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Lua Programming Help Thread

This is a discussion on Lua Programming Help Thread within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; this question may sound dumb....I was loading a game i made, and i got an error stating: libpng: Not a ...

  
  1. #241
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    this question may sound dumb....I was loading a game i made, and i got an error stating: libpng: Not a PNG file
    but all my pics are PNG/png

    what do i do?



  2. #242
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    specify if its .png or .PNG, ect.

    ...at what speed must I live.. to be able to see you again?...

    Projects

    You can support my Open World 3D RPG for PSP by voting for it here


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    Zitat Zitat von SG57
    specify if its .png or .PNG, ect.
    oh i just went in Paint and re-did the extensions, thanks

  4. #244
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    now bout the resizer function

    ...at what speed must I live.. to be able to see you again?...

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    Wow magician posted a link for you...
    F.A.L.O?

  6. #246
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    i dont have privelages too itsaid

    ...at what speed must I live.. to be able to see you again?...

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  7. #247
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    O well here it is:

    smile = Image.load("smiley.png")

    function scaleImage(newX, newY, theImage)
    newImage = Image.createEmpty(newX, newY)
    for x = 1, newX do
    for y = 1, newY do
    newImage:blit(x,y , theImage, math.floor(x*(theImage:wi dth()/newX)),math.floor(y*(theI mage:height()/newY)), 1, 1)
    end
    end
    return newImage
    end

    --main program
    screen:blit(0, 0, smile)
    screen:blit(0, 100, scaleImage(200,100,smile) )
    screen:blit(100, 0, scaleImage(20,100,smile))
    screen:flip()
    screen.waitVblankStart(60 0)
    F.A.L.O?

  8. #248
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    Smile

    thank you alot now ehn u said:

    smile = Image.load("smiley.png")

    function scaleImage(newX, newY, theImage)
    newImage = Image.createEmpty(newX, newY)
    for x = 1, newX do
    for y = 1, newY do
    newImage:blit(x,y , theImage, math.floor(x*(theImage:wi dth()/newX)),math.floor(y*(theI mage:height()/newY)), 1, 1)
    end
    end
    return newImage
    end


    do i just put my picture instead of "smiley.png" and it should work or do i have to mod it abit so it fits my pictures dimensions and such

    also, am i basically defining the function then putting it in the loop or what cause im new to this "function" stuff for LUA everything else cool

    so basically, can u just tel me how i could put my picture in their instead of smiley so i can get the hang of this function thing? thx alot if u can

    ==edit==

    right now my dimensions of my picture are 400, 272
    and where do iput the new dimensions? where you put the () after height and width next to newX and newY or what? sorry bout questions, just that ican make my game now that idont have to worry bout resizing if i can take ascreenshot when its resized lol and im done!:Jump: :Jump: :Jump: :Jump: :Jump: :Jump: :Jump: :Jump: :Jump: :Jump:
    Geändert von SG57 (11-05-2005 um 11:29 PM Uhr)

    ...at what speed must I live.. to be able to see you again?...

    Projects

    You can support my Open World 3D RPG for PSP by voting for it here


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    Standard My analog+D-pad movement script

    I have been working with a movement script for my game, analog doesn't move make my character move in all directions, only left, right, up and down. how do i make it so moves anyway i push that analog?

    here is my coding:

    Code:
    System.usbDiskModeActivate()
    
    sprite = Image.load("jet2.png")
    menubg = Image.load("menubg.png")
    red = Color.new(255, 0, 0)
    black = Color.new(0, 0, 0)
    
