Yes, it is the right way to assign memory values.
1.) Be sure that you doing that in an LunaLua event (i.e. onLoop), because value can change a lot.
2.) Maybe you have to first print out the value for debug,
Code: Select all
local PowerUpsUnSelSprites = {
UnItems1 = SelMushroom,
UnItems2 = Selflower,
UnItems3 = Seltanookie,
UnItems4 = Selleafsmb3,
UnItems5 = SelIceflower,
UnItems6 = SelHammer
}
Code: Select all
local PowerUpsUnSelSprites = {
UnItems1 ;
UnItems2 ;
UnItems3 ;
UnItems4 ;
UnItems5 ;
UnItems6
}
Yea, I noticed that the memory code for ice didn't either BUT there is a woking NPC:toIce() for LunaLua v0.7.2.1. You have to wait a bit :PLotus006 wrote:cool stuff
Code: Select all
Text.printWP(...)
Graphics.drawImageWP(...)
Graphics.drawImageToSceneWP(...)
You could try the HUD event onHUDDraw().gzavod wrote:YesWait, do I understand it right?
You make a multiplayer system in lunalua?Just a try.
I think it might be able to run SMBX in background by using mem()...