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

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

Post by Garlyle »

Lunatic Quark wrote:It does the same thing only delayed by 0.2 seconds, there are also no other events in my level currently except the default Level Start and P-Switch events which do nothing...
Okay that's double weird.

I'm just about to pass out but I'll PM you when I wake up and if you're still uncertain what's going on I'll get you to send it to me and I'll see what I can figure out.
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Lunikyuu
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Post by Lunikyuu »

Found a way to force it to work with LunaLua, only problem is it despawns if it goes off screen, which is what I was hoping to avoid with the moving layers method to begin with. I'll play around with it later and see if I can find a solution.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Hoeloe »

Lunatic Quark wrote:Found a way to force it to work with LunaLua, only problem is it despawns if it goes off screen, which is what I was hoping to avoid with the moving layers method to begin with. I'll play around with it later and see if I can find a solution.
Have a look in the cinematX code. There is a setting in there called "shouldDespawn". Copy the code used when that's set to false. There's a memory access that forces NPCs not to despawn.
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Lunikyuu
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Lunikyuu »

Hoeloe wrote:
Lunatic Quark wrote:Found a way to force it to work with LunaLua, only problem is it despawns if it goes off screen, which is what I was hoping to avoid with the moving layers method to begin with. I'll play around with it later and see if I can find a solution.
Have a look in the cinematX code. There is a setting in there called "shouldDespawn". Copy the code used when that's set to false. There's a memory access that forces NPCs not to despawn.
That sounds incredibly useful. I'll give it a look after sleep.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Hoeloe »

Lunatic Quark wrote: That sounds incredibly useful. I'll give it a look after sleep.
Essentially, all SMBX NPCs have a counter (I believe it starts at 180, which is approximately 3 seconds), which starts decreasing when they are offscreen. When it hits 0, the NPC despawns. To stop them despawning, you just need to set that counter to something non-zero (and greater than 1 to be safe) every frame, so it never reaches 0.
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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 »

Feeling pretty good about my level after tester feedback. I've only had one new person look at it since I made the changes regarding the secret star, though, so I'd like at least one other opinion on that before I officially submit.
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dr_vblschrf
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by dr_vblschrf »

I'm probably not going to be able to finish my level...time got away from me with work eating up so much of it. I couldn't get very much in the way of ideas that I (with limited art skill) could actually pull off...so.....bloop.

I'll try for next year though, maybe make some levels in the meantime as practice. :(
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nivomi
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by nivomi »

I just tried importing CinematX and it's crashing in a really exciting and incomprehensible way.
Untitled.png
Untitled.png (16.21 KiB) Viewed 3883 times
The cinematX_World tests all work properly, and my current lunadll.lua is just:

Code: Select all

cinematX = loadSharedAPI("cinematX")
Any idea what I'm doing wrong?
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Rednaxela
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Post by Rednaxela »

nivomi wrote:I just tried importing CinematX and it's crashing in a really exciting and incomprehensible way.
Let's see... that line number would mean you're running cinematX 0.0.6

Code: Select all

1185:						-- Get the substring between the first and last characters
1186:						local checkStringA = string.sub  (msgStr, 2, string.len(msgStr)-1)
1187:						-- Get JUST the first and last characters
1188:						local checkStringB = string.gsub (msgStr, checkStringA, "")
It appears cinematX is trying to use string.gsub for general-purpose string replacement in a manner which ignores the fact that patterns given to it can have a special syntax? I'm guessing you have a NPC with "[" in it's message and that's confusing string.gsub

As a workaround, remove the "[" from your NPC's message I guess.
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nivomi
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Post by nivomi »

Rednaxela wrote: As a workaround, remove the "[" from your NPC's message I guess.
That fixed it. Thanks a bunch!
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Post by Hoeloe »

nivomi wrote:
Rednaxela wrote: As a workaround, remove the "[" from your NPC's message I guess.
That fixed it. Thanks a bunch!
That looks like an oversight in cinematX. I'll look into it with Rocky when he gets back to working on it.
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Euparkeria
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Euparkeria »

I've decided to not participate afterall. :( There's been school grabbing my energy and attention, plus I haven't been inspired enough to start. Starting this late would be too stressful for me. A shame really, I was looking forward to this the whole year. I'm just not in level-creating mood now.
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Robomorons
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Post by Robomorons »

Trust me, you're not missing much. When I finally got done with the abomination that was the SMBX engine-based level it was less "Oh, my labor of love finally paid off" and more "Christ! Thank fuck it's over! God!"
Stop reading this.
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Post by Nathan the Talkmaus »

My goal this year: Have fun watching the videos without worrying about how well I'm going to place with my four-hours-of-effort entry. Why should I disgrace the "good level" contest by not trying very hard, I figured.

