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

Posted: 05 Mar 2015, 16:32
by Dr. Freeman
It's at this point where I know I'm doing some step wrong down the line. For testing I attempted to add the simple debug code thing, and even that wouldn't appear. Which means that for some reason the LunaDLL code isn't "connected" to the engine so to speak.
So I'm just going to list everything and see if someone can figure out the small (yet probably rather obvious, knowing me) mistake I've made.

Everything in the MaGLX Devkit is there, and to double check I redownloaded the latest version so there was nothing new or weird. Extracted everything, added my level to the worlds folder with all the custom graphics/Lunadll.txt inside. (Is the filename there case sensitive...?) There is also a LunaSavedVars0.txt that appeared at some time. With all that I open the vanilla SMBX editor included in the Devkit (cause it's easier to test) open the level and then there's nothing.

I know there has to be some minor mistake I'm making, but for the life of me I can't pinpoint.
I do want to apologize for having so many posts about this issue in this topic though, it makes clutter.

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

Posted: 05 Mar 2015, 16:55
by TaviTurnip
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?
Yes, from one custom to another custom.

However, I just tried it with two default songs and still nothing happens. I literally feel like some kind of idiot at this point, like is there some kind of initial step like "put lunadll.dll in the level folder" (tried this) or "it only works if you have less than 9001 blocks total in the level" or "preheat the oven to 425F before starting" or something? I'm at the point where I'm sure if someone was at my computer they could fix it in a minute, but obviously I tripped over some step beforehand. Note that I can totally get a default song to change to another default song via in-engine events, but as I said, this is for one custom to another, which doesn't seem to matter when I can't even get lunadll.txt to go from a default to another default.

EDIT: Is it just me or is Dr. Freeman having literally the same issue I am?

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

Posted: 05 Mar 2015, 18:20
by FrozenQuills
Oh man, after watching some old MaGL and SMBX videos from raocow, I'm sorta worried that my level was too long when I submitted it.
Ah well, if it ends up being the longest level in the contest, at least I know I've tried really hard to not make it frustrating, hahah...
I'd rather make a memorable level than one that's short and forgettable.

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

Posted: 05 Mar 2015, 18:23
by GalaxyOfJ
Garlyle wrote:
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.
Generally if the generator tries to spawn while it's overlapping an npc (coins are one of the usual suspects,) it will fail.

This might also happen if it tries to spawn inside of a block, but I haven't tested it extensively.

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

Posted: 05 Mar 2015, 23:04
by Gezo24
So I think I forgot to make sure all 5 dragon coins were there, is there a problem if theres less? I really dont care about my level having all 5.

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

Posted: 05 Mar 2015, 23:19
by Wolfolotl
Gezo24 wrote:So I think I forgot to make sure all 5 dragon coins were there, is there a problem if theres less? I really dont care about my level having all 5.
you'll almost certainly get points off for being unable to collect them all, but you can revise and send in a fixed version of the level until the deadline I think

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

Posted: 05 Mar 2015, 23:31
by Dragon Fogel
I don't know if it's necessarily going to be points off, but if there aren't five that's confusing from the player's end because they run around the whole level wondering where the last one is. It's possible that might affect score if the judges do the same thing.

Basically from the point of view of "someone's going to play this", it's better to have no dragon coins than it is to have under five.

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

Posted: 05 Mar 2015, 23:39
by Alice
Dragon Fogel wrote:I don't know if it's necessarily going to be points off, but if there aren't five that's confusing from the player's end because they run around the whole level wondering where the last one is. It's possible that might affect score if the judges do the same thing.
This is exactly why it would be likely to lose a couple points from the judges. It's indicative of the level design not being best and only confuses the player. (Though Nintendo was guilty of this themselves with some levels in SMW having only four and some having 6 or even 7 I think.)

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

Posted: 05 Mar 2015, 23:43
by raekuul
So I'm still not any of the lists?

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

Posted: 05 Mar 2015, 23:46
by Alice
raekuul wrote:So I'm still not any of the lists?
If you mean the received levels list, it seems like it takes time for it to be updated. My level didn't appear there for like 3-4 days or so after I submitted it.

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

Posted: 06 Mar 2015, 00:00
by raekuul
Ah, okay.

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

Posted: 06 Mar 2015, 04:32
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.
Anyone have any insight on this?

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

Posted: 06 Mar 2015, 04:37
by Nathan the Talkmaus
As soon as I get home from work tomorrow I'm going to look up how to make pipes work and do up some more custom graphics. After an hour each of walking to and from my job and ten of working I'm too tired to do anything significant before bed tonight.

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

Posted: 06 Mar 2015, 04:44
by Rednaxela
Ometeotl wrote:
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.
Anyone have any insight on this?
Assuming you changed the hitbox size correctly and not just the graphics size... then perhaps there's nothing that can be done (at least without Luna trickery). The offset toothy spawns at when facing right might be hardcoded in the engine, as quite a number of things are.

