MaGL X2 Discussion - MaGL X2 Lands TOMORROW. GET. HYPE.
Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Okay. I think my level is done. Apparently it can get a little choppy towards the end, but still perfectly playable.
Just got to zip it up and send it to Horikawa.
Just got to zip it up and send it to Horikawa.





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Rixithechao
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
New version of cinematX with the following fixes/improvements:
For example:
- cinematX is now a properly local API -- no more need for the loadSharedAPI ("cinematX") call in mainV2.lua (for real this time!)
- Words automatically wrap in dialogue
- Only NPCs with correct message tag formatting will have their messages cleared by SMBX
- You can now specify a qualifier function for actor generation
For example:
Code: Select all
cinematX.actorCriteria = function (myNPC)
if myNPC.id == NPCID.SIGN then
return false
else
return true
end
end
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- swirlybomb
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
I didn't mean it like "no you should not have a water maze", but rather just make sure you design it well.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?
Is there a way to make a normally-unkillable enemy killable? Specifically
Rinka shooters
, but in general as well. You can use flags to make NPCs invulnerable to damage and stuff, but I don't see a way to do the reverse (removing invulnerability-related flags still doesn't make it killable, from my tests)...anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
- Rednaxela
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
I'm not 100% certain, but based on my experiences with npc flags thus far... I'd guess the only way get rid of those besides removing/hiding the layer they're on, is Lunadll/LunaLua trickery.swirlybomb wrote:Is there a way to make a normally-unkillable enemy killable? SpecificallyRinka shooters
, but in general as well. You can use flags to make NPCs invulnerable to damage and stuff, but I don't see a way to do the reverse (removing invulnerability-related flags still doesn't make it killable, from my tests)...
- Wolfolotl
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
how easy is cinematX to use for someone with zero LunaLua experience?
I'm planning on having a boss in my level
but I don't know whether it would be better to use cinematX orjust replace Wart's sprites with something else and give the player a hammer suit or something
speaking of which, any tips for fun boss fights that don't just seem tacked on or drag on and on?
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Rixithechao
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Wolfolotl wrote:how easy is cinematX to use for someone with zero LunaLua experience?I'm planning on having a boss in my level
but I don't know whether it would be better to use cinematX orjust replace Wart's sprites with something else and give the player a hammer suit or something
Delightful Adventure Enhanced is out now!

There's an official ASMT Discord server! Check it out to follow and/or contribute to A2XT Episode 2's development! thread, invite link
(Entry requires verification, either with a connected Youtube/Twitter/Twitch/etc account or manually by the server staff.)
Itch.io (albums and eventually games), Youtube (dofur pass and I guess other videos)

There's an official ASMT Discord server! Check it out to follow and/or contribute to A2XT Episode 2's development! thread, invite link
(Entry requires verification, either with a connected Youtube/Twitter/Twitch/etc account or manually by the server staff.)
Itch.io (albums and eventually games), Youtube (dofur pass and I guess other videos)
- YelseyKing
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Ah, heh. Thanks. I found them.Rockythechao wrote:...oh, yeah, there's already sprites in the level source for Ep. 1's cutscenes. EoW1 has Demo, Iris and Sheath, EoW3 has Kood.
Just out of curiosity, is the BananaSnake *supposed* to look like it was lazily pasted into a 256-color file? It just looks really... odd to me.
Mm. Man, if there was one instance in which I'd like to have some LunaDLL knowledge, it would be to increase the number of hits Mother Brain takes, so I could put in a crazy battle like the one vs. The World in A2XT. Oh well. The point is how silly the battle will be, not its length, I guess.
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Doctor Shemp
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
You want the "Set Hits" command. Here's the reference of every single LunaDLL command along with documentation: http://engine.wohlnet.ru/docs/Collected ... unaref.txt. If Horikawa's reading this, this would be a useful addition to the OP.YelseyKing wrote:Man, if there was one instance in which I'd like to have some LunaDLL knowledge, it would be to increase the number of hits Mother Brain takes, so I could put in a crazy battle like the one vs. The World in A2XT. Oh well. The point is how silly the battle will be, not its length, I guess.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
It's been about two weeks in and I haven't even started on my level due to being busy with work and stuff. I don't even know how to use any of the editors yet, haha. I'm doomed.
Well, better get started now I guess!
Well, better get started now I guess!
- italianspy
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
I cannot for the life of me figure out how to set a background in wohl's editor. Can someone help me?
Edit: found the backgrounds, but I am having trouble testing in wohl's editor. When I test, the player is just a blue box and nothing appears except tiles.
Edit: found the backgrounds, but I am having trouble testing in wohl's editor. When I test, the player is just a blue box and nothing appears except tiles.
Last edited by italianspy 8 years ago, edited 1 time in total.
- Voltgloss
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
That's your cue to pop open the Lunadll file for exactly that level and see how it was done!YelseyKing wrote:Mm. Man, if there was one instance in which I'd like to have some LunaDLL knowledge, it would be to increase the number of hits Mother Brain takes, so I could put in a crazy battle like the one vs. The World in A2XT. Oh well. The point is how silly the battle will be, not its length, I guess.



