Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Posted: 04 Mar 2015, 19:50
by ohmato
Dr. Freeman wrote:This is probably a stupid question, but I missed out on some step somewhere and I can't seem to figure out what. On the MaGLX dev kit with LunaDll installed, I created a text file in the level folder to have the SetHits code work, but when I test the level, the hits are always set to default. I tried tinkering with the section, thinking that I was wrong but it still doesn't seem to work. My only guess is that because the boss starts on a hidden layer that the frames need to be adjusted, but I'm not sure if I just made a mistake with just implementing the code properly in the first place. If all the LunaDLL files are in the folder with the engine, do you need to install or perform any other steps?
From my experience, SetHits in Autocode is really finicky. For example, setting the hits for Mother Brain's glass container to 1 does not do anything, but setting it to 8 registers it as having a single "hit". Also, if you re-enter the section an NPC spawns in, or it is spawned with a layer, its hits will reset. Assuming that everything is set up correctly (which it should be, if you're using the devkit), then your best bet would probably be to use LunaLua.
-- Has the npc's hit counter been set?
hitflag = false
-- Run every frame
function onLoop()
-- If hit counter has not been set
if not hitflag then
-- Find all mother brains (NPCID 209) in the current section
for i,npc in pairs( findnpcs(209, player.section) ) do
-- Set hits to 3
npc:mem(0x148,FIELD_FLOAT,0)
-- Raise the flag that the hit counter has been set
hitflag = true
end
end
end
This code should run until it finds at least one NPC of ID 209. Once it does, the flag will be raised and it will no longer run (because if it did, it would effectively make Mother brain invincible). So if you had a boss appear from a hidden layer, its hits would be set.
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Posted: 04 Mar 2015, 19:51
by Wolfolotl
I'm debating whether or not to PM raocow once the LP starts with the pronouns he can use for me while speaking because my text pronouns can be kind of a mouthful to say
I dunno if I'd be overstepping my boundaries by doing so though... augh
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Posted: 04 Mar 2015, 19:56
by Mabel
Dr. Freeman wrote:This is probably a stupid question, but I missed out on some step somewhere and I can't seem to figure out what. On the MaGLX dev kit with LunaDll installed, I created a text file in the level folder to have the SetHits code work, but when I test the level, the hits are always set to default. I tried tinkering with the section, thinking that I was wrong but it still doesn't seem to work. My only guess is that because the boss starts on a hidden layer that the frames need to be adjusted, but I'm not sure if I just made a mistake with just implementing the code properly in the first place. If all the LunaDLL files are in the folder with the engine, do you need to install or perform any other steps?
nah, could you post the txt file? what boss are you trying to set hits for?
also do you have other codes in the level and do they work?
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Posted: 04 Mar 2015, 19:59
by Hoeloe
Mabel wrote:
Dr. Freeman wrote:-snip-
nah, could you post the txt file? what boss are you trying to set hits for?
also do you have other codes in the level and do they work?
Posting actual code is always helpful.
You can also only set the hits for NPCs that already have more than one hit.
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Posted: 04 Mar 2015, 20:24
by Sorel
Wolfolotl wrote:I'm debating whether or not to PM raocow once the LP starts with the pronouns he can use for me while speaking because my text pronouns can be kind of a mouthful to say
I dunno if I'd be overstepping my boundaries by doing so though... augh
I think most people would use they or something, but if you feel like it's bothering you, just PM him. I bet he would use the given pronouns.
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Posted: 04 Mar 2015, 20:46
by Dr. Freeman
Mabel wrote:
Dr. Freeman wrote:words
nah, could you post the txt file? what boss are you trying to set hits for?
also do you have other codes in the level and do they work?
Sure, it's super quick as it's the only code I'm actually using in the level.
#3
SetHits,209,3,-40,0,2,0
#END
To my understanding, the "3"s have to do with what section of the level the boss is. (And before people worry about that -40 value, the boss itself is huge and you have a bill launcher. Because normal MB aiming is boring.) I just tested it with having the layer active the whole time, and it still dies in the normal ten hits. My guess is that either the #3 at the top is incorrect or I'm forgetting some tiny thing in the code itself.
