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

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

Post by pholtos »

Ah thanks for cutting in Willhart. Was hoping someone did because I'm actually not to knowledgeable myself.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Willhart »

pholtos wrote:Ah thanks for cutting in Willhart. Was hoping someone did because I'm actually not to knowledgeable myself.
I did not notice the conversation a little earlier. If you want to start the autoscroll from the middle of a section, or somewhere else than section 1, you should probably use lunadll instead.

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

Post by DullahanDodgeman »

Can anyone help diagnose what is happening with my SMBX level editor? I start it up and the window starts at a default black screen, but if I try adding any backgrounds, nothing gets added and after that the cursor just leaves after images all over the level window. I even tried play-testing the level, but it just got rid of the after images and still wouldn't do anything.

Some pictures to go along.
http://imgur.com/a/EiIEL
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Ometeotl »

Did you extend the level boundaries at all?
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by DullahanDodgeman »

Just tried, and it sort of worked. The size of the black space was bigger or smaller when I moved the camera around, but any time I try adding something it doesn't show anything, and when I try to load another level or load a background I just get after images, but only in the black space.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Willhart »

Can you place blocks or npcs? I think the SMBX editor might be unable to locate the graphics folder. Are they both inside the "MaGL X2 Devkit" folder? Are there graphics inside the graphics folder?
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Zygl »

I'd like to entirely disable the 'hold a fireball over your head' mechanic. At the moment I have a block of code to immediately kill the fireball, but [the player character] still does the animation for like a frame and it looks super gross.
I think the ideal way to do this would be to either disable the button entirely or make SMBX think the other run button's being held instead (which I presume would also entail disabling the alt run button), but I can't seem to do either of these things.
The last thing I tried that was even remotely plausible was:

Code: Select all

function onKeyDown(KEY_X,playerIndex)
    printText("dddddd",1,1)
    player:mem(0xFE,FIELD_WORD,0)
    player:mem(0x100,FIELD_WORD,1)
end
I've tried KEY_X and KEY_RUN, and setting each of those addresses to 0, 1, 2, -1, -2, -5, FFFF... none of them even affected the usual behavior on pressing the button. Same goes for doing all of that in onLoop. Also the "dddddd" shows up for a frame every time I press any button but that's not really a concern, I don't think.
So uh, what am I doing wrong here? And is there even a right way to do this?
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by pholtos »

Zyglrox Odyssey wrote:And is there even a right way to do this?
Well... dunno if this is what you want but looking through lua things I found this:
//+0x154 w = Index of sprite being held (index to a specific sprite object that was generated only, -1 = can't carry anything)
I couldn't find anything else glancing through the stuff that might also be helpful so if that doesn't help sorry.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Rednaxela »

Zyglrox Odyssey wrote:

Code: Select all

function onKeyDown(KEY_X,playerIndex)
    printText("dddddd",1,1)
    player:mem(0xFE,FIELD_WORD,0)
    player:mem(0x100,FIELD_WORD,1)
end
Not the main issue you're running into, but your use of KEY_X is incorrect. What you should do is:

Code: Select all

function onKeyDown(keycode, playerIndex)
    if (keycode == KEY_X) then
        printText("dddddd",1,1)
        player:mem(0xFE,FIELD_WORD,0)
        player:mem(0x100,FIELD_WORD,1)
    end
end
The part in brackets on the function line, are just the names of variables that the input gets put into.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by DullahanDodgeman »

So hey, apparently when I unzipped the rar file for SMBX, it didn't take all the files out, so I was missing the graphics folder in it's entirety, along with several other probably important files.
And to think I probably would not have figured that out on my own...Embarrassing.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Rezanator »

Out of the characters that we where given, we have to choose one and only one? I can't have them both playable for the level?
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by pholtos »

Rezanator wrote:Out of the characters that we where given, we have to choose one and only one? I can't have them both playable for the level?
You can use both, it's fine.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Dragon Fogel »

I'm trying to put some text boxes in my level, but I can't figure out how to do linebreaks cleanly, without manually putting in enough spaces to force a new line.

