0'Brothers - 8 worlds and 32 levels - Ready !

Mapping related threads and questions go in here!
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Tecminer
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Post » 09 Mar 2014, 15:49

ok then, thank you

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MM102
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Post » 11 Mar 2014, 07:20


for those who AREN'T subscribed to the Super 0' brothers channel
this video was released yesterday

Edit:
Some Notable things:
- haunted world theme
- no custom used blocks sprites
- MORE than 32 levels?
Last edited by MM102 on 11 Mar 2014, 07:43, edited 1 time in total.

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MissingWorld
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Post » 11 Mar 2014, 07:36

Mighty fine sprites going on there, as expected.

But I do wonder if the char.name was put in place since it still said "0'mario" in the color demonstration, or is that just something Baf decided to keep? Hm.

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MagicPillow
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Post » 11 Mar 2014, 08:12

I'm guessing that the final product will have custom sprites for the used block and vine.

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Mari0Maker
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Post » 11 Mar 2014, 14:32

There's also this if you followed his Tumblr.
Image

Also, that Mario/Luigi looks fantastic, nice job, Baf!

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renhoek
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Post » 11 Mar 2014, 16:09

$5 says some kid still tries to use that tile set.

looking good so far though.

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Gramanaitor
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Post » 11 Mar 2014, 16:16

Wow...I don't know what to say! Your trailer looks awesome, the tileset is amazing and....custom characters?!?

This is a job well done. I would pay for this to be out right now.Keep up your good work Baf!

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TurretBot
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Post » 11 Mar 2014, 21:10

MM102 wrote:MORE than 32 levels?
I've never seen anything like that before!

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HansAgain
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Post » 11 Mar 2014, 21:10

You're good even making characters. I thought my character was good, but i think you beat me.





BUT I WON'T GIVE UP. I KNOW I CAN. I'LL FIGHT UNTIL THE SUN BURNS THE EARTH!
(I don't hate him. I accept that he is better than me, i'm just trying to reach that level of awesomeness.)
(Also, i had been thinking about making the classic Mario in 16 bits, but he is one step ahead of me.)

EDIT:
Hans1998 yesterday wrote:Ok, i think it would be cool if i make a mappack referencing Super Mario Bros. 2 (USA).
*Notices something on Baf's tileset.
"Darn it."
Last edited by HansAgain on 11 Mar 2014, 22:08, edited 1 time in total.

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HugoBDesigner
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Post » 11 Mar 2014, 22:00

Hans1998 wrote:You're good even making characters. I thought my character was good, but i think you beat me.





BUT I WON'T GIVE UP. I KNOW I CAN. I'LL FIGHT UNTIL THE SUN BURNS THE EARTH!
(I don't hate him. I accept that he is better than me, i'm just trying to reach that level of awesomeness.)
(Also, i had been thinking about making the classic Mario in 16 bits, but he is one step ahead of me.)
I know your feeling, Hans. I know what you mean *cough* Alesan and his mods *cough*.
But, as Hans, I noticed the characters. You made an AWESOME work there, Baf, just like all the rest :)

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Baf
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Post » 16 Mar 2014, 22:41

Thank you guys, I'm so happy ^^

Here is a little making of Mario & Luigi sprites.
They actually doesn't have any differences but the skin, I don't know if it's possible to make Luigi jump higher and slide a little bit ?


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SauloFX
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Post » 16 Mar 2014, 22:43

Baf wrote:Thank you guys, I'm so happy ^^

Here is a little making of Mario & Luigi sprites.
They actually doesn't have any differences but the skin, I don't know if it's possible to make Luigi jump higher and slide a little bit ?

i think is possible make luigi jump higher,have you heard about,special characters?

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MissingWorld
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Post » 16 Mar 2014, 23:17

Baf wrote:They actually doesn't have any differences but the skin, I don't know if it's possible to make Luigi jump higher and slide a little bit ?
Things like jump height and traction sadly can't be changed,and Maurice has claimed that any character differences in general would be removed entirely for the final version.

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Baf
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Post » 18 Mar 2014, 14:48

MissingWorld wrote:Maurice has claimed that any character differences in general would be removed entirely for the final version.
Is that mean the "pegasus" property will be removed for the final version ? I was thinking of doing a playable Princess Peach with that property.
So the hit box can't be changed I guess ?

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Mr.Q.Marx?
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Post » 18 Mar 2014, 15:56

Baf wrote: So the hit box can't be changed I guess ?
If you needed to make it bigger I'm sure you could use the "bigquadwidth" and "smallquadwidth" properties.

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MegaKid
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Post » 19 Mar 2014, 01:46

MM102 wrote:
for those who AREN'T subscribed to the Super 0' brothers channel
this video was released yesterday
Download? For the character?
Please?
Also,could you make them without hats too?
So that they support custom hats?

