Search found 93 matches
Re: Marin0 SE
How to dowload and run?? On the github page , click Download ZIP http://i.imgur.com/SnFKv0m.png Then you just launch run.bat . (If you're not on a windows system, you should just use your regular love 0.9.2 launch method but put the ssl compilation from below in your love directory or something.) I...
Re: Marin0 SE
Is this dead? The last change was done two months ago. It's not dead, but I also got tied up with several other projects and work. I can't say for certain how long it'll be until I can start putting more time into this. I actually started to play around with Unity a bit to see how things are done i...
Re: Marin0 SE
my mind is fully facking blown with this, its just awesome with what you can do with it. Just 1 thing. The controls always remain default even though i set the keys and it says the set keys, Why? The controller config menu (like most of the GUI) is out of date, if you want to change your player set...
Re: Marin0 SE
While a lot of what your doing is cool I'm worried about how user friendly this mod will be With all its changes. for example you meantioned something about using tiled as an external level editor but most people probably never used it before and leaen how to might be a hassle. Also how hard is it ...
Re: Marin0 SE
Animations and You http://i.imgur.com/VaF9Sqe.png StrawPoll: How should Marin0 handle animations? The existing animation system is very tightly bound to the logic of the player's state and inputs, it's the sort of (understandably) complex mess that made me put off trying to uproot the logic there f...
Re: Marin0 SE
Based Entities I mentioned them, they're sorta weird sounding, what's going on with that? How Things Were Entities have/had a lot of codepoints to cover and I'm not happy about that. ( Déjà vu? ) It should go without saying, but this meant that every entity meant another copy and paste in a bunch o...
Re: Marin0 SE
implemented infinite levels and sublevels. Actually, Mari0: SE at least seemingly already supports this (and inf. sublevels was in 1.6, too). You just can't access them normally. I almost feel like you were probably actually just talking about that though. Basically that. http://i.imgur.com/WK8Q9dw...
Re: Marin0 SE
As long as this doesn't break everything from vanilla mappacks, this shouldn't be a problem. I still have to read the main post entirely though :P A thing I have planned is to allow the game to read legacy mappack formats via internally converting them. Over time, conversions should get better, but...
Re: Marin0 SE
I said "Holy hell." again. I'm not exactly a Mari0 expert as I've only played a handful of maps and never successfully managed to make one myself, but I would definitely like to commend you for putting so much thought into this and giving us a ton of information and ideas! that post is larger than ...
Re: Marin0 SE
Making a Roadmap So it's no surprise that I'm having a bit of difficulty deciding where to take things. This is because I am a single person and I can't make decisions on behalf of my fellow modders. Here's what users can do: Nominate mods. The more interest expressed in mods, the easier it will be...
Marin0 SE
No, you didn't read that wrong, I'm just bad with names and nobody corrected me. What the hell is a Marin0? It is a WIP reworking of the latest stable release of Mari0 SE geared towards being as flexible as possible. The way I put it to others is a gmod-styled ... mod. It is meant to serve as a stan...
- 29 Mar 2012, 18:11
- Forum: Mari0 discussion
- Topic: [QUESTION] How to change the name
- Replies: 8
- Views: 2091
Re: [QUESTION] How to change the name
To be perfectly fair, there's a ton of instances of the word "mario".canI wrote:Find in files. Its not fucking hard.
- 23 Mar 2012, 18:36
- Forum: Modding
- Topic: changing character ???
- Replies: 4
- Views: 2107
Re: changing character ???
Simply uncomment the code in mario.lua's init function that pertains to the character that you want. If you're going to ask for help, please be more descriptive with what it is you intend to accomplish. If you just want to change what the player looks like, look around in the graphics folder for th...
- 23 Mar 2012, 08:44
- Forum: Mari0 discussion
- Topic: [Suggestion] Grates
- Replies: 22
- Views: 4541
Re: [Suggestion] Grates
I think the real concern is crowding the tiles.png with metadata. There's only 33 pixels to work with per tile. The tiles.png is a RGBA image and it presently uses the alpha value for it's information. Unless we want to go into making each pixel's color important and make it 4*33 possible tile flags...
- 22 Mar 2012, 06:01
- Forum: Mari0 discussion
- Topic: Unofficial Mari0 IRC channel(Moved to IRC.Caffie.net)
- Replies: 11
- Views: 2759
Re: Unofficial Mari0 IRC channel
Well, I am here. I would like to use it to get some communication going between the content-generating community. Others are invited, though.
