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

Posted: 10 Feb 2015, 18:08
by Rixithechao
Quick announcement for anyone having perfomance issues after switching to the new devkit.

If you think cinematX might be the cause, you can comment out this line in LunaScriptsLib/mainV2.lua and your lunadll.lua file to prevent cinematX from being loaded into LunaLua's shared memory:

Code: Select all

cinematX = loadSharedAPI ("cinematX")
Make sure to remove/comment out any other cinematX-related code in your lunadll.lua file as well. Please let me know if this makes a difference or not over in this thread.[/size]

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

Posted: 10 Feb 2015, 23:05
by Zygl
Zyglrox Odyssey wrote:I'd like to entirely disable the 'hold a fireball over your head' mechanic.
I figured it out guys
Guys
Guys
I figured it out

Code: Select all

function onLoop()
    player:mem(0x172,FIELD_WORD,0)
    player:mem(0x120,FIELD_WORD,0)
end

function onKeyDown(keycode,playerindex)
    if keycode == KEY_X and player:mem(0x100,FIELD_WORD) == 0 then
        player:mem(0x172,FIELD_WORD,-1)
    end
end
This also disables the alt jump button (since if Toad spinjumps he'll still hold a fireball) but I was considering doing that anyway so I can live with that.

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

Posted: 11 Feb 2015, 00:35
by Hoeloe
My level isn't far from complete now. Just have to finish up the closing cutscene, touch a few things up, make one piece of music, and then maybe get it playtested by a couple of people (via PM, of course).

This has been fun so far. I've learned a lot of new tricks about SMBX, and pushed LunaLua pretty hard to get what I want out of it. The Lua code for my level is already at 1319 lines, with more to come.

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

Posted: 11 Feb 2015, 01:14
by Sandwichman
I was wondering, what's everyone's opinions on water mazes? My level has a small segment with a maze where you go through water and hit buttons to toggle/enable/disable barriers, kind of like a puzzle (to spice things up). Would it be better without the water?

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

Posted: 11 Feb 2015, 03:27
by Crow
man i guess i should start working on this

now to figure out how do

any tutorials I should start with? I saw the one from like 2 years ago, but it's from 2 years ago and that sounds like not-very-up-to-date to me

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

Posted: 11 Feb 2015, 05:25
by swirlybomb
Horikawa Otane wrote:You CAN mulligan down to easy if you like. Or mulligan and get new medium names.
I know, hence the "Debating whether I should just eat the penalty and get a list of easy names instead..." but it's a pride thing. I'd feel like a tool if I were to go against the 'spirit' of the contest by being 'less creative'. Although I realized the penalty (for rerolling names but not characters) is only 3 points as opposed to 5 points like last year.

Having said that, I actually got a good idea earlier. Perhaps I just needed a little more time to think about it. Now I just need to get the time to start working on it...
Sandwichman wrote:I was wondering, what's everyone's opinions on water mazes? My level has a small segment with a maze where you go through water and hit buttons to toggle/enable/disable barriers, kind of like a puzzle (to spice things up). Would it be better without the water?
Probably worth considering: does swimming help the player get around easier, or would the maze be more convenient if you could run and jump normally? As well, ensure that there's a purpose to the maze/that it's interesting, rather than just wasting the player's time (that's probably a good way to lose some Fun points).

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

Posted: 11 Feb 2015, 05:35
by Rixithechao
Rockythechao wrote:Quick announcement for anyone having perfomance issues after switching to the new devkit.

If you think cinematX might be the cause, you can comment out this line in LunaScriptsLib/mainV2.lua and your lunadll.lua file to prevent cinematX from being loaded into LunaLua's shared memory:

Code: Select all

cinematX = loadSharedAPI ("cinematX")
Make sure to remove/comment out any other cinematX-related code in your lunadll.lua file as well. Please let me know if this makes a difference or not over in this thread.[/size]
Everyone just delete that line out of mainV2 anyway, it turns out I'm a massive idiot and it's not actually necessary. You only need it at the top of your lunadll.lua file if you want to use cinematX. Okay, one sample level works fine without it, another breaks. Still looking into it.

