[UPDATE 13.1] Alesan99's Entities (Clear Pipes, Tracks, & more!)

Mods, guides how to use and install mods go right in here.
Eden GT
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Post » 30 Aug 2015, 05:08

Example: In smb, when mario jump from a high place to a low place, it is much further than in mari0.
Soon I will send you a smb hack of how high can he jump.

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SasukeVip
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Post » 30 Aug 2015, 06:53

alesan99 wrote:Keep in mind it'll probably mess up already existing map packs that rely on mari0's current physics so there's a chance I won't change anything.
Maybe you can add it as a cheat or an option, so it can keep both SMB and Mari0 physics.

Eden GT
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Post » 30 Aug 2015, 08:59

alesan99 wrote:
Eden GT wrote:alesan99, remember to change Mario's steering and jump height for the next update!
SMB is more easier to play than mari0 since I keep falling into pits while steering.
You're going to need to be more specific.
Is the running or walking slide wrong, if so, how many blocks should it be? Is mario jumping too high or too low when running, walking, or standing?

Keep in mind it'll probably mess up already existing map packs that rely on mari0's current physics so there's a chance I won't change anything.
Here's the picture of how high can Mario jump in SMB:
In Mari0:
And, in SMB, when mario is about to fall into a pit (while running and jumping) , he can steer the left key to stay on the block.
and in Mari0, if you try to do it, chances are that you won't. (No matter how hard you press the left button
<removed>
Last edited by Eden GT on 15 May 2020, 03:31, edited 1 time in total.

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alesan99
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Post » 30 Aug 2015, 14:28

SasukeVip wrote:Maybe you can add it as a cheat or an option, so it can keep both SMB and Mari0 physics.
It won't be a cheat but I'll probably add it as an option when making a map pack.
Eden GT wrote:stuff
I'm not sure I'll be able to get it 100% right due to the amount of things I have to take into account.
I'm just guessing here but I think some of those problems have to do with the fact that the max falling speed is higher in mari0 so portal loops work.

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SasukeVip
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Post » 04 Sep 2015, 11:13

Eden GT wrote:Example: In smb, when mario jump from a high place to a low place, it is much further than in mari0.
Soon I will send you a smb hack of how high can he jump.
This is because in Mari0 the gravity is stronger then the original SMB game. This not only effects Mario's physics, but all the entities including enemies to power-ups. (However, Bowser's physics hasn't really changed from the original game, probably because if you apply Mari0 physics to bowser, it will much more harder for Mario to pass underneath him when bowser is jumping.)

Oh yeah and Alesan, if it's possible please add the SMB3 Music Block, Wigglers, and Rocky Wrenches in the next mod update.
Last edited by SasukeVip on 05 Sep 2015, 03:04, edited 1 time in total.

DarkHeart_Plays

Post » 04 Sep 2015, 23:53

Is there suppost to be new blocks in the added folders? All I can find is entities.

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alesan99
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Post » 05 Sep 2015, 01:28

DarkHeart_Plays wrote:Is there suppost to be new blocks in the added folders? All I can find is entities.
What do you mean? This mod doesn't add blocks.

If you are referring to the new tile properties, you have to create the tiles yourself.
The new tile properties are just the pixels you add when making the tiles.
Image

DarkHeart_Plays

Post » 06 Sep 2015, 00:26

alesan99 wrote:
DarkHeart_Plays wrote:Is there suppost to be new blocks in the added folders? All I can find is entities.
What do you mean? This mod doesn't add blocks.

If you are referring to the new tile properties, you have to create the tiles yourself.
The new tile properties are just the pixels you add when making the tiles.
Image
Oh well. Also, 2 things.

1.How is GLaDOS suppost to work? For me she says half a line, and then a core drops, it dissapears (unless it falls onto your char's head), and then the nerutoxin counts down. It seems broken.

2.Did this mod add Objects? If so, how do you add one?

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alesan99
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Post » 06 Sep 2015, 00:58

DarkHeart_Plays wrote:1.How is GLaDOS suppost to work? For me she says half a line, and then a core drops, it dissapears (unless it falls onto your char's head), and then the nerutoxin counts down. It seems broken.
I'm guessing your using glados with a tall level. In the current version glados only works with levels with a height of 15, this will be fixed in the next update.
As for how it works, you need to place a rocket turret and redirect it's rockets like in portal 1.

DarkHeart_Plays wrote:2.Did this mod add Objects? If so, how do you add one?
It's the same as this mod: viewtopic.php?f=13&t=1954
Image

DarkHeart_Plays

Post » 06 Sep 2015, 02:05

Thanks. I'm trying to make a Portal recreation in Mari0.

DarkHeart_Plays

Post » 06 Sep 2015, 03:50

Map is done, just uploading it. I'll post it and pm you later tonight.

