Posts by Hoeloe

by Hoeloe
10 Nov 2019, 8:54
Forum: SMBX2 Troubleshooting
Topic: Collecting all Star Coins on a layer isn't making my Star layer appear
Replies: 5
Views: 3901

Re: Collecting all Star Coins on a layer isn't making my Star layer appear

This is behaving exactly as intended. The "no NPCS on layer" refers to all NPCs being killed on the layer. When you come back to a level with collected star coins, they are not killed, they are replaced with a different animation to indicate they have been previously collected. The NPC its...
by Hoeloe
20 Mar 2019, 18:30
Forum: Archive
Topic: SMBX-38A vs SMBX2 - The Truths
Replies: 7
Views: 5437

Re: SMBX-38A vs SMBX2 - The Truths

Also, i said that SMBX2 is not comoatible with the older SMBX2 versions and sometimes 1.3.0.2, not 1.3. Also false. Anything made in older SMBX2 versions will remain compatible, same for 1.3. 1.3.0.2 isn't really a version, since it has a ton of variety in what it actually means, which makes it har...
by Hoeloe
19 Mar 2019, 18:56
Forum: Archive
Topic: SMBX-38A vs SMBX2 - The Truths
Replies: 7
Views: 5437

Re: SMBX-38A vs SMBX2 - The Truths

the bugs in previous contents are increased compared to 1.3, including the broken 2 player. False. There are fewer bugs in beta 3 (a lot of time was spent fixing crashes and errors in 1.3), and new bugs are almost entirely in new content (there is, I believe, exactly one minor additional bug in 1.3...
by Hoeloe
16 Mar 2019, 19:43
Forum: Archive
Topic: SMBX-38A vs SMBX2 - The Truths
Replies: 7
Views: 5437

Re: SMBX-38A vs SMBX2 - The Truths

No backward compatiblility with older LunaLua version levels. Bugs in some new contents. Any engine will have some bugs in new content. It's not like 38A's engine doesn't either. However, we put a lot of effort in testing new SMBX2 features to make sure that there are as few bugs as possible. Also ...
by Hoeloe
23 Jun 2018, 13:59
Forum: Super Mario Bros. X by 38A (SMBX-38A)
Topic: [Released] Super Mario Bros. X by 38A v. 1.4.5 - Patch 31.1
Replies: 1032
Views: 1869470

Re: [Released] Super Mario Bros. X by 38A v. 1.4.5 - Patch 31.1

Also, the SMBX2 developers reached out to 38A a while ago to talk about collaborating. He has been nothing but scathing towards us, and to be perfectly honest, would almost certainly hold back development of X2 if he were involved in it. We gave him a chance for us to all collaborate and work togeth...
by Hoeloe
22 Jun 2018, 13:53
Forum: Super Mario Bros. X by 38A (SMBX-38A)
Topic: [Released] Super Mario Bros. X by 38A v. 1.4.5 - Patch 31.1
Replies: 1032
Views: 1869470
  • 3

Re: [Released] Super Mario Bros. X by 38A v. 1.4.5 - Patch 31.1

As a response to cheaters... 1. The released date of smbx 1.4.5 will be postponed indefinitely, depending on my mood. 2. The hidden functions will be completely remove in smbx 1.4.5, if you map used these features, you map will be broken. 3. No documents(changlogs, script help file, example levels ...
by Hoeloe
29 May 2018, 19:07
Forum: WohlSoft.ru
Topic: HugoMDM was banned due his strong plagiarism and parasitism
Replies: 9
Views: 5477
  • 2

Re: HugoMDM was banned due his strong plagiarism and parasitism

I think there's some misinterpretation going on there. The only thing I can think you're referring to is the "variant sprite" system, which yes was based on a system in 38A. However, this system has not yet been implemented in any way , and will receive full credit when it is. There is NOT...
by Hoeloe
28 May 2018, 17:30
Forum: WohlSoft.ru
Topic: HugoMDM was banned due his strong plagiarism and parasitism
Replies: 9
Views: 5477