    -- Players current X coord 
    pcXpos = 30
    -- Players current Y coord 
    pcYpos = 115 
    -- Show the X/Y coords to adjust the movement #'s 
    screen:print(0, 0, tostring(pcXpos), red) 
    screen:print(0, 0, tostring(pcYpos), red) 
    
    function updateMove(xPos, yPos) 
    --{ 
       analogPad = Controls.read() 
       dx = analogPad:analogX() 
       dy = analogPad:analogY() 
    -- Up 
       if dx > -60 and dx < 40 and dy == -128  or analogPad:up() then 
          pcYpos = pcYpos - 4 
          playerDirection = "up" 
       end 
    -- Left 
       if dy > -25 and dy < 40 and dx == -128 or analogPad:left() then 
          pcXpos = pcXpos - 4
          playerDirection = "left" 
       end 
    -- Down 
       if dx > -40 and dx < 40 and dy == 127 or analogPad:down() then 
          pcYpos = pcYpos + 4
          playerDirection = "down" 
       end 
    -- Right 
       if dy > -35 and dy < 45 and dx == 127 or analogPad:right() then 
          pcXpos = pcXpos + 4
          playerDirection = "right" 
       end 
    
          -- Check to see if player is off screen
       if pcXpos >= 431 then -- Subtract sprite width
          pcXpos = 430
       elseif pcXpos < 0 then
          pcXpos = 00
       end
       if pcYpos >= 234 then -- Subtract sprite height
          pcYpos = 232
       elseif pcYpos < 0 then
          pcYpos = 00
       end 
    --} 
    end 
    
    
    while true do
    
       screen:clear(black)
       updateMove()
       screen:blit(0, 0, menubg)
       screen:blit(pcXpos, pcYpos, sprite) 
    
       pad = Controls.read() 
       if pad:start() then break end 
    
       screen.waitVblankStart()
       screen.flip()
    
    end

  10. #250
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    Same way you are doing it, just add some more if's for other analog posistions..
    [center][COLOR=Green][B]- PM Me if you need help with anything - [/B] [/COLOR]

    [B][SIZE=3][COLOR=DarkOrange][U]Homebrew I've Made[/U][/COLOR][/SIZE][/B]

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    [img]http://img517.imageshack.us/img517/4735/sig3qu.jpg[/img][/center]

  11. #251
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    Zitat Zitat von Virtue
    Same way you are doing it, just add some more if's for other analog posistions..
    oh ok, i was just checking
    what if i wanted all way directional movement?
    would i have to keep adding if statements?
    Geändert von monster356 (11-06-2005 um 04:23 PM Uhr)

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    new question!

    well, how would i make a projectile(an arrow) spawn from my character when i press X? it only goes in one direction too, just if you wanted to know
    Geändert von monster356 (11-06-2005 um 04:23 PM Uhr)

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    okay, i did this

    musicbg = Sound.load("music.wav")

    musicbglay()
    Music.volume(128)

    but is doesnt work!

    Also, what monster said, i would like to know that too!

  14. #254
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    Okay, how do I make it so that when I press for exampel the X button on a small picture of a circle then the picture changes to a cross? =)

  15. #255
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    I have an error string 6 on my user lua for 2.0. It also says there is an unexpected symbol, even after I installed the patch. Could this be because I put the new Pspmillionaire in the applications folder?

  16. #256
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    Know what I mean?

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    For Monsters thing, you just blit an image a little bit to the right of the characters x posistion, and then add a x = x + 3 or something to the bullets x posistion, so it will increase and go to the right.
    [center][COLOR=Green][B]- PM Me if you need help with anything - [/B] [/COLOR]

    [B][SIZE=3][COLOR=DarkOrange][U]Homebrew I've Made[/U][/COLOR][/SIZE][/B]

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    [img]http://img517.imageshack.us/img517/4735/sig3qu.jpg[/img][/center]

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    Talking

    can someone help me it keeps saying its running the script but nuttin comes up

    i am using lua the latest lua

    heres my code

    System.usbDiskModeActivat e()

    blue=Color.new(0,0,255)