Is there a way to do that?
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Rezanator
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Rezanator »

pholtos wrote:
Rezanator wrote:Out of the characters that we where given, we have to choose one and only one? I can't have them both playable for the level?
You can use both, it's fine.
That's great then. That will make it easier in making the level.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by swirlybomb »

Day 9:

...Granted, I've been preoccupied with other things, but I still have zero ideas on what to do with my level names. Seems like the 'medium' names this year are roughly equivalent to the 'hard' names last year. Or at least that they lean towards "abstract" or "monkey-cheese" names rather than names you'd actually find in a game. Debating whether I should just eat the penalty and get a list of easy names instead... Guess I'll see if I can come up with anything using the tiny vague ideas I've had first.


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

Post by ztarwuff »

Dragon Fogel wrote:I'm trying to put some text boxes in my level, but I can't figure out how to do linebreaks cleanly, without manually putting in enough spaces to force a new line.

Is there a way to do that?
Not that I'm aware of, but then again, I haven't had a go at using the new LunaLua yet.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Fawriel »

swirlybomb wrote:Day 9:

...Granted, I've been preoccupied with other things, but I still have zero ideas on what to do with my level names. Seems like the 'medium' names this year are roughly equivalent to the 'hard' names last year. Or at least that they lean towards "abstract" or "monkey-cheese" names rather than names you'd actually find in a game. Debating whether I should just eat the penalty and get a list of easy names instead... Guess I'll see if I can come up with anything using the tiny vague ideas I've had first.


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

Post by Rixithechao »

Dragon Fogel wrote:I'm trying to put some text boxes in my level, but I can't figure out how to do linebreaks cleanly, without manually putting in enough spaces to force a new line.

Is there a way to do that?
Yeah, for now there's no line break character so you'll have to use spaces. I considered splitting the dialogue into four lines, but that would mean either taking a string array as a parameter or having four string parameters. Neither is an elegant solution.

But the unfortunate side effect is that you might need different strings if you include the player character's name (cinematX.playerNameSMBX) in there -- Mario, Luigi and Peach all have 5-letter names but Link and Toad have 4 letters (hooray, Rocky can count!) so if you got Mario and Toad or Link and Peach as your characters then you'll need to account for that extra space.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Hoeloe »

Rockythechao wrote: Yeah, for now there's no line break character so you'll have to use spaces. I considered splitting the dialogue into four lines, but that would mean either taking a string array as a parameter or having four string parameters. Neither is an elegant solution.

But the unfortunate side effect is that you might need different strings if you include the player character's name (cinematX.playerNameSMBX) in there -- Mario, Luigi and Peach all have 5-letter names but Link and Toad have 4 letters (hooray, Rocky can count!) so if you got Mario and Toad or Link and Peach as your characters then you'll need to account for that extra space.
If the font is monospaced, there's a pretty simply algorithm you can use to auto-wrap words. It's more difficult for kerned fonts (particularly in SMBX), but I think this is a monospaced one...

EDIT: Here's some code that will split a string into two. The first (hd) will be wrapped at l characters maximum, but won't cut off halfway through a word. The second (tl) will contain the rest of the string. You can call this repeatedly on the tail of the result to wrap multiple lines, though I could tweak it to keep wrapping the string.

I applied this to CinematX, and it works nicely, but it does need to be applied to the full string, rather than the individual substrings (as I did) or you get words jumping around as they reveal themselves.

Code: Select all

function cinematX.wrapString (str, l)
		local head = "";
		local tail = "";
		local wrds = {}
		local i = 0;
		for j in string.gmatch(str, "%S+") do
			wrds[i] = j;
			i = i + 1
		end
		i = 0;
		while(wrds[i] ~= nil) do
			local newHd = head.." "..wrds[i];
			if(string.len(newHd) <= l) then
				head = newHd;
				i = i + 1
			else
				break;
			end
		end
		
		while(wrds[i] ~= nil) do
			tail = tail.." "..wrds[i];
			i = i + 1
		end
		
		return { hd = head, tl = tail };
	end
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Zygl »

Rednaxela wrote:
Zyglrox Odyssey wrote:

Code: Select all

function onKeyDown(KEY_X,playerIndex)
    printText("dddddd",1,1)
    player:mem(0xFE,FIELD_WORD,0)
    player:mem(0x100,FIELD_WORD,1)
end
Not the main issue you're running into, but your use of KEY_X is incorrect. What you should do is:

Code: Select all

function onKeyDown(keycode, playerIndex)
    if (keycode == KEY_X) then
        printText("dddddd",1,1)
        player:mem(0xFE,FIELD_WORD,0)
        player:mem(0x100,FIELD_WORD,1)
    end
end
The part in brackets on the function line, are just the names of variables that the input gets put into.
Right, of course, I should've remembered that from my (limited) Python experience. Okay, thanks, now its behaving a bit more sensibly.
I think my actual problem though is that the lunalua code is executed after everything else, so I can tell SMBX that the button's not being pressed all I want but it kinda already acted on the actual controller readings so it's not really accomplishing anything at all. I don't suppose there's any way to make it run first?
(Also I'm noticing KEY_X is actually the normal run button and the alt run button is KEY_X and KEY_RUN at the same time apparently. I don't really get it but okay.)
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Rumis »

The hardest thing I've run into so far is having waterfalls fall in water, so having a waterfall behind surface water sprites. Holy crap. It doesn't make any sense to me. :|
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by 7TC7 »

So, my level is pretty much finished, aside from a few purely asthetic tweeks here and there, but I have a few questions anyways.

1. Is it a known issue, that the Wohl editor just randomly dies when clicking the "Lock all Blocks/BGOs/NPCs etc."-buttons, because that happened to me at least once every day I worked on my level so far, and it seems to be completely random. Doesn't seem to matter how many things are on the active section or anything. If it helps, it happens only when Un-locking one of those buttons and most of the time, with the NPCs. It never hurt me much, because I pretty much save after every new thing I put down, but it's always scary either way.

2. Is it possible to play two different custom songs in one section? As the Event-Manager doesn't let you choose WHICH custom song you want to play and exclusively takes the song you choose in Section Settings, I feel like it's not possible, but if it is, that would be great, as I don't really like the choices from the original SMBX-Music library (they don't really fit my level). The only other option i have, would be to make one of the two parts of the section [Silence], which I feel, isn't really good.

3. How does the Z-Index for BGOs work? I already worked around it by just combining two overlapping BGOs into one Custom BGO, but it would be interesting to know retrospectively.

Oh, and here are my rejected easy names, because why not:
Dull: I reeeeaaally wanted to take this one and thought alot about what to do. I even started making the level, but it seemed kinda complicated, to make something dull, but not too dull...

Coffee Hospital: This one seemed also like a lot of fun, but I just didn't really know what to do aside from a hospital-castle with coffee-lava.

Have Some Monty Mole: The only name, I kind of could reject right from the beginning. Didn't really have many interesting ideas about how to make Moles an interesting obsticle.

Definitely Avoid the Jungle: And finally, this one also seemed like fun, but I'm not sure if making a level, that just avoided a jungle setting entirely would have fit that name well :lol:
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by FrozenQuills »

So I'm having some bad lag issues when I start using the new dev kit with cinematX...

I already have the majority of my level made before the update, but when I tried testing my level in it, it lags pretty badly.
When I don't disable frameskip, my level lags immensely and it's basically unplayable. If I do disable frameskip, my level is still pretty slow and annoying. I tried diagnosing the problem by completely commenting out all of my lua scripts but I still have lag. I'm 99% sure this is because of cinematX somehow because everything was working fine before I used the new devkit. I'm not even utilizing cinematX in my level (yet)...

EDIT: completely erasing the whole lua script didn't work either if that matters
EDIT 2: I tried renaming my lunadll.lua so that it doesn't affect the level at all, and it's suddenly fixed. However, if I do have a lunadll.lua file (and even if it's completely blank), it has noticeable slowdown.
Last edited by FrozenQuills 8 years ago, edited 2 times in total.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Wohlstand »

7TC7 wrote:1. Is it a known issue, that the Wohl editor just randomly dies when clicking the "Lock all Blocks/BGOs/NPCs etc."-buttons, because that happened to me at least once every day I worked on my level so far, and it seems to be completely random. Doesn't seem to matter how many things are on the active section or anything. If it helps, it happens only when Un-locking one of those buttons and most of the time, with the NPCs. It never hurt me much, because I pretty much save after every new thing I put down, but it's always scary either way.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by DullahanDodgeman »

Quick question, does anyone know where I can get the Sheath sprite replacements for Link? I can't find them anywhere, and the one place they were supposed to be had an expired link.

...Was that a pun?
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