- 22 Mar 2012, 05:00
- Forum: Modding
- Topic: Mod Request: Beelzebub Tileset
- Replies: 7
- Views: 2304
Re: Mod Request: Beelzebub Tileset
Every tile is 17x17 with one pixel of margin on the top and bottom (and the bottom right corner).Zlmpery wrote:Then I would drag everything but the top 35 pixels and so on.
Easiest if the editor has a grid and it is set to 17x17.
- 22 Mar 2012, 04:48
- Forum: Modding
- Topic: Mod Request: Beelzebub Tileset
- Replies: 7
- Views: 2304
Re: Mod Request: Beelzebub Tileset
As opposed to making it you should make a tutorial thread on how to handle things, with links to image editors and what pixels do and alpha so stuff like this doesn't turn up.Zlmpery wrote:Do you still need this? Because I could make it.
- 22 Mar 2012, 04:25
- Forum: Modding
- Topic: [Wip] Dark Bowser and dry bowser
- Replies: 7
- Views: 3104
Re: [Wip] Dark Bowser and dry bowser
You really shouldn't post a thread until you have at least a picture or a source, come on now.
- 21 Mar 2012, 23:17
- Forum: Modding
- Topic: Mod Request: Beelzebub Tileset
- Replies: 7
- Views: 2304
Re: Mod Request: Beelzebub Tileset
Belongs in the mapping section, custom tiles aren't mods.
- 20 Mar 2012, 00:50
- Forum: Mapping
- Topic: [W.I.P][MAP] Portal2[V3]
- Replies: 20
- Views: 4847
Re: [W.I.P][MAP] Portal2[V3]
Oh, that's how I was supposed to do it. It's weird it didn't occur to me since I made a map that focused entirely around the ability to "fling" gel by quickly switching portals. It might be a good idea to teach the player to fling gel a little bit sooner than that, perhaps using a white gel dispense...
- 20 Mar 2012, 00:45
- Forum: Mari0 discussion
- Topic: Music off
- Replies: 7
- Views: 7089
Re: Music off
I'm on my way.
Wooo!
- 19 Mar 2012, 08:53
- Forum: Modding
- Topic: Custom Music and Backgrounds
- Replies: 2
- Views: 1351
Re: Custom Music and Backgrounds
1) 14 blocks tall (total) = 16*14 = 224 high and 25 blocks wide = 25*14 = 400 wide 2) Probably not right now, music is pretty big and if Maurice wants to provide your maps as DLC then it would be a pretty expensive download for everyone. There might be some mods for it in the future, though. This wo...
- 19 Mar 2012, 08:05
- Forum: Modding
- Topic: [GUIDE] Eclipse + Koneki + Love2d = Mari0 Modding Party
- Replies: 4
- Views: 2127
Re: [GUIDE] Eclipse + Koeki + Love2d = Mari0 Modding Party
you know you could use geany with "love ." as the execute command ... in the extracted directory, not the love of course. Possible, but some of the features of the Eclipse heavyweight are desirable when compared to the lighter Geany. A couple of such would be Git access (whenever Maurice gets more ...
- 19 Mar 2012, 07:36
- Forum: Modding
- Topic: [GUIDE] Eclipse + Koneki + Love2d = Mari0 Modding Party
- Replies: 4
- Views: 2127
Re: [HELP] LuaEclipse + Love2d
Oh my goodness, I made this a tutorial.
- 18 Mar 2012, 23:30
- Forum: Modding
- Topic: Mod help request
- Replies: 9
- Views: 2262
Re: Mod help request
My only guess is game.lua, am i right? Ive figured out other stuff like text display stuff. I would also need a custom entity that is like the warp zone sprite, except, it instantly warps you as you touch the sprite. no text display Level loading is most likely handled in: game.lua game_load Warpzo...
- 18 Mar 2012, 22:46
- Forum: Modding
- Topic: [GUIDE] Eclipse + Koneki + Love2d = Mari0 Modding Party
- Replies: 4
- Views: 2127
[GUIDE] Eclipse + Koneki + Love2d = Mari0 Modding Party
Want to make sweet mods? Want an easier way to modify the files in Mari0? Well this guide is for the second question, but I wouldn't mind helping with the former when I can. This guide is currently only for Windows Vista and up, I'll expand it with other operating system specific information when I ...
- 18 Mar 2012, 19:41
- Forum: Modding
- Topic: [HAT] Link (GB and NES)
- Replies: 6
- Views: 2697
Re: [HAT] Link (GB and NES)
It's kind of disheartening to look in the modding section and see everything not-hat-related get washed away in a flood of hats.Zlmpery wrote:If you're going to have this many hats, you may as well start a hat gallery!