- Wolfolotl
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
apparently testing in-editor with wohl's editor doesn't work yet? what works for me is to test in the SMBX editor but not to save in it because if you save in the SMBX editor then wohl's apparently can't work with it anymoreitalianspy wrote:Edit: found the backgrounds, but I am having trouble testing in wohl's editor. When I test, the player is just a blue box and nothing appears except tiles.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
I'm aiming for a real
World 7-8
feel for my level, partially due to the name I got, do I need to have this mentioned in the stage itself for it to be considered as such when the judges vote? Like a text box that says "World 7-8: Level Name
", that pops up in the beginning, or would including a .txt file explaining my motives in the .zip be enough? I don't mind losing points for difficulty if I accidentally make it post game, which i'm avoiding... I just want the difficulty to be understood.- italianspy
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Thanks! I'll keep that in mind.Wolfolotl wrote: apparently testing in-editor with wohl's editor doesn't work yet? what works for me is to test in the SMBX editor but not to save in it because if you save in the SMBX editor then wohl's apparently can't work with it anymore
What's the best way to make a completely new NPC based on a different one? (Say I want both a goomba and a dark goomba that act the same but look different in the same level)
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
I'm thinking of remaking my level from scratch, and I'm still mulling over if I should or not. But besides that, is the an accepted limit to how big your level submission is? File size that is, including custom sprites and music.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Oooooooooooooooooooooooookay. It seems like I have put most of my computer issues behind me, so now I just have to overcome my crippling indecision... So first things first, I'll have to make an attack plan detailing exactly what to do when. Fortunately, the level-building itself is probably rather trivial in my case, a couple of possibly somewhat complex events aside, so I guess I'll just have to put a day aside for graphic replacement busywork...
... That said, my ASMBX doesn't play any sound. I could have sworn I recently saw something about how to fix that, but now I can't remember where. Any help on that, please?
... and while I'm asking questions, is it normal that I keep being logged out from the forums even though I keep telling it to remember me when I sign back in?
... That said, my ASMBX doesn't play any sound. I could have sworn I recently saw something about how to fix that, but now I can't remember where. Any help on that, please?
... and while I'm asking questions, is it normal that I keep being logged out from the forums even though I keep telling it to remember me when I sign back in?
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
I can't figure out how to pluck things in SMBX is it
a playable character thing
or am I just really obliviousRe: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Im not sure how that works. Don't you have to save before smbx will let you test the level?Wolfolotl wrote:apparently testing in-editor with wohl's editor doesn't work yet? what works for me is to test in the SMBX editor but not to save in it because if you save in the SMBX editor then wohl's apparently can't work with it anymoreitalianspy wrote:Edit: found the backgrounds, but I am having trouble testing in wohl's editor. When I test, the player is just a blue box and nothing appears except tiles.
DON'T PM me. Ask your question in the help thread so everyone can be answered.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
just select "no" when the pop-up comes up and you can test it without saving in SMBXKil wrote:Im not sure how that works. Don't you have to save before smbx will let you test the level?
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
And to clarify, hitting "no" on that doesn't just mean it won't save, it in fact means it'll re-load whatever's in the file (not just for testing but in it's editor too).Wolfolotl wrote:just select "no" when the pop-up comes up and you can test it without saving in SMBXKil wrote:Im not sure how that works. Don't you have to save before smbx will let you test the level?
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Set "Buried" to Yes when placing the NPC.Wolfolotl wrote:I can't figure out how to pluck things in SMBX is ita playable character thing
or am I just really oblivious
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
no but I did that I just don't know how to pull them out in testingSAJewers wrote:Set "Buried" to Yes when placing the NPC.Wolfolotl wrote:I can't figure out how to pluck things in SMBX is ita playable character thing
or am I just really oblivious
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Oh. You hold Down and press the Run (or Alternate Run) key.
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Re: MaGL X2 Discussion. No raocows! NOT the sign up thread!
Man, I'm now reminded of MaGL X1, where my entry "Bowser's Oldest Fortress" required plucking buried things that didn't use that default SMB2 sprite for buried things. I was somewhat worried that either judges or raocow might not realize they were pluckable, but that worry turned out unfounded.






