Search found 21 matches
- 01 May 2012, 02:51
- Forum: Mari0 discussion
- Topic: [Suggestion]Chell
- Replies: 102
- Views: 23640
Re: [Suggestion]Chell
Personally, I'm entertained by Maurice's sarcasm and putdowns of bad ideas. Many of them are completely outside the bounds of what the game is supposed to be, or wouldn't add very much to gameplay relative to the timecost of programming. Often when people's ideas are rejected, they point out that th...
- 28 Apr 2012, 20:38
- Forum: Mari0 discussion
- Topic: Bug(don't know how to explain in the title)
- Replies: 6
- Views: 1853
Re: Bug(don't know how to explain in the title)
This bug was reported back on March 8, in the thread now called "current release", formerly "known issues" I think. The fix is simple and is also in the same post.
- 13 Apr 2012, 01:42
- Forum: Mari0 discussion
- Topic: Regarding Stompaple Bloopers
- Replies: 23
- Views: 3334
Re: Regarding Stompaple Bloopers
*Koopas and Buzzy Beetles dying when you hit them from below with a brick or "?" block, rather than bouncing back upside down. I've posted simple code fixes for this and some other deviations from SMB (fireball paths, koopas waking up, a couple other things). I didn't flip them upside down, however...
- 06 Apr 2012, 21:31
- Forum: Mari0 discussion
- Topic: Control settings, i dont understand it!
- Replies: 13
- Views: 3092
Re: Control settings, i dont understand it!
Just to be sure, when you ran MotionInJoy's DS3 tool, did you click the pink button labeled "Enable" when the controller is selected from the drop down menu?
- 26 Mar 2012, 17:23
- Forum: Mari0 discussion
- Topic: Extra Fun!
- Replies: 6
- Views: 1592
Re: Extra Fun!
Use the platform right before the pipes to form an infinite loop, then you can pop over them. For the rest of the level, you'll need impeccable timing to shoot successive portals on the ground during your jumps. This doesn't really seem worth the effort.
- 18 Mar 2012, 23:31
- Forum: Mari0 discussion
- Topic: CURRENT RELEASE: 1.6
- Replies: 572
- Views: 229758
Re: CURRENT RELEASE: 1.6
that's the graphics maurice wanted to use >< I don't see anything wrong I don't think that's true. This is the same problem I encountered when I was editing 1.4 to make spikeys be able to be stomped by boxes. The problem is in goomba:stomp() (spikeys are modified goombas). The animation line that i...
- 12 Mar 2012, 18:58
- Forum: Mari0 discussion
- Topic: CURRENT RELEASE: 1.6
- Replies: 572
- Views: 229758
Re: 1.4 KNOWN ISSUES
I posted code fixes for all but one of those problems in this thread; scroll up. If you've been a good boy this year, Maurice will copy and paste them into v1.5. The issue of bumping koopas from below requires writing a koopa:jump(x) routine, where x is the location of the block that's bumping the k...
- 11 Mar 2012, 10:00
- Forum: Mari0 discussion
- Topic: CURRENT RELEASE: 1.6
- Replies: 572
- Views: 229758
Re: 1.4 KNOWN ISSUES
Someone in another thread posted that koopa shells don't wake up like they usually do in SMB, and Maurice indicated that this wasn't an issue he wanted to address. Continuing with the small fixes, here's the code to copy and paste. In koopa:update, go to the block that animates non-small koopas, and...
- 11 Mar 2012, 07:32
- Forum: Mari0 discussion
- Topic: CURRENT RELEASE: 1.6
- Replies: 572
- Views: 229758
Re: 1.4 KNOWN ISSUES
I played around with combo stomps after seeing 4matsy's post, and the logic of the combo points is a bit different in Mari0 than SMB. I think you'll need to restructure your points logic a bit. Here's how it should work. - Whenever Mario touches the ground, his combo counter is set to 0. - Whenever ...
- 10 Mar 2012, 19:50
- Forum: Modding
- Topic: New graphics?
- Replies: 10
- Views: 3399
Re: New graphics?
Ah, thank you; I'm kind of graphics-stupid. I know you can do a check for the type, but I kind of like it with spikeys being squashed by boxes. They hurt Mario because he's soft and fleshy, but a box isn't.
- 10 Mar 2012, 19:33
- Forum: Modding
- Topic: New graphics?
- Replies: 10
- Views: 3399
Re: New graphics?
