Search found 25 matches

by frostplays
20 Mar 2019, 08:30
Forum: Modding
Topic: [UPDATE 13.1] Alesan99's Entities (Clear Pipes, Tracks, & more!)
Replies: 4989
Views: 5058183

Re: Alesan99's Entities (Online Multiplayer, custom enemies, Android version & more!)

does AE have a community github where people can propose and submit features? That's the one advantage CE has over AE at this point. Nah I like it as an individual project. CE honestly needs more support so I wouldn't want to take that away either Speaking as someone who has contributed more than o...
by frostplays
19 Mar 2019, 08:17
Forum: Modding
Topic: [UPDATE 13.1] Alesan99's Entities (Clear Pipes, Tracks, & more!)
Replies: 4989
Views: 5058183

Re: Alesan99's Entities (Online Multiplayer, custom enemies, Android version & more!)

does AE have a community github where people can propose and submit features? That's the one advantage CE has over AE at this point.
by frostplays
26 Nov 2018, 07:00
Forum: Modding
Topic: I wanted to add some features to SE, so I did
Replies: 9
Views: 5712

Re: I wanted to add some features to SE, so I did

I think I know exactly why numbers don't work, but fixing it will not be a priority.
by frostplays
23 Nov 2018, 09:41
Forum: Modding
Topic: I wanted to add some features to SE, so I did
Replies: 9
Views: 5712

Re: I wanted to add some features to SE, so I did

Can I get a download for your files?
by frostplays
04 Nov 2018, 22:40
Forum: Modding
Topic: Mari0: Community Edition
Replies: 186
Views: 164047

Re: Mari0: Community Edition

ARE YOU THE GUY WHO MADE THAT ISSUE ON GITHUB?
by frostplays
03 Nov 2018, 10:07
Forum: Modding
Topic: Mari0: Community Edition
Replies: 186
Views: 164047

Re: Mari0: Community Edition

OK, great! This release is still technically in beta though. I'm not confident enough in my programming. READ THE 0README.
by frostplays
31 Oct 2018, 07:24
Forum: Modding
Topic: Mari0: Community Edition
Replies: 186
Views: 164047

Re: Mari0: Community Edition (formerly SE Bugfixes)

Hey, you can create a beta release. Have you at least notified anyone that this exists (the commit, that is)? There aren't enough of us to start with.
by frostplays
30 Oct 2018, 08:37
Forum: Modding
Topic: Mari0: Community Edition
Replies: 186
Views: 164047

Re: Mari0: Community Edition (formerly SE Bugfixes)

By the way, does anyone know that there's a new release?
by frostplays
22 Oct 2018, 08:44
Forum: Modding
Topic: [SE Beta 9] Multiple Custom Tilesets (proof of concept)
Replies: 7
Views: 8988

Re: [SE Beta 9] Multiple Custom Tilesets (proof of concept)

Okay, I've pushed it to my pull request on the github. Unfortunately, a. placing a tile from a multitileset halts the game. b. I was thinking there would be a dropdown to determine which of the multitilesets you view, which was the only reason I wanted to add this. Could you somehow work out how to ...
by frostplays
17 Oct 2018, 07:45
Forum: Modding
Topic: [SE Beta 9] Multiple Custom Tilesets (proof of concept)
Replies: 7
Views: 8988

Re: [SE Beta 9] Multiple Custom Tilesets (proof of concept)

since this is so outdated compared to the current state of CE, can you tell me which lines of your modded lua files add the functionality so I can integrate them with the current state of CE? Or do it yourself? (hello from the future btw, I came here from github)
by frostplays
16 Oct 2018, 10:41
Forum: Modding
Topic: Mari0: Community Edition
Replies: 186
Views: 164047

Re: Mari0: Community Edition (formerly SE Bugfixes)

Just a bit impatient, that's all. You're all busy people. I know some things won't quite work as intended, but that, I guess, is where other people come in. I'm working on a mini-mappack to showcase some things these features could mean, by the way. (for example, I noticed that the "lowtimesound can...
by frostplays
15 Oct 2018, 10:55
Forum: Modding
Topic: Mari0: Community Edition
Replies: 186
Views: 164047

Re: Mari0: Community Edition (formerly SE Bugfixes)

Hey, I can only presume someone's noticed the pull request on the github by now. so? feedback? thoughts? information on whether or not I'm wasting my time?
by frostplays
10 Oct 2018, 11:45
Forum: Modding
Topic: I wanted to add some features to SE, so I did
Replies: 9
Views: 5712

Re: I wanted to add some features to SE, so I did

https://github.com/Frostplays-ZERO/Mari ... ty-Edition

This is those features in the most recent commit to CE.

