Dang i thought you had given up. But im glad to see youre still going and that youre having as much fun making this as i did.ERich935 wrote:The escape is currently in production. I finished one part of it... but forgot to save it just as I wanted to check a previous level. D:
Search found 198 matches
- 14 Jul 2012, 03:06
- Forum: Mapping
- Topic: Portal 1 Mappack (BETA AVAILABLE!)
- Replies: 35
- Views: 8411
Re: (WIP) Portal 1 Mappack
- 03 Jul 2012, 04:35
- Forum: Mari0 discussion
- Topic: [BUG] Invisible Man Laser
- Replies: 24
- Views: 4778
Re: [BUG] Invisible Man Laser
Maurice wrote:If you wanna be helpful, get this: https://dl.dropbox.com/u/17466990/mari0 ... erfix.love
and test if it's fixed.
I LÖVE being helpful, and yes, it did work perfectly Maurice. Thank you very much.
- 02 Jul 2012, 16:00
- Forum: Mari0 discussion
- Topic: [BUG] Invisible Man Laser
- Replies: 24
- Views: 4778
Re: [BUG] Invisible Man Laser
I can only assume it's because there's a scissor with 0 width in that case. Probably fixed for SE. Maurice I have no idea what you are talking about but I'm positive that you do so thanks, and can't wait for you great work of SE. http://forum.stabyourself.net/viewtopic.php?f=8&t=246 check this out ...
- 02 Jul 2012, 06:09
- Forum: Mari0 discussion
- Topic: [BUG] Invisible Man Laser
- Replies: 24
- Views: 4778
Re: [BUG] Invisible Man Laser
Maurice I have no idea what that means but I'm positive that you do so thanks, and can't wait for you great work of SE.Maurice wrote:I can only assume it's because there's a scissor with 0 width in that case.
Probably fixed for SE.
- 01 Jul 2012, 16:27
- Forum: Mari0 discussion
- Topic: [BUG] Invisible Man Laser
- Replies: 24
- Views: 4778
Re: [BUG] Invisible Man Laser
Well, wait for it the greatest graphics card in the world......Intel G33/G31 Express Chipset Family (Yes I realize this card is terrible). and how much video memory does your GPU have ? i think it will be able to run Mari0 SE , quite well it depends one the GPU's Memory I'm pretty sure I checked co...
- 01 Jul 2012, 02:40
- Forum: Mari0 discussion
- Topic: [BUG] Invisible Man Laser
- Replies: 24
- Views: 4778
Re: [BUG] Invisible Man Laser
Does anyone else with XP at least have this glitch? I use XP and it happens to me too(using source, not exe). notice that not only mario disappears, but also the blue connection dots and the laser detector. the weird thing is that, at least for me, it happens just in your mappack: i've tried to rec...
- 30 Jun 2012, 17:56
- Forum: Mari0 discussion
- Topic: [BUG] Invisible Man Laser
- Replies: 24
- Views: 4778
Re: [BUG] Invisible Man Laser
I do trust him, so we'll see.FaycalMenouar wrote:don't worry , i'm pretty sure that Maurice is making a good job and will do the impossible to make it work like a charm on XP .jmv3597 wrote:Yeah, I wont get my hopes up.
- 30 Jun 2012, 17:36
- Forum: Mari0 discussion
- Topic: [BUG] Invisible Man Laser
- Replies: 24
- Views: 4778
Re: [BUG] Invisible Man Laser
Yeah, I'm lucky cause the only glitches I have are this and the application error on closing. And for the video card that's possible because all the shaders are incompatible. Unfortunately, I don't plan on upgrading anytime soon. But I am worried about SE being COMPLETELY incompatible, that would m...
- 30 Jun 2012, 17:05
- Forum: Mari0 discussion
- Topic: [BUG] Invisible Man Laser
- Replies: 24
- Views: 4778
Re: [BUG] Invisible Man Laser
Yeah, I'm lucky cause the only glitches I have are this and the application error on closing. And for the video card that's possible because all the shaders are incompatible. Unfortunately, I don't plan on upgrading anytime soon. But I am worried about SE being COMPLETELY incompatible, that would ma...