Kawaii-San
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Post » 12 Sep 2015, 05:30

I dont want to rush you or anything but I was just wondering when the next update was gonna be. Thanks! \(●⌒∇⌒●)/

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alesan99
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Post » 12 Sep 2015, 14:42

Kawaii-San wrote:I dont want to rush you or anything but I was just wondering when the next update was gonna be. Thanks! \(●⌒∇⌒●)/
I still have not had enough time to start adding a whole bunch of features bu I've fixed some stuff here and there.
Here's the current progress even though there's nothing exciting:

Code: Select all

turret bullets retroized (no antiailiasing)
fixed dkhammer and swimwing coming out of nowhere in levels with mapheight > 15
fixed vines crashing with tall maps
fix underwater "jump" emblem dissapearing
star now shows points and plays sound
3-up moon appears even when not placed in a block
red plant synced with down red plant
ability to use letters instead of double digit numbers with worlds
fixed reached worlds over 8 not saving
fixed world 35/z not working
Right now I still have a lot of stuff to do but I'll try my best to get it out in late October

Kawaii-San
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Post » 12 Sep 2015, 17:45

Thanks! ^_ ^

MinecartAnimate
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Post » 25 Sep 2015, 21:05

First post.
Looks nice. Might need to fix some stuff.

-Sometimes when a barrel hits an entity, the barrel will die with the entity.

That's the only thing I noticed so far.

Edit: I forgot to suggest something.

-Red piranha plants should not care whether Mario is in its way. I noticed this in some Mario level makers.

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alesan99
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Post » 25 Sep 2015, 23:23

MinecartAnimate wrote:Edit: I forgot to suggest something.

-Red piranha plants should not care whether Mario is in its way. I noticed this in some Mario level makers.
Actually, in smb2j red piranha plants don't come out if mario is directly on top of them. I tested this out myself.

MinecartAnimate
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Post » 26 Sep 2015, 04:33

Oh.
Will you still fix that barrel bug? I think so.

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alesan99
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Post » 26 Sep 2015, 14:21

Yeah I'll try to fix it in the next update. It has to do with the way the game handles collisions so that'll complicate things.

Eden GT
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Post » 27 Sep 2015, 04:35

I need to post this quick for a reason.
Alesan99, for the next update, I want you to change the seesaw settings into this:
Image
I hate my drawing

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alesan99
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Post » 27 Sep 2015, 14:44

I'll make it so you can see what type you're picking when you hover over.
Do you want more options as well or was that all you were suggesting?

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alesan99
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Post » 09 Oct 2015, 20:03

Another glitch video.
Video description wrote:I made it so enemy tools can spawn any entity... unfortunately yoshi ruined everything.
Also yay birthday

Eden GT
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Post » 09 Oct 2015, 23:24

alesan99 wrote:I'll make it so you can see what type you're picking when you hover over.
Do you want more options as well or was that all you were suggesting?
The second option.

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alesan99
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Post » 24 Oct 2015, 21:09

Progress Update
Image
Haven't done these in a while.
One of the things I've been working on are custom right click menus.
They've already been in the mod but I've re-written them so they are 1. less buggy 2. easier to add 3. neater.
One of the entities that got a menu is the music changer, so you can now specify what custom music you want.
So here's the list of things I've added since.

Code: Select all

enemytools spawns everything now
custom right-click menu code rewritten and improved (way easier to add rightclick menus now).
music changer can now choose custom music number
meteors improved (debris, don't get stuck, spawn multiple at a time)
added moving springs and they can bounce on other springs
green spring sprite not scrolling fixed
vertical scrolling improved. doesn't move as much
cores have better friction
more ways to defeat glados (rocketurrets + bulletbills,cannonballs,mario hammers)
Bonus Gif:
Image

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jumpinglizard
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Post » 24 Oct 2015, 23:21

The enemy spawner doesn't spawn anything?

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alesan99
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Post » 24 Oct 2015, 23:32

It does spawn things.
I meant that in the update it will be able to spawn every entity. For example, it will be able to spawn mushrooms unlike before.

jermboy27
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Post » 25 Oct 2015, 03:25

Kinda looks neat with Amps and Noteblocks. But the Chain Chomps are missing in this mod. Plus the Poison Mushroom makes the player lose 1000 points instead of just 0.

Eden GT
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Post » 25 Oct 2015, 09:06

I would like to say the the SMB2J wind affects the springboards in this mod (The springboards send Mario very far to the right).

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jumpinglizard
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Post » 27 Oct 2015, 01:38

I mean in the game it won't spawn goombas or koopas for me.

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alesan99
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Post » 27 Oct 2015, 03:17

You're probably not typing it or entering the text right.
Right-click the enemy tool, type in the text, press enter twice, and link it to an entity like a button.

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somario360
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Post » 27 Oct 2015, 04:13

This JonTron clip will rate the mod for me!

https://www.youtube.com/watch?v=cH6qR2gliug

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Tecminer
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Post » 27 Oct 2015, 18:25


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jumpinglizard
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Post » 27 Oct 2015, 20:16

Oh, i didn't know you had to link it.

