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

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

Post by DullahanDodgeman »

The star replacement sprite (for the rupee) is giving me a bit of trouble because I'm using Link for my level, and sometimes when enemies are killed a star pops out instead of rupees. Could I just copy the sprite and movement data onto another sprite that I am not using and have it still work the right way?
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Willhart »

DullahanDodgeman wrote:The star replacement sprite (for the rupee) is giving me a bit of trouble because I'm using Link for my level, and sometimes when enemies are killed a star pops out instead of rupees. Could I just copy the sprite and movement data onto another sprite that I am not using and have it still work the right way?
You can just rename them too and it should work, as long as you replace a coin or something similar with it.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Hoeloe »

Willhart wrote: Giving a quick solution is way better than a good one, now that there is only a week to work on a level soon. You have to play with the ideas when they are fresh. I may have spent two days on getting the music fading and some CinematX to work with lua, and it did not really do good for the work flow.
I think you've hit the nail on the head there. The trouble is that the deadline for MAGLX2 is approaching, and the simple tutorials aren't there for Lua yet. I'm working on it, but it won't be done overnight.

I think the problem will mitigate itself when more people are more familiar with Lua (and therefore more able to help newcomers), and there are better tutorials for people to look at to learn the basics. I apologise if I sounded condescending, or aggressive, I merely want to see the best come out of the community in the future.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Zygl »

Hoeloe wrote:
Zyglrox Odyssey wrote: Not that I could find, aside from the one for what the player's currently carrying around but that doesn't really apply to axes.
Oh. I see what you mean. I thought you meant "grabbed" as in carrying, rather than collected as with an Axe.

When an Axe is collected, it is classed as "dead". This gives you a few things you can do, but I would suggest using the Trigger library (I believe it's built into the MAGLX2 devkit) to trigger a Lua event when the Axe is grabbed. You just need to set every Axe to call the right SMBX event on death.
Alright, I've got it working now, thanks. Was a bit of a pain to set up but that's on me for not having the patience to read basic instructions.
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Dragon Fogel
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Dragon Fogel »

Okay, I have some sections of my level made, but I'm not sure how to make a warp between sections that covers more than one tile. Do I have to make a separate entrance/exit for each tile, or is there something else I can do?
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by pholtos »

Dragon Fogel wrote:Okay, I have some sections of my level made, but I'm not sure how to make a warp between sections that covers more than one tile. Do I have to make a separate entrance/exit for each tile, or is there something else I can do?
The former.
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Dragon Fogel
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Dragon Fogel »

Yeah, I figured that out after some more poking around. Should have a functional basic draft of my level done soon, then.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Dragon Fogel »

Well! I've got a first draft of my level done. Could be better, but considering it's my first level ever I feel pretty good about it.

I've still got some graphical touch-ups to do, and might add a few side sections. Should be able to get that done tomorrow, then I'd like to get some opinions before I submit it. If anyone's interested, toss me a PM.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by ano0maly »

I would like to try it out.
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Post by Ometeotl »

Anyone here willing to do a minor spriting thing for me? I can't describe it here for obvious reasons, so just PM me. It shouldn't be difficult at all, it's just beyond my minor pixel art capabilities.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by FusionWarrior »

Just to confirm, we want to use the end goal star that awards a star for our end, and not the mushroom-flower-star SMB3 Roulette? I have to use different settings depending on which it is.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by GlitchedGhost »

Question: I have a cutscene at the beginning of my level using the events, what's the best way to only have it play once to prevent the player from having to watch it every time they die? Is a mid point after the cutscene okay? And can you have multiple midpoints in one level, if I do that?
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Post by pholtos »

According to sources, the midpoint in the earliest section is the only one a person will spawn into if they die.
If you want my suggestion, have some sort of button you can push during the cutscene (if possible) to skip the cutscene. (Is that possible?)
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by ano0maly »

You could just have the player choose between the cutscene and not.
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Post by Juanbro »

Hahaha, reskining is proving to be a worthy foe:

