Posts by Sambo

by Sambo
6 Apr 2016, 6:51
Forum: Engine Development
Topic: Engine/Editor Screenshots Thread
Replies: 189
Views: 19144

Re: Engine/Editor Screenshots Thread

Nice. The physics look like they're pretty close to SMBX now. And I like the text box for typing in cheat codes.
by Sambo
6 Apr 2016, 6:28
Forum: Troubleshooting
Topic: Bug: Custom Mask for BGO-1 Doesn't Load
Replies: 8
Views: 1690

Re: Bug: Custom Mask for BGO-1 Doesn't Load

The image was working just fine until I got the latest version of the editor. Then the mask quit working. I don't think the images are the problem, but here they are: background-1.gif background-1m.gif This is probably just another one of those weird errors that only occur on my computer. That has h...
by Sambo
3 Apr 2016, 6:54
Forum: Troubleshooting
Topic: Bug: Custom Mask for BGO-1 Doesn't Load
Replies: 8
Views: 1690

Re: Bug: Custom Mask for BGO-1 Doesn't Load

The name is fine, and I just updated the config pack. The problem did not go away.
by Sambo
30 Mar 2016, 1:40
Forum: LunaLua - Extension Framework
Topic: Eventu: Timers Count Down While Player is Growing/Shrinking
Replies: 2
Views: 1782
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Eventu: Timers Count Down While Player is Growing/Shrinking

Timers are counting down when the player is growing or shrinking. This causes problems with event scheduling, particularly with moving layers, because all layer movement stops while this is happening, and then the layers change speeds at the wrong time. There needs to be something like what happens ...
by Sambo
29 Mar 2016, 22:17
Forum: Troubleshooting
Topic: Bug: Custom Mask for BGO-1 Doesn't Load
Replies: 8
Views: 1690

Bug: Custom Mask for BGO-1 Doesn't Load

The editor is unable to load a custom mask for BGO-1. It just uses the default mask.
by Sambo
26 Mar 2016, 4:41
Forum: Troubleshooting
Topic: Ideas & Suggestions for future versions of PGE
Replies: 404
Views: 65234

Re: Ideas & Suggestions for future versions of PGE

I have a couple of minor suggestions: 1)Make it so you can place more than one of any item in a box, and decide if they come out one at a time or all at once when you hit the block. There could be an "infinite number" option as well, and a "randomizer" option. This option would a...
by Sambo
26 Mar 2016, 3:36
Forum: LunaLua - Extension Framework
Topic: Bug: Layer:stop() sets object speeds to 0.0001 instead of 0
Replies: 2
Views: 1769

Re: Bug: Layer:stop() sets object speeds to 0.0001 instead of 0

I just experienced a similar problem. I used layer:stop() and the layer seemed to drift to the right a tiny bit. This is odd, since the layer was only moving up and down.
by Sambo
26 Mar 2016, 3:21
Forum: LunaLua - Extension Framework
Topic: Eventu: Safe Signals?
Replies: 0
Views: 1532

Eventu: Safe Signals?

If I send a signal before a coroutine is waiting for it, it throws an error. I think there should be a built-in safety for this function. It could simply be this condition: **NOT ACTUAL CODE** If a coroutine is awaiting this signal then send the signal end (I see somebody made it so TAB can be used ...
by Sambo
25 Mar 2016, 6:54
Forum: LunaLua - Extension Framework
Topic: Eventu: Inconsistent Timing with waitSeconds
Replies: 2
Views: 1679

Eventu: Inconsistent Timing with waitSeconds

The timing with the waitSeconds function isn't consistent. I moved multiple layers, at the same speed, for the same amount of time, and they weren't aligned afterward. Also, I tried waitSeconds(1) and waitFrames(65) at the same time, and they weren't aligned afterward. These wait times should be equ...
by Sambo
23 Feb 2016, 7:41
Forum: LunaLua - Extension Framework
Topic: Disabling a platform's physics
Replies: 2
Views: 1690

