Closed Den198888 closed 2 years ago
you can create a vcr effect with addVCREffect()
and for the floating effect
local floaty = 41.82
local tailscircle = '' -- you'll use this to make the opponent hover up/down or in circles
function onUpdate()
floaty = floaty+0.03
if tailscircle == 'hovering' or tailscircle == 'circling' then
setCharacterY('dad', getCharacterY('dad')+math.sin(floaty) * 1.3);
end
if tailscircle == 'circling' then
setCharacterX('dad', getCharacterX('dad')+math.cos(floaty) * 1.3);
end
end
Thank you so much ♥️♥️
On Tue, Jan 18, 2022, 8:15 AM frantastic24 @.***> wrote:
you can create a vcr effect with addVCREffect() and for the floating effect
local floaty = 41.82 local tailscircle = '' -- you'll use this to make the opponent hover up/down or in circles
function onUpdate() floaty = floaty+0.03
if tailscircle == 'hovering' or tailscircle == 'circling' then setCharacterY('dad', getCharacterY('dad')+math.sin(floaty) 1.3); end if tailscircle == 'circling' then setCharacterX('dad', getCharacterX('dad')+math.cos(floaty) 1.3); end end
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can i ask 1 amm, where i gonna put the 'addVCREffect()' on stage or lua on data tnxx
On Tue, Jan 18, 2022, 8:15 AM frantastic24 @.***> wrote:
you can create a vcr effect with addVCREffect() and for the floating effect
local floaty = 41.82 local tailscircle = '' -- you'll use this to make the opponent hover up/down or in circles
function onUpdate() floaty = floaty+0.03
if tailscircle == 'hovering' or tailscircle == 'circling' then setCharacterY('dad', getCharacterY('dad')+math.sin(floaty) 1.3); end if tailscircle == 'circling' then setCharacterX('dad', getCharacterX('dad')+math.cos(floaty) 1.3); end end
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if you are planning to just use it in one stage just put it in your stage .lua under onCreate()
Like this, i run the game and the stage is gone
you have to specify which camera to add the effect on, like addVCREffect('camHUD')
for example
ohh, okay imma try it
for some reason, if i put it in the TDStage.lua the TailsBG is gone but it doesn't say error on lua
then you're doing something wrong
but i placed it on under the function onCreate()
you didn't close the line with ;
im sorrryyy, i am not good at lua's
On Tue, Jan 18, 2022, 10:50 AM frantastic24 @.***> wrote:
you didn't close the line with ;
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i did it but, i doesn't apply the effects and bg still gone
you probably have an outdated version that doesn't support shaders then
I am at 0.5, but still thank you for your help :)
On Tue, Jan 18, 2022, 11:16 AM frantastic24 @.***> wrote:
you probably have an outdated version that doesn't support shaders then
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i'm pretty sure 0.5 doesn't have shader support so yeah
maybe, i will wait for 0.5.1 port 😄
On Tue, Jan 18, 2022, 11:23 AM frantastic24 @.***> wrote:
i'm pretty sure 0.5 doesn't have shader support so yeah
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You're doing everything through the mods folder right? If so you can just get the latest version and just copy the folder
I recommend updating to 0.5.1 anyways since some Lua variables (namely curBeat
I think) were broken in 0.5
Edit: actually shaders are not in any release yet, but they are in source. If you can get a build from source (through the Actions tab) then you should have shader support
Ok, I'll do that. thanks, im using android ports soo i gonna need to wait till, someone or the porter update it😄
On Tue, Jan 18, 2022, 11:35 AM frantastic24 @.***> wrote:
You're doing everything through the mods folder right? If so you can just get the latest version and just copy the folder I recommend updating to 0.5.1 anyways since some Lua variables (namely curBeat I think) were broken in 0.5
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I see, probably gonna take a good while then unfortunately
Ok, no problem. but can i have an 1 question again 😅 it is possible to change the 3, 2, 1, GO to ready, set, go using the onStartCountdown i saw it on the source of sonic with crochet i think, but how can i stop the song while playing the ready, set, go
On Tue, Jan 18, 2022, 11:43 AM frantastic24 @.***> wrote:
I see, probably gonna take a good while then unfortunately
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i did mine like this
You should use function onStartCountdown()
and if counter == (number)
for that, I think
I'm doing my own port of this song so I can let you know if this works in a bit
like this? or i will put the counter on up (sorry i didn't notice your comment i sleep)
function onStartCoundown() if counter == 0 then setProperty('ready1.visible', true); playSound('intro2') end
i will try it
edit: goodnews the porter updated it to 0.5.1 but beta so i will still wait for 1-7weeks maybe
edit2: do i need to put if notAllowCoundown then because it used the old one
Well I did kinda manage to replicate it by skipping the countdown and just doing it manually but in doing that it messed up the spawning strums and the opponent's left strum behaves weirdly, so I just decided not to include it
maybe the best way is just like on sounds make no sound intro3 'ready' the intro1 (will be intro2) 'rename ready to intro2' 'set' intro2 (intro1) 'rename set into intro1' 'go' introGo
then ready, set, go assets
(make Sunshine folder so it doesn't affect all songs Countdown)
is the
var is local? and
spr.alpha like when tdoll-alt hits note will hide the hud
im learning lua because i dont know how to do source even i watch tutorials
Unfortunately you can't use different countdown assets with a folder, although you can if you include the song in a different pack but that's just inconvenient I can send you the code I made for the lights out segment if you want Here's the finished product if you're interested
wait, how do you keep the hud fade when long notes, i alrdy did the off lights
if curStep > 588 and curStep < 860 and isSustainNote == false then
the if curStep on function onStepHit
function opponentNoteHit the isSustainNote == false then doTweenAlpha('hudAlpha', 'camHUD', 1, 0.1, 'linear');
is the 'and' is part of it
this doesn't go in onStepHit, the entire line (yes, the ANDs are part of it) goes under opponentNoteHit
ohh sorry, i thought curStep only will be on onStepHit thnx
(i will credits you 😄)
like this or doNoteAlpha is what i need i cant send videos here for soem reason
first you need to set the alpha to 0.7, then do an alpha tween that lowers it to 0
setProperty('camHUD.alpha', 0.7);
doTweenAlpha('hudAlpha', 'camHUD', 0, 0.4, 'linear')
that's pretty much what i did except i individually got rid of each UI object so i can just brighten the strums and nothing else, but this works if you prefer the simpler solution
id, direction, noteType, isSustainNote iforgot to put this, but it fade fast then back to normal again
it's supposed to fade quickly, that's how it works in the original song what do you mean by "back to normal" though, because it's working fine for me
how can i send vids here, wait i will show ti
you could upload it to google drive or something if it's too big
this
it will back to normal
like this or doNoteAlpha is what i need i cant send videos here for soem reason
did you delete the tween on this screenshot
yes and replaced it like this like ehat you said
setProperty('camHUD.alpha', 0.7); doTweenAlpha('hudAlpha', 'camHUD', 0, 0.4, 'linear')
no you did it the other way around, just copy the code and paste it as it is
still keeps coming back to normal it doesn't want to stay faded
send a screenshot of the code, i already tested it twice and it works fine
![Uploading Screenshot_2022-01-19-11-51-13-30_87c2225eebc34d2513fa0e7ad5b93cfc.jpg…]()
Describe your problem here.
i am trying to port but it was my first time doing it, LUA is what i am using i already did the lights out but idk how to make screen wave and floating opponent in circle help plssss
Are you modding a build from source or with Lua?
Lua
What is your build target?
Neko, HashLink, or other build system
Did you edit anything in this build? If so, mention or summarize your changes.
Just winning icon