My posts are never dead as I am undead myself...
Instant scan:
http://i.imgur.com/VEtbv.jpg
Change your scanner app. The zXing works great and is open source
Search found 135 matches
- 17 Dec 2012, 14:43
- Forum: Mari0 discussion
- Topic: QR Code Design
- Replies: 6
- Views: 2509
- 20 Sep 2012, 20:39
- Forum: Mari0 discussion
- Topic: QR Code Design
- Replies: 6
- Views: 2509
QR Code Design
Hi guys, it's been a long time :D Ah, right, to the topic. I was writing a post about the game in my blog. And because this is a blog linked to my QR code generator, I had to make a QR code pointing to the download site, here it is: http://i.imgur.com/5RIWZ.png Now you see I'm not much of an artist ...
- 31 May 2012, 23:25
- Forum: Mari0 discussion
- Topic: [Suggestion]Chell
- Replies: 102
- Views: 23732
Re: [Suggestion]Chell
You should not change the marioanimations.png but the four indexed spritesheets marioanimations0.png , ...1.png, ...2.png and ...3.png. These should contain the four color layers. This means you should split your sprite sheet into 4 layers, each of it drawn by a single color.Then convert every layer...
- 29 May 2012, 23:39
- Forum: Mari0 discussion
- Topic: Question - Aiming
- Replies: 5
- Views: 1627
Re: Question - Aiming
^He's right But I think someone made a mod for that anyway, good luck with aiming where you want to though Probably talking about this ? It contains a keyboard aiming and two-mice aim controlling and just like Mr.Q.Marx? is done with GlovePIE. However Maurice is right - aiming with keyboard sucks
- 23 May 2012, 21:27
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40447
Re: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
Yup, but the problem occurs in your version of loadmap function. And what my modifications do are pretty much the same everywhere - I store the original function, do something that I want and invoke the original. In this case I copy the map contents, invoke the original function (which is your modif...
- 21 May 2012, 11:05
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40447
Re: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
http://i847.photobucket.com/albums/ab34/reapergraff/Dibujo-1.jpg hey whats wrong? huh i added the turrets to mods folder and when i open the level editor this appears (sorry for my lenguage im from argentina) how can i solve this? huh? pleaseeee Actually this may happen only with may mod but is not...
- 29 Apr 2012, 15:28
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
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? t...
- 29 Apr 2012, 13:19
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
I promised some minor fixes so there was no doubt there will be next version... So here it is, the first release candidate, v0.6. Download links may be found in the download section (the first post in this thread). Changelog: 29 April 2012 - v0.6 release candidate. Skipping beta stage as there are n...
- 21 Apr 2012, 02:55
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.5 alpha
Mari0 is quite a fast-paced game, much more so than Portal, so you may want to cut down on the sheer quantity of turret voices. Maybe make it so there's only a 30% chance for it to play any sound at all or something. You are right but turrets are puzzle elements and are meant for the not so fast le...
- 20 Apr 2012, 23:22
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.5 alpha
Coming up for 0.6, have you ever been tired of one line from killing turrets with lasers? Or being shot while holding a turret? I didn't get what you are advertising, we've already made that.. Turrets don't shoot while held. And EVERY single pickup gives you some cover (50% immunity). Nice video th...
- 20 Apr 2012, 21:47
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
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. Also @supermarioportal2 use their weaknesses. Jump on them to get out of their sight, pick them up to disable them and g...
- 20 Apr 2012, 20:16
- Forum: Mari0 discussion
- Topic: Laser + Star Mario = Death!?
- Replies: 19
- Views: 4200
Re: Laser + Star Mario = Death!?
It is a bug. And it has nothing to do with star powers - when you are bigmario and shrink, you have a second when you are blinking and invincible. However laser shrinks you and the instantly kills you. Laser is just not set to check whether mario is invincible Edit: The above code doesn't do the che...
- 20 Apr 2012, 20:09
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.5 alpha
Updated to v0.5 alpha Update info and download links may be found in the first post. And yes, the strange bug two that of you have already experienced is fixed, no hotfixing is needed by yourself. Standalone versions v0.5 alpha Mari0 Modding System Versions v0.5 alpha Changelog: 20 April 2012 - v0....
- 20 Apr 2012, 18:02
- Forum: Modding
- Topic: Mari0 Mod Loader Help!
- Replies: 10
- Views: 2639
Re: Mari0 Mod Loader Help!
The cake is a lie! A delicious one
- 20 Apr 2012, 17:43
- Forum: Modding
- Topic: Mari0 Mod Loader Help!
- Replies: 10
- Views: 2639
Re: Mari0 Mod Loader Help!
right after
and before
Code: Select all
return oldCheckrect(....
Code: Select all
-- returns if list matches...
- 20 Apr 2012, 17:04
- Forum: Modding
- Topic: Mari0 Mod Loader Help!
- Replies: 10
- Views: 2639
Re: Mari0 Mod Loader Help!
there's one line you have forgotten to copy:
Code: Select all
end
- 20 Apr 2012, 16:29
- Forum: Modding
- Topic: Mari0 Mod Loader Help!
