and looks for the images there. It'll be difficult to do anything about, but I have an idea (it may need a LunaLua patch though).
ano0maly wrote:I don't know if this is fixed but I tried the sample cinematx game (which was quite amazing), and it crashed on the boss fight,

after the stabs in the 2nd phase

.
There was a major overhaul last week because of this bug. It should be fixed in v0.0.7.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by FusionWarrior »

Horikawa Otane wrote:
Hoeloe wrote:
FluffiMasta wrote: Hey we both got the same error!

*high fives*
I don't know if the devkit has the newest version of cinematX in it, but I'm pretty sure it works for me with the new version of Lua and cinematX.
The final version of the devkit that'll be sent to raocow will have the latest cinematX and LunaLua.

However, Hoeloe's level also had this problem - I noticed it depends on where the file IS.

When Hoeloe's level was in Worlds/MaGL X2 Received/ it worked just fine. However, when Hoeloe's level was in Worlds/MaGL X2 Received/Inputted, it didn't work.

Check your path and make sure you're two levels down from the Worlds folder.
Dos based file systems get pretty pissy if the full file path is too long, and various programs have "Your mileage may vary" issues depending on length, and the program itself. Even Windows itself can start to shart itself if you are trying to move a file that has too long a name combined with too long a file path.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Rednaxela »

Hoeloe wrote:Ah, man that makes sense. CinematX makes assumptions about where your level file is, and looks for the images there. It'll be difficult to do anything about, but I have an idea (it may need a LunaLua patch though).
I don't recall off hand where I saw it, but a memory address that contains a string to the directory that holds smbx.exe exists, and we now have FIELD_STRING for mem in LunaLua so... that ought to usable to make it work.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Hoeloe »

FusionWarrior wrote: Dos based file systems get pretty pissy if the full file path is too long, and various programs have "Your mileage may vary" issues depending on length, and the program itself. Even Windows itself can start to shart itself if you are trying to move a file that has too long a name combined with too long a file path.
That's not the problem here. It's simply that in LunaLua, we only currently have access to files relative to the .lvl file we're running, so the current system just makes assumptions about where that is. I can think of two possible solutions, one needs a patch to LunaLua, one might not if I'm lucky...
Rednaxela wrote:I don't recall off hand where I saw it, but a memory address that contains a string to where smbx.exe is exists, and we now have FIELD_STRING for mem in LunaLua so... that ought to usable to make it work.
Well, that would work if we could load images using an absolute path, but I don't believe that's possible. I MIGHT be able to do some analysis on the file path to the .lvl file, though (if I can get it), which would let me calculate the relative path correctly.

EDIT: Looks like I can't get that string because Lua doesn't have a concept of "directory". Unless it's implemented into LunaLua directly, or it's stored in the SMBX memory somewhere, then we can't do it.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Mystick »

I believe the toggle option only applies to showing layers. I may be wrong about that.

If you don't want to resort to LunaLua, then you can do this quite easily.

Make 2 events, one changing the background to your new one, and one to the original one. You also need to place 2 identical blocks (which is the block you want to hit) on different layers, in the same place (do this by placing one, hiding its layer, then placing the second). Each block should trigger one event on hit, and should hide its own layer and show the other. That way, you're actually hitting two different blocks, with different events attached to them, but if you turn off the smoke effects, it's impossible to tell.
That did the trick. Thanks, Hoeloe!
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

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Re: the subject of having an SMB1 axe die to trigger a section's music change with LunaDLL (as opposed to Lua)

This music change is literally the only thing I want it for, to answer the question of if I was going to use any further shenanigans (I'm not!) in the level. As such, I would learn Lua (and probably will in the future, rest assured) except I assume this is an extremely simple command and thus I shouldn't have to right this moment... Except that for some reason nothing I do gets it to do anything =_=

Is there a proverbial "did you plug it in first?" step I'm derping on to activate it? I've triple-checked my TXT file, I'm using the SMBx version labeled "MaGLX2 Devkit" and no matter what, picking up the axe just has no effect whatsoever in regards to what lunadll.txt is written to do. I'm not quite frustrated but the contest deadline is kinda hanging overhead and that makes me uneasy >_> I apologize if I'm being a continuous problem child about this. Did I miss something?

