Search found 30 matches
- 20 Jun 2012, 21:06
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40225
Re: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
Is it coming up with a light blue error screen?
- 23 May 2012, 18:54
- Forum: SE Boss design
- Topic: Just a GLaDOS.
- Replies: 2
- Views: 4087
Just a GLaDOS.
I think some enemy puzzles and stuff, with this http://dl.dropbox.com/u/45554193/mari0%20mods/mari0%20glados%203.png And additional players that run past the elevator in the end find this. http://dl.dropbox.com/u/45554193/mari0%20mods/mari0%20michael.png I could make her explode or something. Hell, ...
- 23 May 2012, 18:48
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40225
Re: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
Right now, I just add entities after the regular ones. I'm also relatively confidant that additional regular entities will get adjusted by my index adjuster. The only time problems occur is when the functions I changed in the core files are changed, like with the turret. If game_draw doesn't have th...
- 21 Apr 2012, 04:37
- Forum: Modding
- Topic: [MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Replies: 138
- Views: 30183
Re: [MOD][1.6] Turrets (by Fakeuser) v0.5 alpha
After seeing a few comments about this not working with Mari0MS I decided to take a look at your code. A few tips for v0.6: You can just use loader.lua as modmain.lua. All extra lua files in the mod folder's top level are automatically required before modmain.lua All those intercepts are definitely ...
- 21 Apr 2012, 04:20
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40225
Re: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
It looks like something messed that bit of code up, it's supposed to be NewModMapPreloads, without an s after Mod.
Okay, it looks like the spinny fire still isn't deadly. It'll be in the next update.
Okay, it looks like the spinny fire still isn't deadly. It'll be in the next update.
- 21 Apr 2012, 04:11
- Forum: Modding
- Topic: Mari0 Mod Loader Help!
- Replies: 10
- Views: 2609
Re: Mari0 Mod Loader Help!
Well, that first error you posted relates to my index-reassignment code, which moves around entities' information in entityquads, entitylist, and entitydescriptions so that they're at the index they were at when they were first used in the map. The turrets must have offset some of the indices.
- 17 Apr 2012, 02:35
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40225
Re: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
can you make a full reference? I'll continue working on it, I was in a bit of a rush when I started. you can still kill spikeys if you jump on top of them, is this hard to fix? They kill me, and I'm running the latest version. If you're talking about as they fall, then that may be something I still...
- 15 Apr 2012, 21:34
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40225
Re: Mari0MS 1.6.1, aka Mari2 (Maurice) & Mari1 (Dryvnt)
I'm uploading the newest version. It fixes koopas and bullet bills, and includes some extra stuff like glados.
- 13 Apr 2012, 05:12
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40225
Re: Mari0MS 1.6.1, aka Mari2 (Maurice) & Mari1 (Dryvnt)
Those were suggested names after I released pictures of Wheatley and whatnot. Maurice suggested Mari2, then another guy suggested Mari1 because of counting from 0 and all of us on a forum at an undisclosed location being programmers.
- 13 Apr 2012, 03:38
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40225
Re: Mari0MS 1.6.1, aka Mari2 (Maurice) & Mari1 (Dryvnt)
I made glados today. She swings around and her head follows you. Pictures are in order of progress. http://dl.dropbox.com/u/45554193/mari0%20mods/mari0%20glados.png http://dl.dropbox.com/u/45554193/mari0%20mods/mari0%20glados%202.png Finished version http://dl.dropbox.com/u/45554193/mari0%20mods/mar...
- 09 Apr 2012, 08:18
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40225
Re: Mari0MS 1.6.1, aka Mari2 (Maurice) & Mari1 (Dryvnt)
I fixed the problem with koopas, I just forgot to mark them as deadly. Until I release an update, you're murdering friendly turtles.
I'll also organize the OP a bit.
I'll also organize the OP a bit.
- 24 Mar 2012, 06:51
- Forum: Modding
- Topic: [Wip] Dark Bowser and dry bowser
- Replies: 7
- Views: 3090
Re: [Wip] Dark Bowser and dry bowser
You really shouldn't post a thread until you throw away the bottle under your desk and organize the books on the that tan wooden bookcase in your room, Maurice. You know, the one that looks kinda like an arcade cabinet.
- 24 Mar 2012, 06:38
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40225
Re: Mari0MS 1.6.1, aka Mari2 (Maurice) & Mari1 (Dryvnt)
To make talkboxes call OpenTalkBox with a table full of strings as the argument. There's a limit of 35 or so characters per line.
- 17 Mar 2012, 23:20
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40225
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.
CurrentMod is defined before a mod is loaded, and set to nil afterwards.
CurrentMod is defined before a mod is loaded, and set to nil afterwards.