- 18 Mar 2012, 18:11
- Forum: Mapping
- Topic: Warp pipes to other worlds...
- Replies: 2
- Views: 940
Re: Warp pipes to other worlds...
It might be of use to someone for you to say what you did wrong and what fixed it.
- 18 Mar 2012, 18:05
- Forum: Mapping
- Topic: [W.I.P][MAP] Portal2[V3]
- Replies: 20
- Views: 4847
Re: [W.I.P][MAP] Portal2
The further and further I got the more satisfied I got with the map pack and I really think it is really deserving of DLC status even in its unfinished state. I really enjoyed playing it and even replaying it. It became more and more apparent that some of the problems I was experiencing with the map...
- 18 Mar 2012, 15:05
- Forum: Mapping
- Topic: [W.I.P][MAP] Portal2[V3]
- Replies: 20
- Views: 4847
Re: [W.I.P][MAP] Portal2
Just from the screenshot alone, I enjoy the graphics that you have included in this pack. I'll give this a shot.
- 18 Mar 2012, 14:29
- Forum: Mari0 discussion
- Topic: Mari0 1.6: Fus Roh Da Glitch
- Replies: 10
- Views: 2378
Re: Mari0 1.6: Fus Roh Da Glitch
I have thought up a fix for this. Calculate the maximum value of dt that would allow for proper collisions, then if dt is over this value, check collisions with both dt and the maximum value. This sounds like a reasonable solution, though I'm not certain if it would hold up in practice. I do like t...
- 18 Mar 2012, 12:35
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40506
Re: Mari0MS 1.6.1, aka Mari2 (Maurice) & Mari1 (Dryvnt)
I may have forgotten to mention this, but the function FirePoints(entname, points) sets up firepoints for an entity. Whoops, I somehow overlooked this even though it was clearly used in your code for the poison mushroom. I guess I shouldn't post and code while on a sleep-deprivation-induced product...
- 18 Mar 2012, 12:01
- Forum: Modding
- Topic: Mod help request
- Replies: 9
- Views: 2262
Re: Mod help request
The problem is that the function that reads the data from the level files probably doesn't respect double digit worlds and probably only reads the first character according to your description of what happens when you supply it level 10. You would have to modify the function that reads the level dat...
- 17 Mar 2012, 19:18
- Forum: Mari0 discussion
- Topic: i made a logo for the game
- Replies: 18
- Views: 3368
Re: i made a logo for the game
Photobucket is better because the url for a file in imgur is something like "P1ng4s98" and in photobucket it is something like /Your name/Your own image name Imgur generally has a shorter url at the expense of a less descriptive one, but that minor problem is outweighed by imgur's higher bandwidth ...
- 17 Mar 2012, 16:01
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40506
Re: Mari0MS 1.6.1, aka Mari2 (Maurice) & Mari1 (Dryvnt)
As it stands, because no custom entity enemies have a firescore defined (edit: this is wrong, custom enemy entities have code fore firepoints I just missed it. The rest of the post is still relevant if you have a custom enemy mod that does not use the FirePoints mod method) The game will crash duri...
- 17 Mar 2012, 13:02
- Forum: Modding
- Topic: [MODS] T-Junctions, Upside-Down Plants, Water, Red Plants
- Replies: 4
- Views: 2889
Re: [MODS] T-Junctions, Upside-Down Plants, Water, Red Plant
Oh my goodness, I added upside-down piranha plants and their slightly faster variant to the done stack and there's even a download.
- 17 Mar 2012, 12:11
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40506
Re: Mari0MS 1.6.1, aka Mari2 (Maurice) & Mari1 (Dryvnt)
Unless I'm mistaken, LoadModImage has no way to distinguish what mod is "current", even after defining it in the to-be-included.lua and/or modmain.lua. Just bringing this to your attention since it'd be a neat feature once it got working. modding.lua LoadModImage function LoadModImage(path) return l...
- 17 Mar 2012, 08:31
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40506
Re: Mari0MS 1.6.1, aka Mari2 (Maurice) & Mari1 (Dryvnt)
Small thing that is missing from this would be a handler for MarioModGlobalCollide. More as the story develops. Edit: An unsung potential feature of level-by-level lua includes means level specific variable settings. Meaning that old bullet bill RUN map by pumping up the bullet bill limit, or making...