- Replies: 10
- Views: 2639
Re: Mari0 Mod Loader Help!
Persisting the problem after mod removal means you have done something really wrong. Turrets mod applies his changes only runtime and released versions do not modify any of the files. However it is really a good idea to open a new thread for already reported and probably solved bug: im having a erro...
- 20 Apr 2012, 16:14
- Forum: Modding
- Topic: Custom Character: Mario, the true Test Subject
- Replies: 19
- Views: 4834
Re: Custom Character: Mario, the true Test Subject
Separate the sprites in three by color. Make a separate sprite-set for portalguns too. All separated by color sprites should be white. They will be painted ingame
- 20 Apr 2012, 12:04
- Forum: Modding
- Topic: Question about Modding
- Replies: 8
- Views: 2039
Re: Question about Modding
Programming is not learnt by step-by-step videos... You could however google for some tutorials http://lua-users.org/wiki/LuaTutorial
- 20 Apr 2012, 12:00
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.4 alpha
Try opening the %appdata%/love/mari0/mods/turrets/inteceptors/physics.lua with a text editor (Notepad), find the code checkrect = function(x, y, width, height, list, statics) -- stop laser if matchList(list, {"player", "box", "goomba", "koopa"}) then list = {"player", "box", "goomba", "koopa", "turr...
- 19 Apr 2012, 22:43
- Forum: Modding
- Topic: Question about Modding
- Replies: 8
- Views: 2039
Re: Question about Modding
Did you really leave all the original files untouched? If so, I'm impressed. Download a fresh source copy of the game and extract it, extract the turrets folder from the latest release of the mod, add it into the new game folder (or into %appdata%/LOVE/mari0) and then add in main.lua on line 241 re...
- 19 Apr 2012, 21:49
- Forum: Modding
- Topic: Question about Modding
- Replies: 8
- Views: 2039
Re: Question about Modding
I know what you meant. Patching is as easy as copying one folder and adding require "mods/turrets/loader" at the right place. That is pretty much what the MMS version does too. You will agree that most of the users don't really understand what's the difference between adding that line on line 2 or l...
- 19 Apr 2012, 21:45
- Forum: Modding
- Topic: Custom Character: Mario, the true Test Subject
- Replies: 19
- Views: 4834
Re: Custom Character: Mario, the true Test Subject
Code: Select all
mariocolors[1] = {{224, 32, 0}, {136, 112, 0}, {252, 152, 56}}
mariocolors[2] = {{255, 255, 255}, { 0, 160, 0}, {252, 152, 56}}
mariocolors[3] = {{ 0, 0, 0}, {200, 76, 12}, {252, 188, 176}}
mariocolors[4] = {{ 32, 56, 236}, { 0, 128, 136}, {252, 152, 56}}
- 19 Apr 2012, 21:42
- Forum: Modding
- Topic: Question about Modding
- Replies: 8
- Views: 2039
Re: Question about Modding
Turrets mod has a version that could be loaded with Maro Modding System already. If the RPG mod does have such a version, then yes, the mods could be run simultaneously. There is a slight chance (-> 0%) that global variables with same names are used and then one of the mods will not behave properly....
- 19 Apr 2012, 01:38
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.4 alpha
I think you should die much faster, Turrets are way to easy to dispose of, make it 2 seconds of fire and you die/lose mushroom You do realize this is just a preview, don't you. It's not about skill and usability but about testing whether what I changed was correct. In release version you would die ...
- 19 Apr 2012, 00:41
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.4 alpha
Well the main turret sprite is drawn by game_draw function, but the arm (the rotating part) is drown by my functions, so I guess I could set some filters. Never used them though but shouldn't be a big deal. I would say Mario's portal gun is pixellated too. And yes, as Camewel noticed, this is scale ...
- 19 Apr 2012, 00:17
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.4 alpha
So you want this instead of the blood?
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
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
- 18 Apr 2012, 21:11
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.4 alpha
if he posts developer comments here, there is a bigger chance to get help, because there is more people, they see more than one :D and by the way i like seeing the process of developing a mod So how exactly are you supposed to give him a better answer about function written by myself? I don't see M...
- 18 Apr 2012, 00:55
- Forum: Mari0 discussion
- Topic: [Cheat Suggestion] Portal shoot goes in portal
- Replies: 32
- Views: 5573
Re: [Cheat Suggestion] Portal shoot goes in portal
That should not happen. @Maurice: maybe adding some logic to close the orange portal when the blue one is moved and then reopen it while opening the blue one?Camewel wrote:It works much better in Mari0 because you don't get pushed out of a portal when you make a new one.
- 18 Apr 2012, 00:42
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.4 alpha
BTW the sounds overlap regardless the % I use for playChanceSound. Am I doing something wrong? Yes, indeed. As I said numerous times, the chancePlay function plays a sound with a given chance (like 30%). It however does not check whether a sound is playing (and it should not). And I also told you t...
- 17 Apr 2012, 15:11
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.4 alpha
Maurice should fix that.. Or I just didn't have a good enough look at the code. Either way this is irrelevant to a turrets mod. Is it ok if I replace the turret (graphics) when I use this mod? My turret is 16x16 and Im just wondering if it will cause bugs if I replace the default graphics. We are a...