Wilo
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Post » 19 Mar 2014, 01:56

I imagine Baf is going to release the characters with the mappack.
Shut up, now.

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MagicPillow
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Post » 19 Mar 2014, 04:04

MegaKid wrote:Also,could you make them without hats too?
So that they support custom hats?
I support this idea.
The default hats for the characters could be custom hats. (yay SE!)

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Baf
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Post » 19 Mar 2014, 14:29

WiloKing wrote:I imagine Baf is going to release the characters with the mappack.
Yes indeed. And then, anybody will be able to make them without hats, because I won't.
They are colorables already, that the best I can do.

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Superjustinbros
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Post » 20 Mar 2014, 17:07

[/quote]
For some reason I couldn't help but say Mario's pose in the video's thumbnail reminds me of Mega Man, since Mega Man always had one of his legs bent and the other fully extended out.

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MM102
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Post » 20 Mar 2014, 23:42


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Mari0Maker
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Post » 20 Mar 2014, 23:45

MM102 is Baf.
Wow, that looks great! I wonder what other custom enemies there will be...

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HansAgain
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Post » 21 Mar 2014, 00:00

Nah, it's just that MM is an addict (Baphilic?).
Great work, Baf.
Mari0Maker wrote:I wonder what other custom enemies there will be...

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MM102
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Post » 21 Mar 2014, 00:15

Mari0Maker wrote:MM102 is Baf.
shhh... you'll get my alt banned

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MM102
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Post » 25 Mar 2014, 23:32


:D

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Mr.Q.Marx?
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Post » 25 Mar 2014, 23:42

Those Pirate Guys are amazing.
Not only do I like the way they look, how they're shaded, the design, the animation BUT...
I'm also fascinated by how they work.
Is there a function that transforms the enemy when Mario is in a certain radius?
I guess it's fine if noone answers this. I just wanted to show my fascination. They look like they give amazing game feel.

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MM102
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Post » 26 Mar 2014, 00:50

I believe they just work on a timer at the moment

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SauloFX
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Post » 26 Mar 2014, 00:53

Too bad...

if Maurice add the radius possibility,i will do so much unfair stuff,like,a horror mappack{[(NOW WITH JUMP SCARES!)]}.

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TurretBot
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Post » 26 Mar 2014, 01:26

I guess Baf figured out how to mod in 16-bit sounds.

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Baf
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Post » 26 Mar 2014, 10:55

TurretBot wrote:I guess Baf figured out how to mod in 16-bit sounds.
Yeah mod, just for sounds, it's awesome.

So, the actual issue of my pirates to make a new pattern, is that they have to spawns a new ennemy right before the previous one disappears.

- "pirateguy.json" is walking for 3 sec, spawns "pirateguyquiet.json" and despawns.
- "pirateguyquiet.json" is holding his arm for 1 sec, spawns "pirateguyangry.json" and despawns.
- And then, "pirateguyangry" uses his weapon for 3 sec, spawns "pirateguy", despawns, and so it's looped.

Problem is, an ennemy can't spawns a new entity AND despawns at the same time. So, if you look closely, you can see that during 0.02 sec, the previous entity is still existing when the new one shows up. The only solution I have now, is to make each entity having an "invisible" frame at the end of it's animation, so there is no "visual problem", even it still exist.

I think the solution could be to add the possibility that an entity could uses differents patterns in the same file.json, or that and entity could spawn an ennemy at the same moment it despawn itself. Could be so great to make bosses, and I would like to.

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HowToEatGirafes
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Post » 26 Mar 2014, 13:07

Baf , can i use some of your backgrounds please ? if yes , i'll put credits for you in my mappack . Bye !

Baf puis-je t'emprunter quelques backgrounds issus de ton mappack ? Si oui , je mettrai ton nom dans les crédits de mon mappack . Bye !

Ps : Le vlog d' éragon m'a bien fait rire :D

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MM102
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Post » 26 Mar 2014, 14:47

Mr.Q.Marx? wrote:

Code: Select all

{
"Lifetime":5.0,
"transforms": true,
   "transformsinto": "yourenemyhere",
   "transformtrigger": "death"
}
Just change the transformsinto into your enemies' name and you have a one time spawner with a delay of 5 seconds.
this could work

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SauloFX
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Post » 26 Mar 2014, 14:52

MM102 wrote:
Mr.Q.Marx? wrote:

Code: Select all

{
"Lifetime":5.0,
"transforms": true,
   "transformsinto": "yourenemyhere",
   "transformtrigger": "death"
}
Just change the transformsinto into your enemies' name and you have a one time spawner with a delay of 5 seconds.
this could work
Everything........is so clear now..........