If I knew how to change the graphics I might make another level at my own pace, but I've got so many other game projects I'm procrastinating on in engines I'm more proficient with so maybe not. Platformers do bring me a sort of an "instant joy" in a way RPGs can't though, even when the levels are bad.
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Hoeloe
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Post by Hoeloe »

Robomorons wrote:Trust me, you're not missing much. When I finally got done with the abomination that was the SMBX engine-based level it was less "Oh, my labor of love finally paid off" and more "Christ! Thank fuck it's over! God!"
I have to say, working primarily in the PGE editor and LunaLua streamlined the whole experience hugely. The only events and layers I have in my level were those necessary to access Lua. All of the actual control logic and movement was done in Lua, and it made everything a lot easier.
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Dragon Fogel
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Post by Dragon Fogel »

I didn't do anything with Luna features, Lua or otherwise, but I know I found Wohl's editor a lot more intuitive than the default SMBX one. I only used the latter for two things, other than testing:

-To change the direction of generators before I figured out I could access that option in Wohl's by resizing windows. (it was covered up by another part of the window until I did that)
-To actually preview text because I had a sign where I wanted to get the spacing right and this isn't convenient to do.

From what little I did do with the default editor, I found it pretty awkward. I don't think I would have had much fun trying to make a whole level in that.
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Ometeotl
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Ometeotl »

So what's the block limit again?
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Post by Hoeloe »

Ometeotl wrote:So what's the block limit again?
Approximately 16,000.
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Post by Ometeotl »

Oh good, I was thinking 8000 for some reason.
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Mystick
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Post by Mystick »

Where can I download last year's MaGL X?
I want to use a track from it, specifically the one from

It's a SMB3 Level, Except Way More Delightful

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Post by Rednaxela »

Ometeotl wrote:Oh good, I was thinking 8000 for some reason.
Apparently 8000 is the limit on background objects. That might be the reason.
(You can see that from the SMBX editor in View->Debugger)
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Hoeloe
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Post by Hoeloe »

Rednaxela wrote:
Ometeotl wrote:Oh good, I was thinking 8000 for some reason.
Apparently 8000 is the limit on background objects. That might be the reason.
(You can see that from the SMBX editor in View->Debugger)
Those limits are often a few thousand out. I'm not sure why, but the limits are all a lot lower than the SMBX debugger reports.
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Rednaxela
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!

Post by Rednaxela »

Hoeloe wrote:
Rednaxela wrote:
Ometeotl wrote:Oh good, I was thinking 8000 for some reason.
Apparently 8000 is the limit on background objects. That might be the reason.
(You can see that from the SMBX editor in View->Debugger)
Those limits are often a few thousand out. I'm not sure why, but the limits are all a lot lower than the SMBX debugger reports.
I'm rather certain that 5000 for NPCs that it reports is correct, at least for runtime spawning. The others I don't know about.
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Hoeloe
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Post by Hoeloe »

Rednaxela wrote:I'm rather certain that 5000 for NPCs that it reports is correct, at least for runtime spawning. The others I don't know about.
I believe the hard limits are as they claim, but crashes and other errors begin to occur long before they're reached. That said, I'm not sure whether NPCs are like blocks in this regard.
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Garlyle
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Post by Garlyle »

Less than a week to go. How exciting! I'm super curious what kinds of levels have been created so far; I've had the good fortune to sample a couple people's so far and they've all been super and all very, very distinct! My level's just been formally submitted. I HOPE I WIN!!!!1!! and all that.

Since time is running down, if anyone's looking for a tester to give their level a runthrough and provide some feedback, feel free to throw me a PM with a link, and I'll be happy to look over your levels tonight and leave you some feedback by morning!
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