Posts by Sambo

by Sambo
19 Mar 2015, 2:58
Forum: LunaLua - Extension Framework
Topic: Detecting 2 Player screen splitting
Replies: 7
Views: 1287

Re: Detecting 2 Player screen splitting

Cheat Engine. Finding the address by searching between 0 and -1 and then use write trace for this address. I was going to try to do that, but I didn't know exactly what values I was looking for. Did not find anything about that yet. The size of each player's screen is different depending on the way...
by Sambo
16 Mar 2015, 7:11
Forum: LunaLua - Extension Framework
Topic: Detecting 2 Player screen splitting
Replies: 7
Views: 1287

Re: Detecting 2 Player screen splitting

Thanks. :) What did you do to figure that out? I think it could be useful to know. Is there a way to tell the direction in which the screen has split? Also, since you're the creator of LunaLUA, you probably know this. Is it possible to load an image only on player 1's screen or on player 2's screen ...
by Sambo
14 Mar 2015, 22:17
Forum: Troubleshooting
Topic: Ideas & Suggestions for future versions of PGE
Replies: 404
Views: 99839

Re: Ideas & Suggestions for future versions of PGE

5. [Tool] A tool that slices tilesheets into separate files for easier usage in PGE. Good if you find an interesting tile sheet, like in Spriters Resource and want to use it in your game. I think it would be better to be able to store whole tilesets in one image, and just load part of the image for...
by Sambo
14 Mar 2015, 9:24
Forum: LunaLua - Extension Framework
Topic: LunaLua Offical Thread
Replies: 180
Views: 45329

Re: LunaLua Offical Thread

The onEvent function isn't working. I get " <name> or "..." expected near ' "exit left" ' (from the top line) when I use this code: function onEvent("exit left") if level_cleared == 0 then _G["saveData"]:set("DCoins", DCoins.. "") save...
by Sambo
13 Mar 2015, 8:23
Forum: LunaLua - Extension Framework
Topic: Detecting 2 Player screen splitting
Replies: 7
Views: 1287

Re: Detecting 2 Player screen splitting

There must be a memory address for "is screen split" somewhere in SMBX. Every function of a program has a memory address.
by Sambo
12 Mar 2015, 7:17
Forum: LunaLua - Extension Framework
Topic: Detecting 2 Player screen splitting
Replies: 7
Views: 1287

Detecting 2 Player screen splitting

Is it possible to detect when the screen has split in 2 player mode with lunaLUA? I'm trying to make a custom HUD that works in 2-player mode. Also, is it possible to load a different image into each player's screen? Currently, the same image will be loaded into both screens at the same position whe...
by Sambo
10 Mar 2015, 6:06
Forum: LunaLua - Extension Framework
Topic: LunaLua Offical Thread
Replies: 180
Views: 45329

Re: LunaLua Offical Thread

Because I am already pretty tired I will write the doc later. But I provided the "Raw ... Overview Code", some of you might understand it. Here is a example code for the new Data-Class: local myDataFile = nil; function onLoad() --Use Data.DATA_LEVEL for saving in the custom level folder -...
by Sambo
8 Mar 2015, 4:42
Forum: LunaLua - Extension Framework
Topic: [Fixed] LunaLUA 0.5.4 + SDL Mixer Crash
Replies: 4
Views: 872

Re: [Fixed] LunaLUA 0.5.4 + SDL Mixer Crash

Events are working properly now. :) You can lock this.
by Sambo
6 Mar 2015, 23:21
Forum: LunaLua - Extension Framework
Topic: [Fixed] LunaLUA 0.5.4 + SDL Mixer Crash
Replies: 4
Views: 872

Re: [Fixed] LunaLUA 0.5.4 + SDL Mixer Crash

I just downloaded the newest version. The game is playable now, but it still doesn't work right. Now, in my level I have an NPC set to trigger an event when he talks. However, when he talks the event fails to trigger. All other event triggers and LUA codes work properly. BTW, the download link for t...
by Sambo
6 Mar 2015, 22:25
Forum: LunaLua - Extension Framework
Topic: [Fixed] LunaLUA 0.5.4 + SDL Mixer Crash
Replies: 4
Views: 872