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

Posted: 11 Feb 2015, 06:39
by Whimsical Calamari
Parama wrote:any tutorials I should start with? I saw the one from like 2 years ago, but it's from 2 years ago and that sounds like not-very-up-to-date to me
If you're talking about Frozelar's tutorials, they're still good for working in the SMBX editor, since the program hasn't changed much in the past few years.

As for the Wohlstand editor, I don't think there are too many tutorials out there but it's made to work mostly like the base SMBX one with a few more useful features (and better interface, and an Undo button)

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

Posted: 11 Feb 2015, 09:21
by cramps-man
Hi, just wondering if there are any rules in using "UserData" namespace for LunaLua? I don't want to break someone else' level for having the same name for storing stuff.

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

Posted: 11 Feb 2015, 09:37
by Hoeloe
:idea:
cramps-man wrote:Hi, just wondering if there are any rules in using "UserData" namespace for LunaLua? I don't want to break someone else' level for having the same name for storing stuff.
I used it by prepending my username to the start of all the save names. That should ensure everyone has different variables.

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

Posted: 11 Feb 2015, 15:24
by Sandwichman
swirlybomb wrote:
Sandwichman wrote:I was wondering, what's everyone's opinions on water mazes? My level has a small segment with a maze where you go through water and hit buttons to toggle/enable/disable barriers, kind of like a puzzle (to spice things up). Would it be better without the water?
Probably worth considering: does swimming help the player get around easier, or would the maze be more convenient if you could run and jump normally? As well, ensure that there's a purpose to the maze/that it's interesting, rather than just wasting the player's time (that's probably a good way to lose some Fun points).
I'd get rid of the water or use minimal water, but it [the water] is kind of required to keep true to the theme.

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

Posted: 11 Feb 2015, 16:58
by FusionWarrior
Sandwichman wrote:
swirlybomb wrote:
Sandwichman wrote:I was wondering, what's everyone's opinions on water mazes? My level has a small segment with a maze where you go through water and hit buttons to toggle/enable/disable barriers, kind of like a puzzle (to spice things up). Would it be better without the water?
Probably worth considering: does swimming help the player get around easier, or would the maze be more convenient if you could run and jump normally? As well, ensure that there's a purpose to the maze/that it's interesting, rather than just wasting the player's time (that's probably a good way to lose some Fun points).
I'd get rid of the water or use minimal water, but it [the water] is kind of required to keep true to the theme.
normally I'd say most people hate water and mazes by themselves, but if it fits your theme, you actually should go for it. Just play test the heck out of it to make it as fun as possible.

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

Posted: 11 Feb 2015, 18:57
by Ometeotl
Does anyone know how I can make a music file sound muffled using Audacity?

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

Posted: 11 Feb 2015, 19:03
by Hoeloe
Ometeotl wrote:Does anyone know how I can make a music file sound muffled using Audacity?
Try Effect>Bass and Treble, then drain either bass or treble from the music. Draining bass will make it sound like an old radio, draining treble will make it sound like it's being played through a pillow.

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

Posted: 11 Feb 2015, 21:03
by Willhart
Most of the graphics for my level are done, and the layout is shaping up nicely.

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

Posted: 11 Feb 2015, 22:47
by 7TC7
I'm done, yeah me. Now just to sleep at least one night before sending it to Horikawa. Who knows what ideas I could still get~ 8-)

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

Posted: 12 Feb 2015, 00:41
by Hoeloe
I thought I was pretty much done, but as it turns out, my level lags tremendously. I'd never experienced it, but it seems that others do.

EDIT: It looks like the culprit may be the "findLayer" function, or just setting layer movement in general.

EDITEDIT: Looks like setting layer speeds is the issue.

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

Posted: 12 Feb 2015, 02:58
by Zha Hong Lang
Hoeloe wrote:EDITEDIT:
Because EDIT2 sounds far too weird. :lol:

I'm not having too many issues with level graphics, considering the fact I'm trying not to use them as much as possible. Makes it easier and harder in a way.

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

Posted: 12 Feb 2015, 07:34
by YelseyKing
Just out of curiosity, would there happen to be any more standard sprite sheets (that is, ones replacing NPCs, rather than the playable characters) of Demo, Iris, Kood, raocow, and Sheath? I plan to include them in my stage, but I can't quite figure out how the playable character sheets in A2XT fit together.