- 17 Apr 2012, 03:02
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.4 alpha
Changing the direction can be done but I don't really see why. Turrets are better killed than faced the other way. Plus they give points (or will give. Still not implemented everywhere)
- 17 Apr 2012, 02:16
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.4 alpha
What do you mean?Mari0Lu1g1 wrote:Is it possible to make turrets move in EVERY direction?
- 17 Apr 2012, 02:01
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.4 alpha
You are holding down the Shift key, aren't you? As I said in the first comment, it's a bug, not a feature. I can't believe I didn't remeber to delete it until now. Won't be in for next version. P.s. If you want to enjoy the proper "reaaally far" jump, run the orange gel without holding the run butto...
- 17 Apr 2012, 00:04
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.4 alpha
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, 22:57
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.4 alpha
So.. let me explain what is the problem. Intercepting in lua is limited (as far as I know) to storing the old function, setting a new function value to it and executing the old one from within. Like local old = doSomething doSomething = function() print("Hi there") old() print("Function end") end So...
- 16 Apr 2012, 21:27
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.4 alpha
That's what I did... Gonna paint the arm too thenPyr0saur wrote:Actually, when turrets get covered in gel in Portal 2, they just turn blue. So all you need is this:
Edit did the trick. Just looks like the turret is invisible if default blue background is used
- 16 Apr 2012, 15:44
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.4 alpha
Updated to v0.4 alpha New things - reduced hitpoints, better bullet collisions, turrets knock you back when shot... CHANCE to deflect a bullet when holding sth (e.g. cube, other turret...). Turrets use faithplates and can be knocked by cubes. You can kill them with blue gel too. Already posted some...
- 16 Apr 2012, 13:05
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.3 alpha
You don't really need to ask permission to fix your code
- 16 Apr 2012, 03:48
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.3 alpha
I really don't like the idea of turrets dying when dropped from a height, this never happened in Portal, and there are no actual heights in Mari0. Well, they tipped over. I added a sound earlier for when they tipped over, and they go, owowowoowow. Also, fake, I noticed if you are behind the turret ...
- 16 Apr 2012, 03:38
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.3 alpha
Will think about darkening Mario. Sounds acceptable but am open to another ideas too. I don't like turrets being afraid of heights too besides they look so pretty bouncing on faithplates and shooting.. Meanwhile enjoy the new Mari0 Modding System version of this mod. Feel free to experiment mixing s...
- 16 Apr 2012, 03:03
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.3 alpha
Thanks for the TODO list I have some comments though Alright, here are a few suggestions: -Turrets killed by bullets turret bullets or bulletbills? -Possibly remove the blood. It doesn't really seem to fit having blood in a Mario game, especially since there's no other blood in the game. Yeah, I kno...
- 16 Apr 2012, 02:40
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.3 alpha
Well if I don't accidentally think of something other, maybe I will take the bulletbill thingy because have I known how easy was to make this, you would have had it with 0.3
- 16 Apr 2012, 02:22
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.3 alpha
Falling turrets may stomp bullet bills. Or at least should do it. Haven't tested but it's in the code. Or you mean bulletbills kill turrets? Haven't actually thought about that. So you guys... What do you want in? I'm planning faithplate use and Turtle extend with some sounds. I'm afraid you may get...
- 16 Apr 2012, 01:54
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.3 alpha
Is it a coincidence the turrets look almost exactly like my design? http://i.imgur.com/i9CtW.png Anyway, this looks pretty good. Nice job. You won't believe it... But you should ask Maurice the same question, as turret image was provided with the initial code, so yes, he may have used yours. Discla...
- 15 Apr 2012, 22:55
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.1alpha
Turrets shouldn't target you when on fire am I right? Done. Absolutely right Maybe you could make it so that if you push the turret into a wall, you push it over or something >_< Just a thought. I didn't quite get your thought Updated to v0.3 alpha Changes: Lightbridges now push turrets like boxes ...
- 15 Apr 2012, 19:17
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.1alpha
EDIT: will you eventually add, where if you drop them from a certain height they die? Just saw that. Well it's easy to make them die if they are falling. Anyway I don't want to do that - if the turret lands on its feet it should not die. What you should ask for is extending the game physics so obje...
- 15 Apr 2012, 15:06
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.2 alpha
Implemented, had some minor bugs. Will be in for next release
Also turrets will be pushed by lightbridges just like mario and boxes.
Also turrets will be pushed by lightbridges just like mario and boxes.
- 15 Apr 2012, 05:04
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.1alpha
Sorry about that. Should be fine now?jmv3597 wrote: download link is broken
- 15 Apr 2012, 04:49
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30292
Re: [MOD][1.6] Turrets (by Fakeuser) v0.1alpha
Sorry. The fire sprites only worked with my current sprites. :/ Yeah, I noticed that. Fixed with overlaying flames. I'm sure nobody will like them. Updated to 0.2 alpha Most (if not all) of what Turtle sent me is in there. Interesting things for you are sounds and laserdeath. You may download the n...