[Fixed] LunaLUA 0.5.4 + SDL Mixer Crash

I got LunaLUA 0.5.4 + SDL Mixer and now SMBX doesn't work right. It works just fine in the level editor, but if I try to start a game, all save files are listed as either empty or 0% complete, whether the save files exist in the episode folder or not. When I select a file, I get sent to a completely...
by Sambo
28 Feb 2015, 8:22
Forum: Troubleshooting
Topic: Open file bug with .wld files
Replies: 1
Views: 527

Open file bug with .wld files

This isn't anything major, but when selecting the file type to open, SMBX world files are set to *.wldx instead of *.wld. And the icon that used to be on the file with the little globe is gone. Now it just uses the same icon as .lvl files.
by Sambo
17 Feb 2015, 0:46
Forum: Troubleshooting
Topic: Slight Bug with "remove unused files"
Replies: 3
Views: 592

Re: Slight Bug with "remove unused files"

You might also want to check masks and .txt files. I noticed that some of them were removed as well.
by Sambo
8 Feb 2015, 8:51
Forum: Troubleshooting
Topic: Slight Bug with "remove unused files"
Replies: 3
Views: 592

Slight Bug with "remove unused files"

There are some NPCs that are spawned from other NPCs when they are killed. If you don't actually place those NPCs in the level, though, their CGFX get removed from the folder, so when they spawn they have vanilla GFX. There needs to be some protection for those NPCs. For example, if there is a Rex i...
by Sambo
5 Feb 2015, 4:30
Forum: Troubleshooting
Topic: Ideas & Suggestions for future versions of PGE
Replies: 404
Views: 99839
  • 1

Re: Ideas & Suggestions for future versions of PGE

If you lock a warp, prevent Yoshi from entering, allow items, or require stars, it should change how that warp appears in the level editor, so you can see if these options are turned on or off without selecting the warp. This is something very minor, but may be helpful.
by Sambo
30 Jan 2015, 5:17
Forum: LunaLua - Extension Framework
Topic: LunaLua Offical Thread
Replies: 180
Views: 45329

Re: LunaLua Offical Thread

Kevsoft wrote:You should be able to access variables from lunadll.lua in lunaworld.lua and the other way round.
I tried to access functions from lunaworld.lua in lunadll.lua and got "attempt to call a nil value." Functions are a type of variable, right?
by Sambo
29 Jan 2015, 5:11
Forum: General
Topic: MaGL X2 - Closed! (272 entries + 31 Bosses!)
Replies: 8
Views: 5092

Re: MaGL X2 - Closed! (272 entries + 31 Bosses!)

I'll try this. Why not? I'll take Medium.
by Sambo
15 Jan 2015, 5:05
Forum: LunaLua - Extension Framework
Topic: LunaLua Offical Thread
Replies: 180
Views: 45329

Re: LunaLua Offical Thread

Oh, that was an obvious mistake. :facepalm:
I know how the return command works and I still didn't think to add it in.
by Sambo
14 Jan 2015, 4:54
Forum: LunaLua - Extension Framework
Topic: LunaLua Offical Thread
Replies: 180
Views: 45329

Re: LunaLua Offical Thread

This is a code that's supposed to save the user data when the checkpoint is reached, but it will not work. I get the checkpoint and die, and then test the level again and the values are the same as they were before. This is really odd because it was working earlier and I didn't change it. I didn't u...
by Sambo
13 Jan 2015, 4:29
Forum: LunaLua - Extension Framework
Topic: LunaLua Offical Thread
Replies: 180
Views: 45329

Re: LunaLua Offical Thread

What I'm trying to do is make it so my custom HUD is hidden while in sections 4 and 5, on just one level in the episode, while the HUD functions are run from lunaworld.lua.
by Sambo
11 Jan 2015, 8:36
Forum: LunaLua - Extension Framework
Topic: LunaLua Offical Thread
Replies: 180
Views: 45329

Re: LunaLua Offical Thread

Is there a way to make it so an onLoopSection# function can have multiple section numbers? I don't want it to be for the whole level, just all the sections except for 1 or 2 of them. I would just do: function onLoopA() ...(stuff I want it to do goes HERE)... end function onLoopSection1() onLoopA() e...

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