    oldinput = Controls.read()
    input = Controls.read()
    screen:clear()
    gun1=Image.load("pics/gun1.png")
    gun2=Image.load("pics/gun2.png")
    gun3=Image.load("pics/gun3.png")
    gun4=Image.load("pics/gun4.png")
    gun5=Image.load("pics/gun5.png")
    gun6=Image.load("pics/gun6.png")
    gun7=Image.load("pics/gun7.png")
    gun8=Image.load("pics/gun8.png")
    gun9=Image.load("pics/gun9.png")
    gun10=Image.load("pics/gun10.png")
    gun11=Image.load("pics/gun11.png")
    gun12=Image.load("pics/gun12.png")
    gun13=Image.load("pics/gun13.png")
    gun14=Image.load("pics/gun14.png")
    gun15=Image.load("pics/gun15.png")
    gun16=Image.load("pics/gun16.png")
    gunlist = {gun1, gun2, gun3, gun4, gun5, gun6, gun7, gun8, gun9, gun10, gun11, gun12, gun13, gun14, gun15, gun16}
    listpos = 1

    function readinput()
    input = Controls.read()
    if input:oldinput() then
    if input:left() and listpos > 1 then
    listpos = listpos - 1
    end

    if input:right() and listpos < table.getn(gunlist) then
    listpos = listpos + 1
    end
    oldinput = input
    end

    function drawgun()
    screen:blit(0,0,gunlist[listpos])
    screen.flip()
    end

    while not input:start() do
    read:input()
    drawgun()
    screen.waitVblankStart()
    screen:clear()
    end
    end
    Geändert von slicer4ever (11-08-2005 um 12:06 PM Uhr)
    1. Failed....again...
    2. http://slicer.gibbocool.com/ stay updated on all my projects
    3. it'll be 5 years in june, that's nearly 1/4 of my life on this planet that i've visited these forums, what a ride it has been

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    Zitat Zitat von Virtue
    For Monsters thing, you just blit an image a little bit to the right of the characters x posistion, and then add a x = x + 3 or something to the bullets x posistion, so it will increase and go to the right.
    if that doesn't work i'll let you know

    EDIT: this is my code:

    there is something wrong with it, when i press X it shows my missle like pratically offscreen, it just appears over there
    Code:
       if pad:cross() then
          bombX = pcXpos
          bombY = pcYpos
          while bombX < 480 do
             screen:clear(black)
             screen:blit(0, 0, menubg)
             screen:blit(pcXpos, pcYpos, sprite)
             screen:print(0, 20, tostring(dx), red) --analog coords
             screen:print(20, 20, tostring(dy), red) --analog coords
             screen:blit(bombX, bombY, missile)
             bombX = bombX + 5 --Controls missile speed
          end
       end
    Geändert von monster356 (11-08-2005 um 02:13 PM Uhr)

  20. #260
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    Zitat Zitat von slicer4ever
    can someone help me it keeps saying its running the script but nuttin comes up

    i am using lua the latest lua

    heres my code
    Edit - Nevermind
    [center][COLOR=Green][B]- PM Me if you need help with anything - [/B] [/COLOR]

    [B][SIZE=3][COLOR=DarkOrange][U]Homebrew I've Made[/U][/COLOR][/SIZE][/B]

    [B]Applications:
    [URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,17,1667]PSP Alarm v0.5[/URL] [/b]

    [B]Games:
    [URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,12,1669] Virtual Escape DEMO[/URL] [w/ Lancer]
    [URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,12,1577]PSP Dodge v1.0[/URL][/b]

    [img]http://img517.imageshack.us/img517/4735/sig3qu.jpg[/img][/center]

  21. #261
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    Ok i have a question. This code works perfectly fine but i dont know how to continue from this point onwards.


    Pad buttons.

    How do i clear the buttons once they have been used so that the next time X is pressed, it will display a complete new line of text not "This Is The X Button And The Colour Used Is Green".
    Code:
    System.usbDiskModeActivate() 
    
    screen:clear()
    
    green = Color.new(0, 255, 0)
    red = Color.new(255, 0, 0)
    blue = Color.new(0, 0, 255)
    pink = Color.new(255, 20, 147)
    yellow = Color.new(255, 255, 0)
    