UNRELATED QUESTION: Is the player's fireball graphic hard-coded like the HUD? I can't find it in any NPC/effects folders either :T
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by pholtos »

If I have the right one, it should be npc-13. The PGE editor looks to have it.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Hoeloe »

RenaTurnip wrote:Re: the subject of having an SMB1 axe die to trigger a section's music change with LunaDLL (as opposed to Lua)
Can't you do that with vanilla SMBX?

Also, without Lua, triggering code from the same conditions as SMBX events is damn near impossible. There was a library to do it in Lua, though, and in the most recent update it's been added as native functionality (though still somewhat subject to change, I brought up some potential issues with it).
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Dragon Fogel »

I think music change events in vanilla SMBX only apply to default music, not custom. As far as I could tell, you can't even change from a default song to a custom song; you can only change what default song a section plays. So from what I understand, some Luna trickery is needed if the music they want to change to is custom.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Hoeloe »

Dragon Fogel wrote:I think music change events in vanilla SMBX only apply to default music, not custom. As far as I could tell, you can't even change from a default song to a custom song; you can only change what default song a section plays. So from what I understand, some Luna trickery is needed if the music they want to change to is custom.
Ah, okay. It's been a little while since I've actually bothered with vanilla anything to be honest. I mainly just hook into Lua whenever I can and use that instead.
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Post by Ignoritus »

Dragon Fogel wrote:I think music change events in vanilla SMBX only apply to default music, not custom. As far as I could tell, you can't even change from a default song to a custom song; you can only change what default song a section plays. So from what I understand, some Luna trickery is needed if the music they want to change to is custom.
Errr.... No? You set it to play custom music the exact same way you set it to play default music. Unless of course you're trying to switch from a custom song to another custom song?
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Post by Dragon Fogel »

Ignoritus wrote:
Dragon Fogel wrote:I think music change events in vanilla SMBX only apply to default music, not custom. As far as I could tell, you can't even change from a default song to a custom song; you can only change what default song a section plays. So from what I understand, some Luna trickery is needed if the music they want to change to is custom.
Errr.... No? You set it to play custom music the exact same way you set it to play default music. Unless of course you're trying to switch from a custom song to another custom song?
I didn't see any options for switching to custom songs in the list, but it's possible I just wasn't looking closely enough.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Ignoritus »

Dragon Fogel wrote:
Ignoritus wrote:
Dragon Fogel wrote:I think music change events in vanilla SMBX only apply to default music, not custom. As far as I could tell, you can't even change from a default song to a custom song; you can only change what default song a section plays. So from what I understand, some Luna trickery is needed if the music they want to change to is custom.
Errr.... No? You set it to play custom music the exact same way you set it to play default music. Unless of course you're trying to switch from a custom song to another custom song?
I didn't see any options for switching to custom songs in the list, but it's possible I just wasn't looking closely enough.
Go to the event, music change "Set Current" while playing your Custom song. Then switch back to whatever you want the original song to be.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Willhart »

Dragon Fogel wrote:
Ignoritus wrote:
Dragon Fogel wrote:I think music change events in vanilla SMBX only apply to default music, not custom. As far as I could tell, you can't even change from a default song to a custom song; you can only change what default song a section plays. So from what I understand, some Luna trickery is needed if the music they want to change to is custom.
Errr.... No? You set it to play custom music the exact same way you set it to play default music. Unless of course you're trying to switch from a custom song to another custom song?
I didn't see any options for switching to custom songs in the list, but it's possible I just wasn't looking closely enough.
Default engine can have only one custom song for each section. You should be able to change between the one custom song and the normal smbx music. You'll need outside sources for switching between multiple custom songs on the same section.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Dragon Fogel »

Ignoritus wrote:Go to the event, music change "Set Current" while playing your Custom song. Then switch back to whatever you want the original song to be.
Okay, so it turns out that in Wohl's editor, "Custom" is an option from the dropdown list but it's right in the middle of the list, between "Lost Woods" and "SMB2 Underground". So I didn't notice it at first.
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