I've got a related question about sprites. In the "known issues" thread, it was pointed out that a box dropping onto a goomba will give you points, but it doesn't kill the enemy. The stomp() line is missing from the code, and that's an easy enough fix. But this also allows spikeys to be stomped by b...
- 10 Mar 2012, 18:30
- Forum: Mari0 discussion
- Topic: CURRENT RELEASE: 1.6
- Replies: 572
- Views: 229758
Re: 1.4 KNOWN ISSUES
Confirmed that players who don't use the mouse can't shoot portals with keyboard keys, only gamepad buttons. As for boxes not killing enemies, the code only says to even notice if it's a goomba or bullet (or spikey). You should get 200 points, but the line to kill it is currently missing. The line b...
- 09 Mar 2012, 07:05
- Forum: Mari0 discussion
- Topic: CURRENT RELEASE: 1.6
- Replies: 572
- Views: 229758
Re: 1.4 KNOWN ISSUES
The phrases were added in 1.3 to replace a blank white screen. When they're shown, the game is loading. It takes about 2 seconds, so you must be incredibly impatient. As for the shell bug above, it's not a bug. That's the way SMB works. Go test 5-1 or 8-1 or 3-2 on the original game. You can get som...
- 09 Mar 2012, 03:08
- Forum: Mari0 discussion
- Topic: CURRENT RELEASE: 1.6
- Replies: 572
- Views: 229758
Re: 1.4 KNOWN ISSUES
For clarity: In SMB, if you crouch as Fiery Mario you cannot shoot fireballs. The B button does nothing. EDIT: More code fixes, this time for fireballs. In mario:fire(), fireballs are always created with the xposition of self.x+.5, but it should depend on the direction Mario is facing. You can see t...
- 09 Mar 2012, 03:02
- Forum: Mari0 discussion
- Topic: CURRENT RELEASE: 1.6
- Replies: 572
- Views: 229758
Re: 1.4 KNOWN ISSUES
You shouldn't be able to crouch and shoot fireballs. At least, you can't in SMB.
- 09 Mar 2012, 01:26
- Forum: Mari0 discussion
- Topic: CURRENT RELEASE: 1.6
- Replies: 572
- Views: 229758
Re: 1.4 KNOWN ISSUES
Re: Spiny/Spikey scoring problem due to them being Goombas... I think you only need to change two lines in the code. In fireball:hitstuff(a,b) and mario:starcollide(a, b), change the "if not bowser" line to: if a ~= "bowser" and b.t ~= "spikey" and b.t ~= "spikeyfall" then addpoints(firepoints[a], s...
- 08 Mar 2012, 20:04
- Forum: Mari0 discussion
- Topic: CURRENT RELEASE: 1.6
- Replies: 572
- Views: 229758
Re: 1.3 KNOWN ISSUES
Can't tell if you're joking about the point value for Spinys, as I thought it would be just a number. I did another check, and bopping a Spiny from below gets you 100 points (like you have), but it doesn't actually kill the Spiny in SMB, just makes it hop up. If you were serious about the point valu...
- 08 Mar 2012, 18:45
- Forum: Mari0 discussion
- Topic: CURRENT RELEASE: 1.6
- Replies: 572
- Views: 229758
Re: 1.3 KNOWN ISSUES
A few quick things, which I just checked on SMB: - Fireballing a Spiny should get you 200 points, not 100. Same for a Spiny Egg. - Fireballs are still bouncing off springboards, when they should stop instead. - Multi-coin blocks should stay active for longer. On SMB, you can get 12 coins out of a bl...
- 04 Mar 2012, 02:48
- Forum: Mari0 discussion
- Topic: Test chamber 6?
- Replies: 5
- Views: 1052
Re: Test chamber 6?
Yeah I'm a dimwit. Figured it out shortly after posting. These levels are pretty clever.
- 04 Mar 2012, 01:41
- Forum: Mari0 discussion
- Topic: Test chamber 6?
- Replies: 5
- Views: 1052
Test chamber 6?
Am I the only one who's finding test chamber 6 (the beginning of 1-4) to be impossible? I get the block free from the red laser, but then there's no way to get it to the button. There's only one way in, and it's got a block destroying beam thingy. Help?
- 03 Feb 2012, 04:16
- Forum: Not Tetris 2
- Topic: My Not Tetris 2 Highscore
- Replies: 21
- Views: 13602
Re: My Not Tetris 2 Highscore
12,226, which was 152 lines. See http://www.mnwhite.org/tetrishigh.png