[UPDATE 13.1] Alesan99's Entities (Clear Pipes, Tracks, & more!)
I think most of those are possible with Custom Enemies.
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Request: Would you please add a quicksand tile property?
Fixed some of these things. Some of the other small tweaks could be done with custom enemies i believe.Detronicle wrote:Alesan, this mod is really amazing! I've been playing it since months ago. I just wanna request new features to be added, as well as some fix for possible bugs/glitches for the next update:
And renhoek made quite a lot of smb2 custom enemies, I can reupload them once the update is out if you remind me.
I feel like this would work better as an entity, but I'll consider it.Fawfuls TNT wrote:Request: Would you please add a quicksand tile property?
And to update you guys on what I've been working on, I haven't really added many entities the past few days (there's still some surprises I haven't shown yet though).
I have been working on a new Halloween mappack that I plan to release along with the mod, here's a prevew:
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alesan99 wrote:And to update you guys on what I've been working on, I haven't really added many entities the past few days (there's still some surprises I haven't shown yet though).
I have been working on a new Halloween mappack that I plan to release along with the mod, here's a prevew:
will the new mappack be part of dlc? because im getting bored with same old mappacks
It'll be released as dlc and individually.RealGabdhhf wrote: will the new mappack be part of dlc? because im getting bored with same old mappacks
- Detronicle
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Ok, I'll try if I can be good on making custom enemies (I haven't used SE since playing the classic Mari0). The mappack looks cool based on the preview.alesan99 wrote: Fixed some of these things. Some of the other small tweaks could be done with custom enemies i believe.
And renhoek made quite a lot of smb2 custom enemies, I can reupload them once the update is out if you remind me.
And to update you guys on what I've been working on, I haven't really added many entities the past few days (there's still some surprises I haven't shown yet though).
I have been working on a new Halloween mappack that I plan to release along with the mod
Anyways, few more bugs/glitches I saw:
-Boom Boom that are set as enemies still drop ? Ball on defeat.
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Also a small request: make Thwomps destroy brick blocks (and maybe make ? blocks release their content) when they hit the ground.
- MisplacedTailsTheFox
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Ok, another possible bug report: when you hit a ? block, or other such blocks containing something, it briefly shows the original SMB hit block graphic from whichever spriteset before changing to the equivalent tile in SMBtiles. Could it just use the SMBtile in the first place, maintaining whichever custom art style is being used for the mappack?
Also, 2 requests, either of which might be doable with custom enemies (although I doubt it, hence the request; if one is possible, no worries):
1. An option for SMB3 Bowser so that defeating him will take you to a specific sublevel, instead of just ending the level immediately, allowing for a segment where players would actually rescue the princess (or another ending scene), without having to move on to an entirely new level (or worse yet, a new world) just for a custom made cutscene.
2. We can enter pipes from any which direction, but can only exit upward or downward. Could we have left and right exit pipes as well?
Also, 2 requests, either of which might be doable with custom enemies (although I doubt it, hence the request; if one is possible, no worries):
1. An option for SMB3 Bowser so that defeating him will take you to a specific sublevel, instead of just ending the level immediately, allowing for a segment where players would actually rescue the princess (or another ending scene), without having to move on to an entirely new level (or worse yet, a new world) just for a custom made cutscene.
2. We can enter pipes from any which direction, but can only exit upward or downward. Could we have left and right exit pipes as well?
Fuck it just add "outtable": [] .
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Oh, in the meantime, add crows entity to your halloween mappack and i like to see skewers being added, this might be useful for castle levels
All of these have been fixedDetronicle wrote:Anyways, few more bugs/glitches I saw:
The first one is a weird graphic bug, It's fixedMisplacedTailsTheFox wrote:Ok, another possible bug report:
With the bowser thing you can just make the cutscene in a different level since I've added the ability to add up to 9.
And don't really think its worth the effort to put the other exits, the up exit works fine when its not placed inside a block.
I don't need crows in my mappack since I want to showcase the entities that are already in the mod.RealGabdhhf wrote:Oh, in the meantime, add crows entity to your halloween mappack and i like to see skewers being added, this might be useful for castle levels
I'll consider skewers, but I've already added quite a few entities so it'll be in a later update.
NEW UPDATE
Surprise Update.
This update has quite a few new entities, custom enemies, and not to mention ONLINE MULTIPLAYER (EDIT: Press left in the title screen to play online).
Well, at the moment online multiplayer is pretty barebones. I'm aware of the stuff that still need to be added and fixed, but time is a problem.
Aside from those features, there's some general improvements to the editor and vertical levels. Also a ton of bugfixes.
Downloads:
Windows Download (.exe)
OSX Download (.app)
Linux Download (.love)
Android Download (.apk)
Source Download (0.10.0)
Halloween Mappack:
I also made a special Halloween mappack. You can see a part of it in the first screenshot.
Check out the thread for the download: viewtopic.php?f=12&t=5167
It's also available as DLC but it has compressed music due to the 5MB limit, so use the link above.
Thanks to Qcode for the playercard function
Surprise Update.
This update has quite a few new entities, custom enemies, and not to mention ONLINE MULTIPLAYER (EDIT: Press left in the title screen to play online).
Well, at the moment online multiplayer is pretty barebones. I'm aware of the stuff that still need to be added and fixed, but time is a problem.
Aside from those features, there's some general improvements to the editor and vertical levels. Also a ton of bugfixes.
