Search found 25 matches
- 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...
- 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.
- 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.
- 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?
- 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?
- 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.
- 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.
- 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?
- 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 ...
- 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)
- 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...
- 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?
- 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?
This is those features in the most recent commit to CE.
Can you give me the link to the discord?
- 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?
- 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 ...
- 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?
- 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....
- 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...
- 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?
- 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...
- 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...
- 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.)
(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.)
- 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...
- 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?
- 15 Mar 2018, 09:02
- Forum: Mapping
- Topic: [SE Beta 9] Portal Remastered 1.1: The 1.6 Portal Mappack with a new look!
- Replies: 5
- Views: 3273
Re: [SE Beta 9] Portal Remastered 1.1: The 1.6 Portal Mappack with a new look!
The zip file is apparently invalid. can you fix it?