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Mr.Q.Marx?
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Post » 26 Mar 2014, 18:47

MM102 wrote:
Mr.Q.Marx? wrote:

Code: Select all

{
"Lifetime":5.0,
"transforms": true,
   "transformsinto": "yourenemyhere",
   "transformtrigger": "death"
}
Just change the transformsinto into your enemies' name and you have a one time spawner with a delay of 5 seconds.
this could work
as much as I like to be the answer, not this time.
That would make the enemy unkillable.
Stomping would just make it transform into the next stage.

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Baf
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Post » 26 Mar 2014, 20:47

Mr.Q.Marx? wrote:
MM102 wrote:
Mr.Q.Marx? wrote:

Code: Select all

{
"Lifetime":5.0,
"transforms": true,
   "transformsinto": "yourenemyhere",
   "transformtrigger": "death"
}
Just change the transformsinto into your enemies' name and you have a one time spawner with a delay of 5 seconds.
this could work
as much as I like to be the answer, not this time.
That would make the enemy unkillable.
Stomping would just make it transform into the next stage.
Well, is the "transformtrigger" could have a delay ? Like : "transformdelay" for example ?
By the way, I didn't find every informations into Trosh's documentation, is there another documentation more detailed somewhere ?
HowToEatGirafes wrote:Baf , can i use some of your backgrounds please ? if yes , i'll put credits for you in my mappack . Bye !

Baf puis-je t'emprunter quelques backgrounds issus de ton mappack ? Si oui , je mettrai ton nom dans les crédits de mon mappack . Bye !

Ps : Le vlog d' éragon m'a bien fait rire :D
Pas de problème, tu peux utiliser ce que j'ai mis sur le forum.
Merci pour le vlog, ça fait plaisir ^^

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alesan99
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Post » 26 Mar 2014, 20:58

Baf wrote:
TurretBot wrote:I guess Baf figured out how to mod in 16-bit sounds.
Yeah mod, just for sounds, it's awesome.

So, the actual issue of my pirates to make a new pattern, is that they have to spawns a new ennemy right before the previous one disappears.

- "pirateguy.json" is walking for 3 sec, spawns "pirateguyquiet.json" and despawns.
- "pirateguyquiet.json" is holding his arm for 1 sec, spawns "pirateguyangry.json" and despawns.
- And then, "pirateguyangry" uses his weapon for 3 sec, spawns "pirateguy", despawns, and so it's looped.

Problem is, an ennemy can't spawns a new entity AND despawns at the same time. So, if you look closely, you can see that during 0.02 sec, the previous entity is still existing when the new one shows up. The only solution I have now, is to make each entity having an "invisible" frame at the end of it's animation, so there is no "visual problem", even it still exist.

I think the solution could be to add the possibility that an entity could uses differents patterns in the same file.json, or that and entity could spawn an ennemy at the same moment it despawn itself. Could be so great to make bosses, and I would like to.
In the new enemy.lua i'm making there is a "lifetime" transform trigger. Once the enemies lifetime is 0 the enemy will transform and die in the same frame.

Oh and in Mari0 SE beta 9 and newer you can you custom timers so you can have different animations and different patterns in one .json.
Let's make an enemy that walks to the left, stops, walks to the right, and so on.

Code: Select all

"speedx": -3
"customtimer": [[2, "setspeedx", 0], [1.5, "setspeedx", 3],[2, "setspeedx", 0],[1.5, "setspeedx", -3]]

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Baf
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Post » 27 Mar 2014, 10:29

alesan99 wrote:n the new enemy.lua i'm making there is a "lifetime" transform trigger. Once the enemies lifetime is 0 the enemy will transform and die in the same frame.

Oh and in Mari0 SE beta 9 and newer you can you custom timers so you can have different animations and different patterns in one .json.
Let's make an enemy that walks to the left, stops, walks to the right, and so on.
Sounds great, thank you Alesan.

Unfortunatly my mappack crashes with beta9, for some random reasons, like, because my tileset is too big apparently (and I need my tileset !). And there is still many little bugs that makes me wanna wait for a beta10.

My question is, do I will need to rebuild everything to transfer my mappack form beta8 to the next ones ? I can deal with it, but I would like to be sure. Also, there is so many weird issues I can't understand, like how do works the new "level/world menu" into Beta9 ? I can't create anything, just one level in world 1, but that's all, other worlds are impossible to reach from this menu (I must have missed something).

And could someone tell me if Trosh's documentation is complete or is there an other documentation elsewhere ? Thank you so much.

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Flutter Skye
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Post » 27 Mar 2014, 10:33

The mappack crashes, because the delimeters were changed.
A guide to fix this

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Mr.Q.Marx?
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Post » 27 Mar 2014, 11:18

Baf wrote: And could someone tell me if Trosh's documentation is complete or is there an other documentation elsewhere ? Thank you so much.
It is not complete.
Here is a thread which gives a few things that are not documented.
viewtopic.php?f=12&t=4014&p=95761

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MagicPillow
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Post » 27 Mar 2014, 14:05

Flutter Skye wrote:The mappack crashes, because the delimeters were changed.
A guide to fix this
Also, this might be useful.