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

Posted: 12 Feb 2015, 08:35
by Rixithechao
We'll eventually need those for A2XT Ep. 2 anyway. I'll see about whipping up some cinematX-compatible sheets.
EDIT: And now I remember why I was working on that spritesheet app in the first place.

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

Posted: 12 Feb 2015, 08:45
by Leet
frick i need to make my level

last time i signed up when there wasnt much time left and spat something out

now i have way more time but im not working...

only one of my names given was really usable and its not usable with the characters i got. ill figure something out!

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

Posted: 12 Feb 2015, 09:30
by Rixithechao
Man, I forgot how tedious these are to make. Here's some basic ones for Demo and Iris, they can be used as templates for the other A2XT and SMBX PCs.
48x96, 30 frames per direction.

Demo:
npc-demo.gif
npc-demo.gif (21.57 KiB) Viewed 3597 times
npc-demom.gif
npc-demom.gif (6.77 KiB) Viewed 3597 times
Iris:
npc-iris.gif
npc-iris.gif (25.12 KiB) Viewed 3583 times
npc-irism.gif
npc-irism.gif (7.56 KiB) Viewed 3583 times
And the animdata code:

Code: Select all

animData_GenericPlayerChar [cinematX.ANIMSTATE_NUMFRAMES] = 30
animData_GenericPlayerChar [cinematX.ANIMSTATE_IDLE] = "0-0"
animData_GenericPlayerChar [cinematX.ANIMSTATE_WALK] = "1-2"
animData_GenericPlayerChar [cinematX.ANIMSTATE_TALK] = "0-0"
animData_GenericPlayerChar [cinematX.ANIMSTATE_RUN] = "1-3"
animData_GenericPlayerChar [cinematX.ANIMSTATE_JUMP] = "8-8"
animData_GenericPlayerChar [cinematX.ANIMSTATE_FALL] = "8-8"

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

Posted: 12 Feb 2015, 09:37
by YelseyKing
Rockythechao wrote:Man, I forgot how tedious these are to make. Here's a basic one for Demo, it can be used as a template for the other A2XT and SMBX PCs.
Thanks... but I didn't need super complex ones. Just ones of their standard left and right walking animations. They won't be *playable* in my level. They'll just be hanging around and you can talk to them. :P

To be honest, I have absolutely no idea how LunaDLL, LunaLua, or CinematiX work, so I won't be using any of that stuff. I'm just aiming for some clever use of vanilla resources. Using Wohlstand's editor. Which is amazing. Ehem. Yes.

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

Posted: 12 Feb 2015, 09:40
by Willhart
YelseyKing wrote:
Rockythechao wrote:Man, I forgot how tedious these are to make. Here's a basic one for Demo, it can be used as a template for the other A2XT and SMBX PCs.
Thanks... but I didn't need super complex ones. Just ones of their standard left and right walking animations. They won't be *playable* in my level. They'll just be hanging around and you can talk to them. :P

To be honest, I have absolutely no idea how LunaDLL, LunaLua, or CinematiX work, so I won't be using any of that stuff. I'm just aiming for some clever use of vanilla resources. Using Wohlstand's editor. Which is amazing. Ehem. Yes.
Cutscenes in a2xt have some basic walking animations and states for most characters. They are simple npc replacements and should be easy to use. You can use layers and events to switch between the different poses.

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

Posted: 12 Feb 2015, 10:09
by Rixithechao
Willhart wrote:
YelseyKing wrote:
Rockythechao wrote:Man, I forgot how tedious these are to make. Here's a basic one for Demo, it can be used as a template for the other A2XT and SMBX PCs.
Thanks... but I didn't need super complex ones. Just ones of their standard left and right walking animations. They won't be *playable* in my level. They'll just be hanging around and you can talk to them. :P

To be honest, I have absolutely no idea how LunaDLL, LunaLua, or CinematiX work, so I won't be using any of that stuff. I'm just aiming for some clever use of vanilla resources. Using Wohlstand's editor. Which is amazing. Ehem. Yes.
Cutscenes in a2xt have some basic walking animations and states for most characters. They are simple npc replacements and should be easy to use. You can use layers and events to switch between the different poses.
...oh, yeah, there's already sprites in the level source for Ep. 1's cutscenes. EoW1 has Demo, Iris and Sheath, EoW3 has Kood.