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I hope that I can solve this problem, because that would mess up so badly my level.
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Post by GlitchedGhost »

pholtos wrote:According to sources, the midpoint in the earliest section is the only one a person will spawn into if they die.
If you want my suggestion, have some sort of button you can push during the cutscene (if possible) to skip the cutscene. (Is that possible?)
Okay, I'll keep that in mind, thank you!
ano0maly wrote:You could just have the player choose between the cutscene and not.
How would I go about that? Having a separate room leading to the main level and the cutscene itself? Or is there some other way?
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Post by ano0maly »

Probably a small room with two warps, one leading to the cutscene and one after it. Assuming the cutscene autostarts at a room.
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Post by GlitchedGhost »

Okay, thank you!
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Post by Kerkec »

so am I right to assume that the death graphics for npcs are hardcoded and can't be changed? I looked through the graphics folder for npcs and found nothing of the sort

and if so, does anyone really care that much if re-sprited enemies don't match their death sprites? it doesn't look nice, but if it's a limitation of the editor, then would that still be points off?

I would guess there's a way around it using the more fancy stuff, but if there is, I'm not sure I have time to learn all that in a week while also making this level
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Dragon Fogel
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Post by Dragon Fogel »

Just looked at some levels from last year's contest that changed death graphics. They're in the "Effects" folder under "Graphics". You can change them just like NPC graphics, but name the file "effect"-whatever-number.
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Post by CrispyMWHC »

Should I be using two stars if I have a secret exit, or is one star with a different kind of exit fine?
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Kerkec
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Post by Kerkec »

Dragon Fogel wrote:Just looked at some levels from last year's contest that changed death graphics. They're in the "Effects" folder under "Graphics". You can change them just like NPC graphics, but name the file "effect"-whatever-number.
...oh
yeah, thanks, I should've poked around more before asking, I just never thought they would be in there

though now that I think about it, I don't know what else I was expecting "effects" to be
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Klaty »

Hoeloe wrote: If you need to use Luna, then you will have to use the devkit, or at least get the LunaLua patch from the Lua thread. What were the issues you were experiencing with it?
I can't quite remember, but it was something about there being two Wohl's editors, other excess files and corrupted files. And also downloading it took 30 minutes. Isn't that fun.

Look, unless I'm thinking of implementing a new gimmick that "requires" DLL/Lua, it doesn't matter how complex it is. I'm new to programming, and hence my adaptation skills should be the same, so it doesn't matter which one I use. I'm never going to use Lua anyways (unless I'm making more SMBX stuff, but nonethless), while DLLs I am going to make for my future game projects, so people can play multiplayer and mod the game.

Also about the One-way scrolling; it wouldn't work because I still need the screen to actually go back, Though I guess I could use clouds...? I don't recall the SMBX engine/Wohl's editor having clouds that are facing right. It was a custom thing, no?
EDIT: I'll use pipes for now. Besides, it's a contest, WHAT COULD POSSIBLY GO WRONG?!
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Hoeloe
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Post by Hoeloe »

GlitchedGhost wrote:And can you have multiple midpoints in one level, if I do that?
Historically, this hasn't been possible, but there is a LunaLua library that allows you to do this now. My MAGLX2 level has two midpoints.
Klaty wrote:I'm never going to use Lua anyways (unless I'm making more SMBX stuff, but nonethless), while DLLs I am going to make for my future game projects, so people can play multiplayer and mod the game.
You're far more likely to use Lua in other gaming projects than LunaDLL. LunaDLL isn't "making" a DLL, the DLL already exists. You're using a scripting language called Autocode that was made in half an hour for SMBX. Lua, on the other hand, is a pre-existing language designed for game scripting.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by ztarwuff »

Klaty wrote:I won't use the Devkit. I had major trouble with that when I started and Horikawa suggested me to not use it, since the PGE engine is good enough. Let's talk about this later, mm'kay? It's almost 11PM here and I'm too tired and can't understand what y'all are talking about.
Whoa! It just occurred to me that it would be unfair to have the LunaDLL active from the get go, which is the example I gave you. You'd probably want to allow the player to move freely in the room in which your NPC tells the player he or she can't move left, then have the kill code active in other sections.

Thus the #0 would have to be replaced with the number of the section you want the code active in and you'd need multiple instances for each section.

Worse comes to worse, create the level without the code send to me and I'll test it for you with the code i.e. I'll copy it in myself. I've finished with my level so it should be no problem.
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