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

Posted: 06 Mar 2015, 04:49
by Lunikyuu
Ok for some reason I'm starting to get really bad framerate issues whenever I try to test my level now, and I can't test my level properly because of it. I don't really know what's causing it either, as the only things I've added between that last time it worked properly and the first time it didn't are a few columns of blocks on the side of my level and a single thwomp, and removing both didn't seem to help, neither did restarting the SMBX program or restarting my computer. I don't think it's the size either, as my level is relatively short so far...
Dr. Freeman wrote:
RenaTurnip wrote:
Are you trying to use lua code or the default LunaDLL functions? If you're using lua code, the file needs to be in ".lua" format instead of ".txt" format. Notepad++ can convert it for you.

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

Posted: 06 Mar 2015, 04:50
by Ometeotl
Rednaxela wrote:
Ometeotl wrote:
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.
Anyone have any insight on this?
Assuming you changed the hitbox size correctly and not just the graphics size... then perhaps there's nothing that can be done (at least without Luna trickery). The offset toothy spawns at when facing right might be hardcoded in the engine, as quite a number of things are.
I was afraid of that. Oh well.

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

Posted: 06 Mar 2015, 04:59
by Rednaxela
Dr. Freeman wrote:It's at this point where I know I'm doing some step wrong down the line. For testing I attempted to add the simple debug code thing, and even that wouldn't appear.
RenaTurnip wrote:EDIT: Is it just me or is Dr. Freeman having literally the same issue I am?
Question to both of you. If you launch smbx.exe and hit "start game" instead of the editor, when you get to the title screen do you see something like this in the top left corner, or not?
titlescreen.png
titlescreen.png (9.66 KiB) Viewed 3468 times
If not, then yeah, that confirms for certain that LunaDLL isn't loading for you for some reason. Next question would be why.

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

Posted: 06 Mar 2015, 05:09
by Dr. Freeman
It is thankfully popping up, although the version number is different, I wouldn't think that would interfere with the code, but perhaps it does. It's showing me. 0.5.3.1 in contrast to the .6 in the screenshot above.

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

Posted: 06 Mar 2015, 05:17
by Rednaxela
Dr. Freeman wrote:It is thankfully popping up, although the version number is different, I wouldn't think that would interfere with the code, but perhaps it does. It's showing me. 0.5.3.1 in contrast to the .6 in the screenshot above.
You can try updating to 0.6.0.1 using the download link in viewtopic.php?f=36&t=14980#p241609 if you want (EDIT: 0.6.0.1 breaks loadImage and playSFXSDL but otherwise is fine, reported the issue and should be fixed soon), but I'm highly doubtful that's the problem you're having.

So, we have confirmation that LunaDLL is loading for you, which would mean either your lunadll.txt is in the wrong place, or something inside it is incorrect.

The directory structure you should have is like:

Code: Select all

worlds\
	LevelName.lvl
	LevelName\
		<custom graphics go here>
		lunadll.txt
(of you can have another subdirectory between "worlds" and everything else)

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

Posted: 06 Mar 2015, 05:28
by Dog In Da Grass
Horikawa Otane wrote:
Wolfolotl wrote:
Gezo24 wrote:So I think I forgot to make sure all 5 dragon coins were there, is there a problem if theres less? I really dont care about my level having all 5.
you'll almost certainly get points off for being unable to collect them all, but you can revise and send in a fixed version of the level until the deadline I think
I mean yeah you can resubmit if you like, but I'll say I give zero shits about the dagadon count yo.
hell,

not sure if I should count this as a spoiler or not but my level has 7 dragon coins to collect x3. I set the score on collecting them to score=4 so that you'd only get a 1-up by collecting the last one.


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

Posted: 06 Mar 2015, 05:56
by GlitchedGhost
I have a question.

I'm using a custom track in my level (a couple, actually) and during a cutscene I want to change it to another custom track. Is that possible, or is it one custom track per section?

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

Posted: 06 Mar 2015, 05:59
by Alice
Dog In Da Grass wrote:hell,

not sure if I should count this as a spoiler or not but my level has 7 dragon coins to collect x3. I set the score on collecting them to score=4 so that you'd only get a 1-up by collecting the last one.

I don't really think that would be an issue though. Your method still results in a 1-up.

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

Posted: 06 Mar 2015, 06:10
by Garlyle
GlitchedGhost wrote:I have a question.

I'm using a custom track in my level (a couple, actually) and during a cutscene I want to change it to another custom track. Is that possible, or is it one custom track per section?
With the vanilla editor, you can only do a single custom track per section.

With Luna there's a way to. I don't into Luna so I can't help you there.

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

Posted: 06 Mar 2015, 06:19
by ano0maly
What if you override an existing track with your own?

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

Posted: 06 Mar 2015, 06:22
by GlitchedGhost
Garlyle wrote:
GlitchedGhost wrote:I have a question.

I'm using a custom track in my level (a couple, actually) and during a cutscene I want to change it to another custom track. Is that possible, or is it one custom track per section?
With the vanilla editor, you can only do a single custom track per section.

With Luna there's a way to. I don't into Luna so I can't help you there.
I'm not a Luna person either, so that's not gonna happen.
ano0maly wrote:What if you override an existing track with your own?
If I did that and included it in with my level assets, would that still transfer into the game when everything is combined into the final product?

I'm assuming I just need to move the track and rename it to match one of the tracks that come with the game?