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alesan99
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Post » 31 Oct 2015, 19:28

Progress Update
Chain Chomp (wip)
Image
I've been wanting to do this for a long time but I didn't have the experience to do it back then,

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FuriousTH
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Post » 31 Oct 2015, 20:16

jermboy27 wrote:Hey alesan99, I suggest Chain Chomps, please?
alesan99 wrote:Progress Update
Chain Chomp (wip)
Image
I've been wanting to do this for a long time but I didn't have the experience to do it back then,
Your dream came true.

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TurretBot
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Post » 01 Nov 2015, 04:57

not mario maker sprites 0 out of 10 and it sucks

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renhoek
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Post » 01 Nov 2015, 06:36

I'm probably not helping all that much but just a nitpick.
Get the chain to bounce up and down at a seperate/slower rate than the chain chomp, the chain looks a bit to stiff.

Either way nice job.

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alesan99
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Post » 01 Nov 2015, 16:21

renhoek wrote:I'm probably not helping all that much but just a nitpick.
Get the chain to bounce up and down at a seperate/slower rate than the chain chomp, the chain looks a bit to stiff.

Either way nice job.
Yeah, I've noticed that.
In this video: https://www.youtube.com/watch?v=p5LX7fBkMCg the chain is on the ground, which should be simple to do as long as the chain chomp is not on a platform.
However, the hard part is making it transition smoothly to when it's attacking and making sure it doesn't mess up when the chain chomp is higher/lower.
Any ideas?

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TurretBot
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Post » 01 Nov 2015, 18:40

The one in that video doesn't actually bounce along the ground.

https://www.youtube.com/watch?v=mayjIJ-c38Y
^ In Mario Maker, it pretty much looks the same as it does in the gif until he turns around.

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imgudman4567
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Post » 01 Nov 2015, 22:45

Hey, alesean, I was wondering if you wanted to help out on my project called Super Mario 3d World: 2d Edition. I need an expert on enemy/mod making and you seemed like the perfect guy! If you want to accept this offer, go to the topic named Super Mario 3d World: 2d Edition: Modding section.

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FuriousTH
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Post » 01 Nov 2015, 22:51

Alesan*

And he is too busy for this thing.

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imgudman4567
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Post » 01 Nov 2015, 23:03

FuriousHedgehog wrote:Alesan*

And he is too busy for this thing.
Well, you never know if he'll help, so why not give it a try? Cause if he has time to work on this, he can certainly do a smaller thing on the side.

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jumpinglizard
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Post » 02 Nov 2015, 01:15

imgudman4567 wrote: Well, you never know if he'll help, so why not give it a try? Cause if he has time to work on this, he can certainly do a smaller thing on the side.
I think Qcode made a post about making enemies.

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alesan99
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Post » 02 Nov 2015, 02:02

imgudman4567 wrote:Hey, alesean, I was wondering if you wanted to help out on my project called Super Mario 3d World: 2d Edition. I need an expert on enemy/mod making and you seemed like the perfect guy! If you want to accept this offer, go to the topic named Super Mario 3d World: 2d Edition: Modding section.
I have been busy with my mod since I have little time with school and stuff.
There are some tutorials if you want.
This one helped me get started coding enemies: viewtopic.php?f=13&t=580
And this one is for SE ones: http://guegan.de/mari0doc/custom_enemies.php

However, if you really need me do one or two specific entities you can pm about it.

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imgudman4567
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Post » 02 Nov 2015, 03:23

alesan99 wrote:
imgudman4567 wrote:Hey, alesean, I was wondering if you wanted to help out on my project called Super Mario 3d World: 2d Edition. I need an expert on enemy/mod making and you seemed like the perfect guy! If you want to accept this offer, go to the topic named Super Mario 3d World: 2d Edition: Modding section.
I have been busy with my mod since I have little time with school and stuff.
There are some tutorials if you want.
This one helped me get started coding enemies: viewtopic.php?f=13&t=580
And this one is for SE ones: http://guegan.de/mari0doc/custom_enemies.php

However, if you really need me do one or two specific entities you can pm about it.
Thanks, and I will make sure to PM you if I REALLY need it. :)

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alesan99
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Post » 03 Nov 2015, 20:58

PROGRESS UPDATE
Don't mind me, just moving my Edgeless Safety Cube™
Image

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jumpinglizard
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Post » 04 Nov 2015, 00:20

alesan99 wrote:PROGRESS UPDATE
Don't mind me, just moving my Edgeless Safety Cube™
Image
What is that shocking effect with the white lines?

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alesan99
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Post » 04 Nov 2015, 00:50

It's a secret for now.
Feel free to guess what it is though.

Murphmario
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Post » 04 Nov 2015, 02:01

Sledge Brother I'm assuming.

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HansAgain
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Post » 04 Nov 2015, 02:10

I bet it has something to do with the Super Mario Maker effects (oyu know the ones).

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Technochips
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Post » 04 Nov 2015, 02:13

Super mario bros 3 bowser-like fight?

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