- 30 Jun 2012, 16:35
- Forum: Mari0 discussion
- Topic: [BUG] Invisible Man Laser
- Replies: 24
- Views: 4778
Re: [BUG] Invisible Man Laser
Yeah, I've realized. Thanks for the reminder :), but I'm just hoping SE doesn't cause my PC to self-destruct at this point.
Does anyone else with XP at least have this glitch?
Does anyone else with XP at least have this glitch?
- 30 Jun 2012, 16:23
- Forum: Mari0 discussion
- Topic: [BUG] Invisible Man Laser
- Replies: 24
- Views: 4778
Re: [BUG] Invisible Man Laser
it does not happen with how do you make it happen ? You did exactly what I did, I guess it's either my computer(probably cause of XP) or my version of Mari0(which would be weird because it's the unmodded .exe). This bug doesn't matter that much, and if it only affects me, then it matters even less....
- 30 Jun 2012, 03:25
- Forum: Mari0 discussion
- Topic: [BUG] Invisible Man Laser
- Replies: 24
- Views: 4778
[BUG] Invisible Man Laser
I'm not sure if this has been posted before but... If you set up a laser and put portals on both ends(the shooter and where the laser ends), Mario goes invisible Pic: http://i.imgur.com/3JeIh.png?2 It's possible this is because of the gel, truthfully I don't know. Also, if you move the portals back ...
- 25 Jun 2012, 15:51
- Forum: Modding
- Topic: Better Level Editor v1.4: Undo/redo, copy/paste tiles...
- Replies: 137
- Views: 58528
Re: Better Level Editor: Select/Copy/Paste tiles, tile switc
May i ask, if you build a level in this, is it completely compatible with an unmodded version of the game?
- 17 Jun 2012, 22:51
- Forum: Mapping
- Topic: Grey Matter [Mappack]+DEMO+Tileset
- Replies: 30
- Views: 5022
Re: Grey Matter [Mappack]
If your english isnt good, then you probably meant "that sums it up for now" just a suggestion
- 17 Jun 2012, 22:43
- Forum: Modding
- Topic: My own animations
- Replies: 34
- Views: 7294
Re: My own animations
If you did include would the haas still work with Link because his head is different than Mario's? Not really a priority, you could just disable hats for those who it doesnt work.Maurice wrote:This is very nice.
If you do the "big" sprites too, I'll include this (with your agreement of course) in Mari0 SE.
- 15 Jun 2012, 17:05
- Forum: Modding
- Topic: LF's Hat Gallery!
- Replies: 72
- Views: 19804
Re: LF's Hat Gallery!
how come every time i load this the only hat that works is the cape? I cant switch to any of the other hats
- 08 Jun 2012, 05:48
- Forum: Mapping
- Topic: Test it & Test it p2 [NEW PART IS ALREADY DONE]
- Replies: 83
- Views: 17908
Re: My own mappack. Have fun.
I know, i used someone's tileset. And if it's yours i must say "Thanks" to you :) So... where i must place this credits? p.s. U already finished this mappack? O_o no i havent but what i have played it was very good, and just place the credit in the first post of this topic. (i didn't make ALL the t...
- 07 Jun 2012, 22:50
- Forum: Mapping
- Topic: Test it & Test it p2 [NEW PART IS ALREADY DONE]
- Replies: 83
- Views: 17908
Re: My own mappack. Have fun.
WOW, you have the exact same tileset from my two maps and I don't care but i suggest you give credit to whose it is due because i even borrowed some of the tiles when i made it. Custom Tiles by: AlphaOrionis: viewtopic.php?f=12&t=1005, its the DLC and turtleguy1: viewtopic.php?f=12&t=1066 and some b...