- 17 Mar 2012, 09:48
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40225
Re: Mari0MS 1.6.1, aka Mari2 (Maurice) & Mari1 (Dryvnt)
Those are all possibilities
Also I think I messed up koopas a bit
Edit: And I forgot to update the graphics/mappacks so yeah
Also I think I messed up koopas a bit
Edit: And I forgot to update the graphics/mappacks so yeah
- 17 Mar 2012, 08:21
- Forum: Mari0 discussion
- Topic: [Suggestion] Area trigger
- Replies: 10
- Views: 2059
Re: [Suggestion] Area trigger
I made these for Mari0MS, with quite a few methods for triggering (triggering when mario is inside, only once, when mario exits/enters, etc.)
- 17 Mar 2012, 07:23
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40225
Re: Mari0 Modding System, now with Personality Cores!
Mari0MS v1.6.1 Here's the newest version, updated to Mari0 1.6. Since Maurice added custom music, don't use the music loading thing I made. I added lots of stuff that allows for more story-oriented levels, so some cool things are bound to be made sooner or later. The download: MarioMS_1.6.1.zip Con...
- 17 Mar 2012, 03:58
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40225
Re: Mari0 Modding System, now with Personality Cores!
Okay, box dispensers and lasers are fixed. Expect the new version soon. I'll include my testing mappack (Seen in the picture above) and the mods I've made outside of the .love. New things: -Triggers --Allow you to do stuff when Mario walks into them -Wheatley Sockets (pretty much buttons that stay o...
- 17 Mar 2012, 03:21
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40225
Re: Mari0 Modding System, now with Personality Cores!
Sorry about not posting in a few days, I've been busy with tests, my robotics team, and other school things. @fakeuser: I've fixed that. You won't have to have an entities.png in the next version. @Frequenter: Fixed in next version. @sullidan: Thank you! @Kjulo: Right now it just goes randomly, I'll...
- 17 Mar 2012, 03:17
- Forum: Modding
- Topic: [Mod] Mod loader
- Replies: 11
- Views: 3718
Re: [Mod] Mod loader
In game.lua on line 2445 you have t.Item instead of v.Item
Also, I suggest passing r in v:new.
Good job with this
Also, I suggest passing r in v:new.
Good job with this
- 14 Mar 2012, 08:17
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40225
Re: Mari0 Modding System, now with Personality Cores!
Awesome mods, man. I'm looking forward to incorporating them into my upcoming mappack. With said mods credited to you, of course. Although, I won't be using all the mods. The logic gates, as useful as they are, slow my computer down a shitload even when just sitting there in my folder, so I've had ...
- 11 Mar 2012, 22:41
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40225
Re: Mari0 Modding System
I made a mod that adds poison mushrooms from SMB2. (The ultrahard japanese one) It's not completely accurate, as it kills you no matter what, but it's a start. Also, it says stuff Download Just extract and drop in your mods folder. http://dl.dropbox.com/u/45554193/images/mari0%20and%20poisonmushroo...
- 11 Mar 2012, 08:55
- Forum: Modding
- Topic: [TUTORIAL] Adding background music
- Replies: 29
- Views: 6019
Re: [TUTORIAL] Adding background music
Just so you know, steps 2 and 2A don't do anything. The code you're changing is commented out.
- 11 Mar 2012, 08:49
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40225
Re: Mari0 Modding System, now with Personality Cores!
I added the ability to have custom music, I'll probably upload that tomorrow.
- 11 Mar 2012, 02:15
- Forum: Modding
- Topic: How do you install mods?
- Replies: 3
- Views: 1658
Re: How do you install mods?
Cool, someone linked to my thing.
- 11 Mar 2012, 00:04
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40225
Re: Mari0 Modding System, and some mods I've made too
I decided to reuse the way I made the poison mushroom talk to make some personality cores (Sprites by HeroKing)
Included in 1.4.1.
Also, it's pretty easy to make your own
Included in 1.4.1.
Also, it's pretty easy to make your own
- 11 Mar 2012, 00:02
- Forum: Modding
- Topic: Mari0 on Github
- Replies: 21
- Views: 23739
Re: Mari0 on Github
Cool, I guess I can make a fork for my mod now.
- 10 Mar 2012, 22:40
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40225
Re: Mari0 Modding System
I made a mod that adds poison mushrooms from SMB2. (The ultrahard japanese one) It's not completely accurate, as it kills you no matter what, but it's a start. Also, it says stuff Download Just extract and drop in your mods folder. http://dl.dropbox.com/u/45554193/images/mari0%20and%20poisonmushroom...
- 10 Mar 2012, 01:58
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40225
Re: Mari0 Modding System
Wow, thank you for updating it. That will definitely save me some time.
Just a heads up, the logic gate are only supposed to support two inputs. I'll have to add in input-limit feature.
Just a heads up, the logic gate are only supposed to support two inputs. I'll have to add in input-limit feature.
- 09 Mar 2012, 09:18
- Forum: Modding
- Topic: Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- Replies: 143
- Views: 40225
Mari0MS 1.6.2, aka Watch for Falling GLaDOS
Mari0MS 1.6.2, aka Watch for Falling GLaDOS Table of Contents I. Intro II. Pictures III. Downloads IV. Developing IV-a. Reference V. Included Mods VI. Core File Changes VII. Installation Instructions I. Intro I've been following the development of Mari0 since it was just an attempt to make a Super ...