I do want to thank everyone for trying to help out with this though!
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Posted: 04 Mar 2015, 21:04
by Garlyle
SpoonyBardOL wrote:My level is pretty much done, but I'm not super happy with it and I'm debating whether or not I should just keep it as-is or use the extension to try and overhaul it.
(snip snip!)
Create a backup of your level in its current state, and then try. And if the overhauling/extending doesn't seem to be working out, you can submit what you had before!
With that said, I don't know what you figure your ideal length is, but after rewatching a lot of ASMT last night, I think a lot of levels suffered their designer trying to pad out their good ideas for a level with extra segments it didn't need. A great 3 sections feels a lot better than a mediocre 6.
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Posted: 04 Mar 2015, 21:06
by Zygl
Dr. Freeman wrote:Sure, it's super quick as it's the only code I'm actually using in the level.
#3
SetHits,209,3,-40,0,2,0
#END
To my understanding, the "3"s have to do with what section of the level the boss is. (And before people worry about that -40 value, the boss itself is huge and you have a bill launcher. Because normal MB aiming is boring.) I just tested it with having the layer active the whole time, and it still dies in the normal ten hits. My guess is that either the #3 at the top is incorrect or I'm forgetting some tiny thing in the code itself.
I do want to thank everyone for trying to help out with this though!
Looks right to me, I'd say it's probably because it's on a hidden layer. The easiest way to work around that is with an IfNPC to trigger the SetHits when it finds the boss. Also a pretty simple thing.
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Posted: 04 Mar 2015, 22:24
by GalaxyOfJ
There's now a danger of power outage, so I'm going to get my level to submittable quality quickly just in case. At this point, that's just one more graphical swap and adding a thing into the level to let the joke make sense so I don't lose a lot of points for level name.
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Posted: 04 Mar 2015, 23:55
by 7NameSam
My level is done
I feel like it might be boring, but that may be because I played it a lot.
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Posted: 05 Mar 2015, 02:01
by Nathan the Talkmaus
Hilariously, the characters and one of the level names I was offered meshed perfectly with an idea I already had. Now I just need to do some custom graphics (getting the hang of it already) and make a series of one-screen rooms with one-way warps throughout.
I'll need to look through those tutorials further to find out how to do that. And how to make pipes appear when the room is cleared of enemies.
There may be some wonkiness if you bring powerups other than Tanooki and Hammer into the level though, since I didn't replace *all* the graphics.
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Posted: 05 Mar 2015, 03:55
by Ometeotl
So I replaced the Toothypipe NPC with one that's 64 wide instead of 32 and created the config file, but it's not working fully. When I face left, it works fine, but when I face right, the Toothy replacement (same size as regular toothy) comes from the middle of the NPC instead of the right side.
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Posted: 05 Mar 2015, 03:59
by GalaxyOfJ
So now that my level is almost completely finished, I finally wrote a small program to open smbx and pge editor at the same time, since navigating around to open them both was finally wearing on me.
In other news, my level is now PROPERLY SUBMITTABLE! But first I want to do some visual touch ups and record a thing. The most important thing ever recorded.
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Posted: 05 Mar 2015, 04:07
by Ometeotl
Ometeotl wrote:So I replaced the Toothypipe NPC with one that's 64 wide instead of 32 and created the config file, but it's not working fully. When I face left, it works fine, but when I face right, the Toothy replacement (same size as regular toothy) comes from the middle of the NPC instead of the right side.
So it doesn't get lot at the bottom of the last page.
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Posted: 05 Mar 2015, 04:52
by FusionWarrior
GalaxyOfJ wrote:So now that my level is almost completely finished, I finally wrote a small program to open smbx and pge editor at the same time, since navigating around to open them both was finally wearing on me.
In other news, my level is now PROPERLY SUBMITTABLE! But first I want to do some visual touch ups and record a thing. The most important thing ever recorded.