- 26 May 2012, 15:52
- Forum: Mari0 discussion
- Topic: Aerial Faith Plate and Emancipation Grill
- Replies: 13
- Views: 2660
Re: Aerial Faith Plate and Emancipation Grill
Maurice is right, he isnt going through the grid so the portals arent reset, it is because he is the "big" mario so he is too tall for the one block high grill.Maurice wrote:He isn't passing the grid.
- 17 May 2012, 03:34
- Forum: Mapping
- Topic: [WIP] P0rtal: The Flash Version [FINISHED][ALL CHAMBERS]
- Replies: 43
- Views: 19057
Re: [WIP] P0rtal: The Flash Version [FINISHED][ALL CHAMBERS]
thank you so much! i'll be sure to keep up the good worknewguy wrote:I really like this map pack. It's interesting without being too challenging. Fairly simple puzzles with clean level design. It's a good style and I like that it presents a few challenges without being taxing.
- 13 May 2012, 16:36
- Forum: Mapping
- Topic: Original Levels Under Water
- Replies: 13
- Views: 2315
Re: Original Levels Under Water
do you mean the portal mappack that comes with mari0?BobTheLawyer wrote:I know it would be so much easier (as this one is on non-water levels) but should I make a water portals mappack?RWLabs wrote:*Downloaded.
Ah, the magic of screenshots.
- 06 May 2012, 04:45
- Forum: Mapping
- Topic: [WIP] We Need To Go Deeper
- Replies: 198
- Views: 45423
Re: [WIP] We Need To Go Deeper
couldnt it be like you're orbiting earth, so you see it over and over?Mr. Cytosine wrote:There's still an issue with the parallax on Worlds 1-3 and 1-4, because you end up seeing the Earth again
- 29 Apr 2012, 23:24
- Forum: Mapping
- Topic: [WIP] P0rtal: The Flash Version [FINISHED][ALL CHAMBERS]
- Replies: 43
- Views: 19057
Re: [WIP] P0rtal: The Flash Version [FINISHED][ALL CHAMBERS]
ok will fix in next release if there is oneDino2306 wrote:Not sure if intentional, but , you can portal on the exit, meaning you can sometimes cheat your way towards the exit.
- 29 Apr 2012, 17:14
- Forum: Mapping
- Topic: [WIP] P0rtal: The Flash Version [FINISHED][ALL CHAMBERS]
- Replies: 43
- Views: 19057
Re: [WIP] P0rtal: The Flash Version [UPDATE][Chambers 1-37]
thank you i did that so that i could fit 40 levels in one pack, plus that would have ruined checkpointsHeroKing wrote:ok, works now. and yeah, it's really nice so far, though i liked it in 1-1 where you had a pipe for each new chamber
last version up..with ALL chamber 1-40!!!
post any thought or bugs please
- 29 Apr 2012, 15:36
- Forum: Mari0 discussion
- Topic: my custom blocks are turning into coins!
- Replies: 18
- Views: 3287
Re: my custom blocks are turning into coins!
Yeah, because typos are really grammar errors. sorry i had to do this... the definition of grammar is - The whole system and structure of a language or of languages in general, usually taken as consisting of syntax and morphology (including inflections) and sometimes also phonology and semantics an...
- 29 Apr 2012, 15:33
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30360
Re: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
Let's say the mod is under the same license terms as the main game... meaning yes, you could do whatever you want but claiming you created it. Besides that is not such a good idea - releasing a new mod version will force you to release a new mappack version. Or you want to stick with this version? ...
- 29 Apr 2012, 15:26
- Forum: Mari0 discussion
- Topic: my custom blocks are turning into coins!
- Replies: 18
- Views: 3287
Re: my custom blocks are turning into coins!
xXxrenhoekxXx wrote:I wanted to gloat about that typo so badly...Camewel wrote:If just needs to have an alpha value over 127.
- 29 Apr 2012, 15:23
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30360
Re: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
nice man, youre so awesome!
but i got a question would you mind if for my mappack I packaged this mod with it in the .zip file? (of course you'll be credited)
but i got a question would you mind if for my mappack I packaged this mod with it in the .zip file? (of course you'll be credited)
- 29 Apr 2012, 15:17
- Forum: Mapping
- Topic: [CANCELLED] Tetris Mappack
- Replies: 9
- Views: 2351
Re: [WIP] Tetris Mappack
this looks flippin' sweet, cant wait for the release!