Re: Disabling a platform's physics

What about NPC-104? There's only a Y-speed AI field for that one. Ok, just got it to work (with SMW plaforms only. still can't figure SMB3 platform). However, gravity still tries to move the platform, and it starts moving down a bit before the script runs on each loop. This makes it drift downward s...
by Sambo
21 Feb 2016, 0:21
Forum: LunaLua - Extension Framework
Topic: Disabling a platform's physics
Replies: 2
Views: 1690

Disabling a platform's physics

I can't set the platform NPC's speed. Regardless of the value I try to set, its behavior stays as normal. Actually, setting the speed fields doesn't seem to do anything to any NPC. So, how can I override an NPC's physics so I can directly control its movement?
by Sambo
20 Feb 2016, 8:18
Forum: Troubleshooting
Topic: [Solved] Changing a BGO's Grid Size for 1 Level/Episode?
Replies: 1
Views: 1540

[Solved] Changing a BGO's Grid Size for 1 Level/Episode?

Is there a way to change a BGO's grid size in just one level or episode, without changing the global bgo.ini file?
by Sambo
19 Feb 2016, 8:29
Forum: LunaLua - Extension Framework
Topic: This Code Does Bizarre Things (How Can I fix it?)
Replies: 0
Views: 1621

This Code Does Bizarre Things (How Can I fix it?)

This is supposed to wrap all platform NPCs and create a sensor in the center of each one. It doesn't do that. And the first time I tested it, it made all the platforms act like they were set to "friendly." This only happened once. function onTickEnd() for ind,npc in pairs(NPC.get({60,62,64...
by Sambo
19 Feb 2016, 4:36
Forum: LunaLua - Extension Framework
Topic: Flying NPC AIs
Replies: 4
Views: 1901

Re: Flying NPC AIs

Hmm. I must have been partially blind that day or something. :facepalm:
by Sambo
18 Feb 2016, 3:37
Forum: LunaLua - Extension Framework
Topic: Flying NPC AIs
Replies: 4
Views: 1901

Re: Flying NPC AIs

Yeah, there is NOW. When I posted this topic, that wasn't there. There was just a vague-sounding "type" field there that I couldn't figure out how to use.
by Sambo
17 Feb 2016, 8:24
Forum: LunaLua - Extension Framework
Topic: Attaching a Collider to an NPC
Replies: 0
Views: 1560

Attaching a Collider to an NPC

I need to make a script that grabs all platform NPCs and wraps (with pnpc.lua) any new ones that spawned in the current frame , then creates a collider in the middle of each platform NPC that has just been wrapped. This collider must be associated with that NPC (That is, the same collider must be pa...
by Sambo
7 Feb 2016, 2:53
Forum: LunaLua - Extension Framework
Topic: ParalX Disregards "sections" Property
Replies: 0
Views: 1585

ParalX Disregards "sections" Property

Each BG image rendered with this API seems to be shown in every section, regardless of what was set for the "sections" property.
by Sambo
3 Feb 2016, 8:36
Forum: LunaLua - Extension Framework
Topic: "Disable Sound" Has No Effect on SDL Mixer Sounds
Replies: 1
Views: 1619

"Disable Sound" Has No Effect on SDL Mixer Sounds

I've noticed that music and SFX played with the SDL mixer functions are still played if the "Disable Sound" box is checked in the SMBX launcher.
by Sambo
3 Feb 2016, 8:31
Forum: LunaLua - Extension Framework
Topic: OnTickEnd Seems to Still Run Before Physics Calculations
Replies: 0
Views: 1608

OnTickEnd Seems to Still Run Before Physics Calculations

I have a script in onTickEnd that attaches some hitboxes to the player with colliders.lua. The hitboxes still seem to be positioned in the player's position before the physics calculations are made. Since I switched from onLoop I don't see any difference between the two. The hitbox positions lag beh...
by Sambo
1 Feb 2016, 3:17
Forum: LunaLua - Extension Framework
Topic: Player Hitboxes Acting Strange
Replies: 3
Views: 1827

Re: Player Hitboxes Acting Strange

Adding the player's speed is not the correct solution here. That's only accurate in some cases. First you want to make sure you have LunaLua 0.7.3 installed. Then, instead of using onLoop, which is now deprecated, use onTickEnd, which will run after physics calculations and put the colliders in the...

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