- 17 Mar 2012, 07:23
- Forum: Mapping
- Topic: [PVP] Mari0 Battle
- Replies: 11
- Views: 3027
Re: [PVP] Mari0 Battle
Probably to compensate for the original sprite set not containing rightward facing pipes.xXxrenhoekxXx wrote:I'd replace those blocks with brick blocks, and why is the pipe on the left diferent to the right one?
- 17 Mar 2012, 07:05
- Forum: Mari0 discussion
- Topic: custom sound not working
- Replies: 27
- Views: 3590
Re: custom sound not working
hero nice engrish how to make the custom sound working i make everythink like on the blog but when i select custom there arent music what should i do to the person above - don't be a dick (the one who told this guy to kill himself) ok if you want anyone to take you seriously LEARN PROPER http://i.i...
- 17 Mar 2012, 05:08
- Forum: Mari0 discussion
- Topic: CURRENT RELEASE: 1.6
- Replies: 572
- Views: 233274
Re: CURRENT RELEASE: 1.6
I'm digging through gui.lua, trying to add some new controls and I'm seeing code for there being a blinking cursor when the input field having focus but when I run it I'm not seeing it on the map description field. It appears on other, single line inputs, though. Oh, silly me, there was a line of c...
- 17 Mar 2012, 04:23
- Forum: Mapping
- Topic: [MOD] Many Stains!
- Replies: 4
- Views: 1488
- 17 Mar 2012, 03:34
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40506
Re: Mari0 Modding System, now with Personality Cores!
I'll port what you post tonight to 1.6.ZenX2 wrote:Edit: I'll upload the new version soon, it'll be 1.4.2 because I'm too tired to update to 1.6 today.
Also, I'm still unsure of what's up with the laser detectors.
- 17 Mar 2012, 03:18
- Forum: Mari0 discussion
- Topic: CURRENT RELEASE: 1.6
- Replies: 572
- Views: 233274
Re: CURRENT RELEASE: 1.6
I'm digging through gui.lua, trying to add some new controls and I'm seeing code for there being a blinking cursor when the input field having focus but when I run it I'm not seeing it on the map description field. It appears on other, single line inputs, though. Also, I'm going to assume it's inten...
- 17 Mar 2012, 02:59
- Forum: Modding
- Topic: [Mod] Guns N' Grenades v0.61.2b
- Replies: 44
- Views: 23432
Re: [Mod] Guns N' Grenades v0.61.2b
Yeah, I took a break from life :p I'm already working on some new features too. Here's a spoiler of one of them: http://www.images.lexsym.com/images/23BM9E1.gif Time to upgrade to Mari0 1.4, or mabye use the github repo, either way I have to re-implement everything. I tend to use a tool like WinMer...
- 17 Mar 2012, 01:26
- Forum: Modding
- Topic: How to mod? (i.e. custom tiles, entities)
- Replies: 7
- Views: 2413
Re: How to mod? (i.e. custom tiles, entities)
One of the first posts in this forum was an entity tutorial. Use a tool like GIMP or paint.net to edit graphics with alpha. Use a tool like notepad++ for hardcore .lua editing. Use a tool like IZArc or 7zip for archive managing. Over here I wrote a tool for downloading the latest version of the sou...
- 13 Mar 2012, 21:46
- Forum: Modding
- Topic: [TOOL] Auto-updater & Source-builder
- Replies: 4
- Views: 1829
Re: [TOOL] Auto-updater & Source-builder
I went ahead and made it a packaged download, just extract it to where you want mari0 to be, rename the folder to whatever you want, and run mari0.bat inside.
- 12 Mar 2012, 09:07
- Forum: Modding
- Topic: [MODS] T-Junctions, Upside-Down Plants, Water, Red Plants
- Replies: 4
- Views: 2889
[MODS] T-Junctions, Upside-Down Plants, Water, Red Plants
Oh boy, it's a thread. I made this mostly to demonstrate what I have done so far and I do plan to add download links to the individual modded files soon but I need to clean up the code a little bit more. Think of this thread as a showcase slash to-do list. Most mods here are going to be using Mari0M...
Re: Mod Idea
To make the most of this, it would be best to create a linkable entitiy that checks for player within itself and link that to another entity that plays a sound file. To make maximum use of the former, an entity will need to accept many inputs. Selecting the sound file would require some serious new ...
- 11 Mar 2012, 23:04
- Forum: Mari0 discussion
- Topic: Suggestion: Water (dropper)
- Replies: 5
- Views: 1286
Re: Suggestion: Water (dropper)
I modded them into the game, I made a map over here that demonstrates them. They are not much right now because I have to change the way gel works to get them to have a more refined purpose.