- 29 Apr 2012, 15:15
- Forum: Mari0 discussion
- Topic: my custom blocks are turning into coins!
- Replies: 18
- Views: 3287
Re: my custom blocks are turning into coins!
The colours are completely irrelevant. So only the position of the pixel/s, controls the function of the tile and not the colour of the pixel/s? So the Collision and Non-Portalable pixels can both be exact same shade of colour so long as they're in the right position? yes, 2 things matter: the posi...
- 28 Apr 2012, 15:08
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30360
Re: [MOD][1.6] Turrets (by Fakeuser) v0.5 alpha
im not sure if there will be a 0.6, it's been a whileZenX2 wrote:A few tips for v0.6:
of course, the only thing which need to be fixed is regeneration
- 26 Apr 2012, 04:37
- Forum: Mapping
- Topic: [WIP] P0rtal: The Flash Version [FINISHED][ALL CHAMBERS]
- Replies: 43
- Views: 19057
Re: [WIP] P0rtal: The Flash Version [UPDATE][Chambers 1-37]
i got as far as 6-1 (first turret level). once i beat it and it started to load 6-2, i got blue crash screen http://i45.tinypic.com/n5t00i.png i must ask, just to make sure, did you download the turret mod.love by fakeuser? yup. i went for that 0.5a link you have in the OP and started your mappack....
- 25 Apr 2012, 23:51
- Forum: Mapping
- Topic: [WIP] P0rtal: The Flash Version [FINISHED][ALL CHAMBERS]
- Replies: 43
- Views: 19057
Re: [WIP] P0rtal: The Flash Version [UPDATE][Chambers 1-37]
i must ask, just to make sure, did you download the turret mod.love by fakeuser?HeroKing wrote:i got as far as 6-1 (first turret level). once i beat it and it started to load 6-2, i got blue crash screen
http://i45.tinypic.com/n5t00i.png
- 24 Apr 2012, 00:03
- Forum: Mapping
- Topic: [WIP] P0rtal: The Flash Version [FINISHED][ALL CHAMBERS]
- Replies: 43
- Views: 19057
Re: [WIP] P0rtal: The Flash Version [UPDATE][Chambers 1-37]
i know its been a long time but NEW UPDATE WOO! chamber 37 is now up, i will hopefully finish very soon
- 22 Apr 2012, 20:58
- Forum: Mapping
- Topic: Mario In Space (Now with a new level!)
- Replies: 16
- Views: 4222
Re: [Mappack] "Mario in Space"
just gonna say though checkpoint DONT work if they are underground you still go back to the beginningDilster3k wrote:Okay, I just updated the levels a bit and fixed some flaws. (1.2)
I might need to add some new planets later to keep this Mappack alive.
- 21 Apr 2012, 20:45
- Forum: Mapping
- Topic: Mario In Space (Now with a new level!)
- Replies: 16
- Views: 4222
Re: [Mappack] "Mario in Space"
very good concept and challenging overall very good, BUT you should change it from going underground so much and put more flags so that if you die you dant have to go so far back (other words: more checkpoints)
- 21 Apr 2012, 20:31
- Forum: Mapping
- Topic: Mario In Space (Now with a new level!)
- Replies: 16
- Views: 4222
Re: [Mappack] "Mario in Space"
hey, Dilster you should have put this in the MAPPING section of the forum, but the mappack looks good, ill check it out
- 21 Apr 2012, 03:35
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30360
Re: [MOD][1.6] Turrets (by Fakeuser) v0.5 alpha
they should not be able to press buttons Right. That was a sideeffect of the laser features.. Fixed for next version. Anybody can think about other rules that appli for tiles with players, goombas, boxes and koopas? So.. faster regeneration will be. faster regeneration is the only thing, ive got fo...