Can you give me the link to the discord?
by frostplays
10 Oct 2018, 07:07
Forum: Modding
Topic: I wanted to add some features to SE, so I did
Replies: 9
Views: 5712

Re: I wanted to add some features to SE, so I did

Yeah, that's also a possibility, but this is too unfinished for me to consider that, really. CE has a larger following of people who know what they're doing, I guess? Also, how would I tell them?
by frostplays
09 Oct 2018, 10:07
Forum: Modding
Topic: I wanted to add some features to SE, so I did
Replies: 9
Views: 5712

I wanted to add some features to SE, so I did

I can now say I know lua! This mod aims to become a sort of "SE beta 10", with all the simple features I care to implement. In fact, it all started simply because I wanted a regiontrigger to detect a particular enemy category. FEATURES: Working global booleans and kinda working global integers The ...
by frostplays
07 Sep 2018, 11:22
Forum: Mapping
Topic: The Enemy Respositorium
Replies: 1192
Views: 466548

Re: The Enemy Respositorium

Is there a way to make an enemy render behind tiles?
by frostplays
07 Sep 2018, 10:01
Forum: Mapping
Topic: Custom Enemy Sizes
Replies: 15
Views: 6676

Re: Custom Enemy Sizes

I just realised the real problem. every real custom enemy has "quadno": 1, somewhere in its code, telling mari0 which quad to display on the enemies menu. try that. and delete the "nospritesets" thing. that's a solution to a different problem. Also, have this. It's literally just the original plant....
by frostplays
06 Sep 2018, 11:25
Forum: Mapping
Topic: SE Custom Enemies Help Thread
Replies: 256
Views: 185977

Re: SE Custom Enemies Help Thread

@Mari0_Player, I don't think so. Maybe have an invisible solid enemy on top of it (constantly spawned, with a short lifetime), that's tangible to Mario but not boxes? That would be very hacky, but it might work. And @CoolJulianXD, I along with a few other people answered you over at the enemy reposi...
by frostplays
06 Sep 2018, 11:00
Forum: Mapping
Topic: Custom Enemy Sizes
Replies: 15
Views: 6676

Re: Custom Enemy Sizes

okay, can you post your enemy.png for me, please?
by frostplays
05 Sep 2018, 07:03
Forum: Mapping
Topic: The Enemy Respositorium
Replies: 1192
Views: 466548

Re: The Enemy Respositorium

Hello people, why does an enemy with flyvertical movement never collide with the ground? I want it to be able to. Oh, and re @CoolJulianXD, you need four rows of spritesets, not three, like everyone else said - the offset and quadcenter are for in-game rendering. As for jumping, I don't think the sp...
by frostplays
05 Sep 2018, 06:57
Forum: Mapping
Topic: Custom Enemy Sizes
Replies: 15
Views: 6676

Re: Custom Enemy Sizes

Is *yourenemy*.png a multiple of two wide, and does it have four sprite sets? The error indicates that your quads aren't set up properly. try adding "nospritesets": true, somewhere in your code if the enemy doesn't have spritesets, because mari0 thinks it does, and your png presumably can't be divid...
by frostplays
21 Mar 2018, 09:01
Forum: Mapping
Topic: SE Custom Enemies Help Thread
Replies: 256
Views: 185977

Re: SE Custom Enemies Help Thread

Tried that. It doesn't break the block. Is there any way I can transform it the frame AFTER collision?
(Oh, and I tried giving the transformed enemy a non-zero lifetime. It also doesn't break it. I'm sure there's a workaround.)
by frostplays
20 Mar 2018, 09:38
Forum: Mapping
Topic: SE Custom Enemies Help Thread
Replies: 256
Views: 185977

Re: SE Custom Enemies Help Thread

That's a shame. Maybe next version of the bugfixes mod? Thanks for the suggestion. Also, how do I make an enemy die when it hits a block, but not without breaking the block first? The code I've got for it right now is (it's currently based off the vvvvvv enemy on the wiki, and with all code that i t...
by frostplays
17 Mar 2018, 06:05
Forum: Mapping
Topic: SE Custom Enemies Help Thread
Replies: 256
Views: 185977

Re: SE Custom Enemies Help Thread

How do you make an enemy not collide with grates?