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")
Code: Select all
cinematX = loadSharedAPI ("cinematX")

I figured it out guysZyglrox Odyssey wrote:I'd like to entirely disable the 'hold a fireball over your head' mechanic.
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







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.Horikawa Otane wrote:You CAN mulligan down to easy if you like. Or mulligan and get new medium names.
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).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?
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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.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:
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]Code: Select all
cinematX = loadSharedAPI ("cinematX")

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.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
I used it by prepending my username to the start of all the save names. That should ensure everyone has different variables.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'd get rid of the water or use minimal water, but it [the water] is kind of required to keep true to the theme.swirlybomb wrote: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).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?
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.Sandwichman wrote: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.swirlybomb wrote: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).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?
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.Ometeotl wrote:Does anyone know how I can make a music file sound muffled using Audacity?










Because EDIT2 sounds far too weird.Hoeloe wrote:EDITEDIT:


Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
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"
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.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.

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.YelseyKing wrote: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.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.
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.
...oh, yeah, there's already sprites in the level source for Ep. 1's cutscenes. EoW1 has Demo, Iris and Sheath, EoW3 has Kood.Willhart wrote: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.YelseyKing wrote: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.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.
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.