    A = "This Is The X Button And The Colour Used Is Green" 
    B = "This Is The [] Button And The Colour Used Is Red" 
    C = "This Is The O Button And The Colour Used Is Blue" 
    D = "This Is The  Button And The Colour Used Is Pink"
    E = "This Is The Start Button And X O  [] Will Now Appear"
    
    while true do
    pad = Controls.read()
    pad2 = Controls.read()
    	
    if pad:cross() then
    screen:clear()
    screen:print(10, 10, A, green)
    screen.flip()
    screen.waitVblankStart(60)
    screen:clear()
    screen.flip()
    end
    
    if pad:square() then
    screen:clear()
    screen:print(10, 20, B, red)
    screen.flip()
    screen.waitVblankStart(60)
    screen:clear()
    screen.flip()
    end
    
    if pad:circle() then
    screen:clear()
    screen:print(10, 30, C, blue)
    screen.flip()
    screen.waitVblankStart(60)
    screen:clear()
    screen.flip()
    end
    
    if pad:triangle() then
    screen:clear()
    screen:print(10, 40, D, pink)
    screen.flip()
    screen.waitVblankStart(60)
    screen:clear()
    screen.flip()
    end
    
    
    if pad:start() then
    screen:clear()
    screen:print(10, 50, E, yellow)
    screen.flip()
    screen.waitVblankStart(120)
    screen:print(10, 10, A, green)
    screen:print(10, 20, B, red)
    screen:print(10, 30, C, blue)
    screen:print(10, 40, D, pink)
    screen:print(10, 50, E, yellow)
    screen.flip()
    screen.waitVblankStart(500)
    screen:clear()
    screen.flip()
    end
    end

  22. #262
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    You need to make a counting function so that every time you press x its the var + 1
    so the var would be:
    count = 0

    Then you would use:
    If pad:cross() then count=count+1 end

    And to display stuff to the screen you would put:

    If count==1 then screenrint(x, y, "whatever")
    elseif count==2 then screenrint(x, y, "more text here")
    end
    --and so on
    F.A.L.O?

  23. #263
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    Thanks :)

  24. #264
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    Is it possable to do an If inside an IF in lua?

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    Yes ^
    [center][COLOR=Green][B]- PM Me if you need help with anything - [/B] [/COLOR]

    [B][SIZE=3][COLOR=DarkOrange][U]Homebrew I've Made[/U][/COLOR][/SIZE][/B]

    [B]Applications:
    [URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,17,1667]PSP Alarm v0.5[/URL] [/b]

    [B]Games:
    [URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,12,1669] Virtual Escape DEMO[/URL] [w/ Lancer]
    [URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,12,1577]PSP Dodge v1.0[/URL][/b]

    [img]http://img517.imageshack.us/img517/4735/sig3qu.jpg[/img][/center]

  26. #266
    QJ Gamer Gold
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    is there any way to make the lua aplication exit to the psp menu? other than the HOME button?

  27. #267
    Advanced PSP Coder
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    Not that I know of, no.
    [center][COLOR=Green][B]- PM Me if you need help with anything - [/B] [/COLOR]

    [B][SIZE=3][COLOR=DarkOrange][U]Homebrew I've Made[/U][/COLOR][/SIZE][/B]

    [B]Applications:
    [URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,17,1667]PSP Alarm v0.5[/URL] [/b]

    [B]Games:
    [URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,12,1669] Virtual Escape DEMO[/URL] [w/ Lancer]
    [URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,12,1577]PSP Dodge v1.0[/URL][/b]

    [img]http://img517.imageshack.us/img517/4735/sig3qu.jpg[/img][/center]

  28. #268
    QJ Gamer Bronze
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    NVM Got It :)
    Geändert von SSJGaz (11-09-2005 um 07:48 PM Uhr)

  29. #269
    QJ Gamer Gold
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    Edited

    NVRM

  30. #270
    QJ Gamer Gold
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    everywhere
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    Talking

    virtue u said nvm to my post sorry for being gon for a day or 2 but what were you ganna say??? and if anyone wants to see my problem just go back a page thy
    1. Failed....again...
    2. http://slicer.gibbocool.com/ stay updated on all my projects
    3. it'll be 5 years in june, that's nearly 1/4 of my life on this planet that i've visited these forums, what a ride it has been


 
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