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HansAgain
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Post » 30 Mar 2014, 22:40

New video:

I think it's posible to fix some of the offsets.

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MagicPillow
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Post » 31 Mar 2014, 05:30

So, judging by what's been shown in the videos, I'm guessing that these will be some of the world themes:
-Beach (The water tiles that weren't used in the level shown suggest more than one level. Also, the text at the end of the OST video reads "World 2 Heavy Sky Beach")
-Ice (There's an OST for a snow themed world)
-Mountain (There's an OST for this, too. The comments on the video suggest it could be a village, also.)
-Haunted (One of the videos showed a graveyard level and a ghost house level. They could be in another world, but usually graveyard levels only appear in ghost-themed worlds.)
-City (The most recent video)
These are just guesses. I could be right or I could be wrong.

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HansAgain
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Post » 31 Mar 2014, 05:40

Don't forget the normal world (the first, i guess).
MagicPillow wrote: -Beach Also pirates.
-Ice Wild guess: Sixth world.
-Mountain In that video he said Peru (so happy).
-Haunted Baf was too smart hidding the level gui.
-City KONG City
-Bowsers Castle (Lava world)
-Another wild guess: A lab world, some of the tiles make me think that. Or Subcon.
Just saying :)
Last edited by HansAgain on 31 Mar 2014, 05:43, edited 1 time in total.

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MagicPillow
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Post » 31 Mar 2014, 05:43

Hans1998 wrote:Don't forget the normal world (the first, i guess).
I was going to put that, but then I remembered how the first level in 0'Brothers was a grassy level, but  the rest of the world was underground. 

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Áçé Syntax Áçé
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Post » 08 Apr 2014, 11:55


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Mari0Maker
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Post » 08 Apr 2014, 14:30

Gosh, that is looking great, Baf. The animation, the style, just perfect.
The music is also great as well. :D

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Superjustinbros
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Post » 10 Apr 2014, 05:18

Oh god, thank you Baf, for bringing back all these enemies that only have appeared on one Mario game and never appeared in an sequels.

 To this day I wonder what's stopping Big N from sticking in Yoshi-based enemies into the main Mario platformers. 

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Baf
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Post » 10 Apr 2014, 10:57

Well, you can make some suggestions for some other forgotten ennemies you would like to see in Super 0'Brothers, if you want to.
I'm not saying I'm gonna make everything, but if I think it fit, why not.

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MM102
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Post » 10 Apr 2014, 14:50

since I don't know if you read twatter or not I'll post this here
alesan99 wrote:I have no idea where to post this, so I'll post it here.

THE NEW ENEMY.LUA FOR MARI0 SE!!
I did all of this in about 1 hour (distractions included)
Why did it take me so long you ask? Laziness.
Changelog

Code: Select all

ADDED "shothealth": integer
ADDED "stomphealth": integer
ADDED "transformtriggerobjectcollide": string   (transforms when it collides with an object)
ADDED "transformtriggerenemycollide": string   (transforms when it collides with an enemy)
ADDED "playerneardist": integer   (enemy will transform when player is this near (horizontal))
ADDED "playerneardist": array   (same as above, but you can select a region. set up array like this: [x, y, width, height])
ADDED "staticIfSeen": boolean   (becomes static when player faces the enemy)
ADDED "staticIfNotSeen": boolean   (opposite of above)
ADDED "rotatetowardsplayer": boolean   (faces player in all directions)
ADDED "nofollowspeedup": boolean   (enemy the enemy's movement is "follow" it won't speed up when the player is far)\
ADDED "transformsintorandoms": array
ADDED "transformpassedparameters": array   (parameters that get passed on once the enemy transforms)

ADDED customtimer actions:
	"reverse[PARAMETER HERE]"   (turns positive to negative and negative to positive)
	"add[PARAMETER HERE]"
	"multiply[PARAMETER HERE]"

ADDED transformtriggers: "lifetime", "playernear", "playernotnear", "seen", "notSeen"

FIXED collide with specific entity transform trigger
FIXED enemy being visible for one frame after it transformed (You won't have to make an empty frame anymore, Baf).

REMOVED transformtriggers: "collidewith"
https://www.dropbox.com/s/s2potbu3spcd7oo/enemy.lua
Also, no you can't have your thwomp work when a player is near rather than a timer now

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HowToEatGirafes
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Post » 10 Apr 2014, 16:29

Baf wrote:Well, you can make some suggestions for some other forgotten ennemies you would like to see in Super 0'Brothers, if you want to.
I'm not saying I'm gonna make everything, but if I think it fit, why not.
A wiggler ? (for fun)

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