Re: HugoMDM was banned due his strong plagiarism and parasitism

SMBX 2.0 has "took" some 38A stuff (even some content I have uploaded) saying they're taking it from Nintendo rather than steal it from SMBX 38A I'm interested to know what you think has been taken from 38A specifically. Of course there will be some crossover, since both engines are focus...
by Hoeloe
26 Jun 2016, 22:39
Forum: LunaLua - Extension Framework
Topic: Eventu: Inconsistent Timing with waitSeconds
Replies: 2
Views: 3887

Re: Eventu: Inconsistent Timing with waitSeconds

Also, waitSeconds IS accurate, but in terms of the number of physical seconds taken. The waitSeconds function takes into account the time between frames, which means it will always take the same physical time regardless of any lag. For this reason, waitSeconds is not suitable for moving layers.
by Hoeloe
30 Mar 2016, 18:49
Forum: LunaLua - Extension Framework
Topic: Eventu: Timers Count Down While Player is Growing/Shrinking
Replies: 2
Views: 3957

Re: Eventu: Timers Count Down While Player is Growing/Shrinking

You may want to look into the "pauseTimer" and "resumeTimer" functions of eventu. I've done exactly this a few times before. The simple way to do it is store the eventu timer in a variable, then each tick, check the player's current state. There's a single memory offset that is u...
by Hoeloe
31 Jan 2016, 11:16
Forum: LunaLua - Extension Framework
Topic: Player Hitboxes Acting Strange
Replies: 3
Views: 4291

Re: Player Hitboxes Acting Strange

Apparently, the problem is in the Box:draw function in the colliders library. The colliders themselves are in the correct positions; they are simply drawn in the wrong position. The strange thing is that in my old script with a separate copy for each player, this does not occur. The other problem w...
by Hoeloe
18 Nov 2015, 14:37
Forum: LunaLua - Extension Framework
Topic: Extremely Baffling NPC:kill() Problem
Replies: 5
Views: 1540

Re: Extremely Baffling NPC:kill() Problem

I suggest trying this:

Code: Select all

for l,w in pairs(springs) do
  if(w.isValid) then
    w:kill()
  end
end


It would be nice if pNPC did that check for you when accessing things, but it doesn't. Basically, this just makes sure the NPC isn't already dead.
by Hoeloe
10 Nov 2015, 3:42
Forum: LunaLua - Extension Framework
Topic: Extremely Baffling NPC:kill() Problem
Replies: 5
Views: 1540

Re: Extremely Baffling NPC:kill() Problem

NPC.spawn(26, v.x, v.y, player.section) springs[s] = pNPC.wrap(NPC.getIntersecting(v.x, v.y, v.x + 32, v.y + 32)) This won't work. First of all, getIntersecting returns a table on NPCs, not just one NPC, so you can't just wrap it. Secondly, while you can't use a reference to an NPC over different f...
by Hoeloe
10 Nov 2015, 3:36
Forum: LunaLua - Extension Framework
Topic: A Few Questions about Colliders.lua
Replies: 4
Views: 1451

Re: A Few Questions about Colliders.lua

Sambo wrote:That was one of the most boring half-hours of my life. If you want, I can upload that so you don't have to do it.
Uhh... It fills itself when you start the game. That was some wasted time of yours, unfortunately.
by Hoeloe
26 Oct 2015, 20:45
Forum: LunaLua - Extension Framework
Topic: A Few Questions about Colliders.lua
Replies: 4
Views: 1451

Re: A Few Questions about Colliders.lua

I have a few questions about the Colliders library: 1) Is there a quick way to tell which side of a player's hitbox is colliding with another object? I can't use the "collision status" addresses because this only works with blocks, and it's not able to be used to test for collision with a...
by Hoeloe
9 Sep 2015, 23:16
Forum: LunaLua - Extension Framework
Topic: Multipoints
Replies: 2
Views: 885

Re: Multipoints

I can't seem to figure out how to change the hitbox of a checkpoint. No matter what the size of the image is, it only triggers when I touch the top of it. I also can't figure out how to get the checkpoint to save the values of my Data class. The instructions for multipoints:onCollected are horribly...

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