- 21 Apr 2012, 00:31
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30360
Re: [MOD][1.6] Turrets (by Fakeuser) v0.5 alpha
Faster regeneration is an option I was thinking about. But I want to hear out some other thoughts as well. Mostly jmv3597 's as he has already made two mappacks that use this mod. hey man this is really great and it works well i think the hit points are good how the are (maybe the most you should g...
- 19 Apr 2012, 00:39
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30360
Re: [MOD][1.6] Turrets (by Fakeuser) v0.4 alpha
So you want this instead of the blood? http://i.imgur.com/qGxEq.gif Also added some new features like reseting hitpoints to maximum if collecting any shroom or star. Dying (shrinking included) rests hitpoints as well. Well chose your indicator! :D this is much better and awesome new features! i lik...
- 17 Apr 2012, 14:27
- Forum: Modding
- Topic: [WIP]Samus/Metroid modification
- Replies: 50
- Views: 12779
Re: [WIP]Samus Custom character
did you mean without error?Zlmpery wrote:That's actually pretty cool. Hopefully you can get the rest of the sprites done with error.
- 17 Apr 2012, 04:25
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40508
Re: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
fine whatever but its still not really that importantxXxrenhoekxXx wrote:because he could have just edited the post to add the last part instead of making another post.
- 17 Apr 2012, 04:00
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40508
Re: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
what does it matter?xXxrenhoekxXx wrote:edit your posts don't double post
- 17 Apr 2012, 02:44
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30360
Re: [MOD][1.6] Turrets (by Fakeuser) v0.4 alpha
i think he means one that goes both left and right by turning it while holding itfakeuser wrote:What do you mean?Mari0Lu1g1 wrote:Is it possible to make turrets move in EVERY direction?
- 17 Apr 2012, 01:02
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30360
Re: [MOD][1.6] Turrets (by Fakeuser) v0.4 alpha
thanks man i also have a version of my map here:viewtopic.php?f=12&t=1458 with your mod if you'd like to add itfakeuser wrote:Added the three mappacks I know about that use turrets in the first post. Thanks jmv3597 for adding them, I should really check out your mappack.
- 16 Apr 2012, 14:53
- Forum: Mari0 discussion
- Topic: [HELP] Cmd command for .love/.exe
- Replies: 6
- Views: 1738
Re: [HELP] Cmd command for .love/.exe
oh my god!!! thank you so much it worked!looper wrote:thats extremely easy: [path of love]\love.exe [Path to love file]
for example:
C:\love.exe C:\mari0.love
Remember that you need to use " if there are spaces in your Path
- 16 Apr 2012, 00:27
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40508
Re: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
I can't run the executable can someone help me it just goes inside the executable when I try! do you have LOVE 0.8.0 to open it with? hope you realize it isnt a .exe file I don't can you link me to it? sure. scroll to the bottom here and download it: https://love2d.org/builds/ check to make sure if...
- 16 Apr 2012, 00:11
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40508
Re: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
do you have LOVE 0.8.0 to open it with? hope you realize it isnt a .exe filegravy_ferry wrote:I can't run the executable can someone help me it just goes inside the executable when I try!
- 16 Apr 2012, 00:10
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30360
Re: [MOD][1.6] Turrets (by Fakeuser) v0.1alpha
what do you mean, mediafire? every person here pretty much uses it. its relatively safeERich935 wrote:Yeeaahh... about that... when I went to the website to download it, turns out it said the site is untrusted.
- 16 Apr 2012, 00:08
- Forum: Mari0 discussion
- Topic: [HELP] Cmd command for .love/.exe
- Replies: 6
- Views: 1738
Re: [HELP] Cmd command for .love/.exe
The command is: copy /b [Directory of mario.exe]+[Directory of .love] [Directory of new .mario] EXAMPLE: copy /b C:\Users\Skyy\Desktop\poop\MARI0\mari0_1.6+C:\Users\Skyy\Desktop\poop\MARI0\mari0_mod MODDED_MAREO.exe isnt that if you wanted to compile it to .exe? im trying to make it like when you d...