Why not just pin them to the taskbar?
And for smbx testing did anyone else map the L button to F5 and the R button to N in joy2key or was that just me?
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Posted: 05 Mar 2015, 09:36
by Ultratapir
I'm having slight problems, some bullet bill blasters in my level miraculously disappear sometimes... It doesn't happen everytime i test it, but like every third or fourth time one blaster is just gone. For clarification, they're on a layer that is attached to a moving object, could that be the cause? I'm kind of hoping to fix this because it looks really broken if they disappear.
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Posted: 05 Mar 2015, 10:01
by Garlyle
Ultratapir wrote:I'm having slight problems, some bullet bill blasters in my level miraculously disappear sometimes... It doesn't happen everytime i test it, but like every third or fourth time one blaster is just gone. For clarification, they're on a layer that is attached to a moving object, could that be the cause? I'm kind of hoping to fix this because it looks really broken if they disappear.
It could. The blasters will usually always try to spawn at the same place and despawn off screen, and if where they're trying to spawn doesn't play nice they may simply fall and disappear; I've had the same thing happen once or twice in weird ways for my level.
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
In Wohl this background(and others) appears just fine, but when trying out my level in SMBX this happens... Uuuh, any tips? This happens to all backgrounds at a certain point in the larger area. Like, I'm guessing the background ''ends'' though I thought this one for example, repeated itself. In Wohl it shows the proper background over the whole section.
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
In Wohl this background(and others) appears just fine, but when trying out my level in SMBX this happens... Uuuh, any tips? This happens to all backgrounds at a certain point in the larger area. Like, I'm guessing the background ''ends'' though I thought this one for example, repeated itself. In Wohl it shows the proper background over the whole section.
This is what happens when a background "ends". It should repeat itself, but it might be that it only repeats a fixed number of times.
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
In Wohl this background(and others) appears just fine, but when trying out my level in SMBX this happens... Uuuh, any tips? This happens to all backgrounds at a certain point in the larger area. Like, I'm guessing the background ''ends'' though I thought this one for example, repeated itself. In Wohl it shows the proper background over the whole section.
This is what happens when a background "ends". It should repeat itself, but it might be that it only repeats a fixed number of times.
That's what I thought. I don't really know how to enlarge GIF resolutions or make it repeat more often. Darn. Well, that's okay. I'll figure it out somehow. Thanks for confirming.
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Posted: 05 Mar 2015, 12:14
by Mikkofier
I need a LunaDLL thing to filter out all Yoshi's
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Posted: 05 Mar 2015, 12:25
by Hoeloe
Mikkofier wrote:I need a LunaDLL thing to filter out all Yoshi's
function onLoop()
if(player:mem(0x108,FIELD_WORD) == 3) then --player is on a yoshi
player:mem(0x108,FIELD_WORD,0); --not any more
end
end
Or the LunaDLL "filter mount" command.
Oh, on an unrelated note, I've been noticing occasional problems with the multipoints library in the more recent versions of LunaLua (which is in my level as "midpoints.lua"). If it causes an error message to appear in the editor, then it needs a line changing in that file, from:
which should fix it. I'm not sure if that is a problem in the MAGLX2 build, but it could potentially become one, so I thought I'd best put the fix there, just in case. I'm waiting to fix this in the release version of the library because I have a few changes I want to implement at the same time.
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Posted: 05 Mar 2015, 12:39
by Juanbro
Thanks Dragon Fogel for the mini tutorial about events. I know that it is a few pages ago, but it really helped me with what I needed to accomplish.
By the way, if I reskined some NPCs and tiles, do I need to put the sprite palettes I used for the reskins in the file that I upload for the contest? Or how do I do it? And what about custom music?
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Posted: 05 Mar 2015, 15:18
by Mikkofier
Hoeloe wrote:
Or the LunaDLL "filter mount" command.
Yes. How do?
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Posted: 05 Mar 2015, 15:28
by Hoeloe
Mikkofier wrote:
Hoeloe wrote:
Or the LunaDLL "filter mount" command.