Since Kevsoft added the cheat codes to the Defines namespace, which resets at the beginning of each level, cheat codes are all cleared between levels. This isn't supposed to happen. In vanilla SMBX, cheat codes are only cleared when you exit the episode.
On my world map I have a "banner" image that is diplayed for each world. It usually works, but occasionally, it doesn't load for some reason. Any idea what might be the problem?
I need to get the player's location on the world map, but player.x and player.y only work in levels. Does anyone know how to get player position on the world map?
For some reason, colliders.lua detects collisions with blocks that have already been destroyed. This destroys my evil plan. :devil: Apparently, blocks that have been destroyed still exist, but just become inactive and invisible. Is there a way to check if a block has been destroyed? If not, I would ...
Yes. I could. But how that would help to recreate the crushing system is beyond me. Could you maybe clarify that a little? Edit: Oh, do you mean the player offset for invincibility (that triggers when the player is hit or just used a powerup)? THAT would probably work better than what I'm trying to ...
I only have one installation. Maybe the online installer is broken or something. It has happened before. I'll just try to manually download PGE and see if that helps.
Value of those samples is no matter, the thing is after loop end must be even one sample What do you mean by "even one sample?" Do you mean EXACTLY one sample or AT LEAST one sample? Let me just send you the file to look at. Maybe then you can help me figure out the problem better. https:...
I don't understand where you're going with this. I know what happens in God Mode when you'd normally be crushed. That's what I'm trying to fix. I have an idea that I think I'll try, though, using smaller hitboxes inside the player's hitbox. These will kill the player if they touch a block. It won't ...
I'm making a Starman using the invincibility cheat code. It all works really well so far, but, as you know, the player cannot be crushed to death if he is invincible. With a Starman, the player is not supposed to be immune to crushing. However, I don't know how to recreate the crushing "algorit...
PGE supports PNG natively and everything works already. Are you got right update? (are you ran RIGHT version or you accidentally launched legacy build?) I just updated my PGE-online dowloader and used it to get the new version less than a week ago, so unless it runs a legacy build automatically, it...
Are you kept even one sample AFTER loop? You should keep even one sample after loop: please add short silence to end and retry it I cut out most of the music that wouldn't play with the loop, but I left at least 1000 samples after the place where the loop ends. Does there need to be silence at the ...
I just tried it, and the custom PNGs still aren't showing. Before I accuse you of not fixing it, though, I'll ask you this: Is the fix for this in the core of the program, or is it in the libraries and I need to get a full build? Or do ALL GFX, even the defaults, have to be PNGs?
I know. Another post. I'm posting here constantly. Anyway, is there a way to check whether an NPC hurts the player or not? What I mean is, checking the value of the flag you can set in an npc-*.txt, "nohurt." Without this ability, there is no effective way to tell LunaLua if an NPC is an e...
I was looking at the new PlayerGFX API and it looks pretty awesome. A feature that should be added is a way to overlay a player with a certain color. This could be used to add a lighting effect to players in darker levels without all the extra load time. Usually, you'd have to load multiple 1000 x 1...
Am I reading this right? SMBX does not natively use OGG without proper Luna code being installed. I do have LunaLua. I knew it wouldn't work with vanilla SMBX. But it isn't working in PGE or SMBX. Use LOOPLENGTH, because it works just about anywhere where it can be effectively used, including PGE a...
With the drawImage function, images are only drawn on P1's screen. I know I asked this before, but is support for showing images and text on both P1 and P2's screens going to be added? If not, I thought of a way to do it using drawImageToScene and camera positions, but there isn't a similar function...