Windows Download (.exe)
OSX Download (.app)
Linux Download (.love)
Android Download (.apk)
Source Download (0.10.0)
Halloween Mappack:
I also made a special Halloween mappack. You can see a part of it in the first screenshot.
Check out the thread for the download: viewtopic.php?f=12&t=5167
It's also available as DLC but it has compressed music due to the 5MB limit, so use the link above.
Thanks to Qcode for the playercard function
Last edited by alesan99 on 23 Oct 2017, 01:45, edited 2 times in total.
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alesan99 wrote:NEW UPDATE
Surprise Update.
This update has quite a few new entities, custom enemies, and not to mention ONLINE MULTIPLAYER.
Well, at the moment online multiplayer is pretty barebones. I'm aware of the stuff that still need to be added and fixed, but time is a problem.
Aside from those features, there's some general improvements to the editor and vertical levels. Also a ton of bugfixes.
Downloads:
Windows Download (.exe)
OSX Download (.app)
Linux Download (.love)
Android Download (.apk) (Coming Soon)
Source Download (0.10.0)
Halloween Mappack:
I also made a special Halloween mappack. You can see a part of it in the first screenshot.
Check out the thread for the download: viewtopic.php?f=12&t=5167
It's also available as DLC but it has compressed music due to the 5MB limit, so use the link above.
Thanks to Qcode for the playercard function
Suggestions: Would you please add an Android exclusive tool to the level editor that acts like a right click? (It could be called the right click tool.) Also, would you please make it so when you press the buttons, you do not shoot the portal gun or place an object? Lastly, are Custom Enemies compatible with the Android version?
Oh wow I can't believe I didn't notice that. It's fixed now, redownloadThe Snivy wrote:Bug: Mario jumps around during the flag animation.
I won't be adding anything android exclusive because it makes updating it a pain, but i'll probably add a button that toggles right clicking.Fawfuls TNT wrote:Suggestions: Would you please add an Android exclusive tool to the level editor that acts like a right click? (It could be called the right click tool.) Also, would you please make it so when you press the buttons, you do not shoot the portal gun or place an object? Lastly, are Custom Enemies compatible with the Android version?
The same goes with the portal gun thing.
The android version hasn't been made yet, but I don't see any reason custom enemies wouldn't work.
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alesan99 wrote:NEW UPDATE
Surprise Update.
This update has quite a few new entities, custom enemies, and not to mention ONLINE MULTIPLAYER.
Well, at the moment online multiplayer is pretty barebones. I'm aware of the stuff that still need to be added and fixed, but time is a problem.
Aside from those features, there's some general improvements to the editor and vertical levels. Also a ton of bugfixes.
Downloads:
Windows Download (.exe)
OSX Download (.app)
Linux Download (.love)
Android Download (.apk) (Coming Soon)
Source Download (0.10.0)
Halloween Mappack:
I also made a special Halloween mappack. You can see a part of it in the first screenshot.
Check out the thread for the download: viewtopic.php?f=12&t=5167
It's also available as DLC but it has compressed music due to the 5MB limit, so use the link above.
Thanks to Qcode for the playercard function
You should have released it on Halloween to make it even more special (but make people even more impatient)
Also how can i use online multiplayer?
- MisplacedTailsTheFox
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This is wonderful. Also, thanks.
Bug reports:
1. I set custom colors for the fire and ice forms, but in testing, I'm seeing ice colors for the fire form and the original ice colors on the actual ice form. Similar testing with ordinary Luigi shows the same, although Mario, and custom characters without custom fire or ice colors set, appear to be fine.
Out of curiosity, I did look to try to find the bug for myself, and discovered this in the playerloader.lua:
Note how the section checking for ice colors then references fire colors (I think it's actually setting the config's ice colors as the fire colors?), not ice colors. Might this be the cause?
2. Also, if I'm running around on ice and then jump to somewhere without ice, the slippery effect continues.
Bug reports:
1. I set custom colors for the fire and ice forms, but in testing, I'm seeing ice colors for the fire form and the original ice colors on the actual ice form. Similar testing with ordinary Luigi shows the same, although Mario, and custom characters without custom fire or ice colors set, appear to be fine.
Out of curiosity, I did look to try to find the bug for myself, and discovered this in the playerloader.lua:
Code: Select all
elseif s2[1] == "firecolor1" or s2[1] == "firecolor2" or s2[1] == "firecolor3" then
local s4 = s2[2]:split(",")
playerstuff.firecolor[tonumber(s2[1]:sub(10, 10))] = {}
for j = 1, 3 do
playerstuff.firecolor[tonumber(s2[1]:sub(10, 10))][j] = tonumber(s4[j])
end
elseif s2[1] == "icecolor1" or s2[1] == "icecolor2" or s2[1] == "icecolor3" then
local s4 = s2[2]:split(",")
playerstuff.firecolor[tonumber(s2[1]:sub(9, 9))] = {}
for j = 1, 3 do
playerstuff.firecolor[tonumber(s2[1]:sub(9, 9))][j] = tonumber(s4[j])
end
2. Also, if I'm running around on ice and then jump to somewhere without ice, the slippery effect continues.
Press left in the title screen.RealGabdhhf wrote:Also how can i use online multiplayer?
Fixed.MisplacedTailsTheFox wrote:Bug reports:
- MisplacedTailsTheFox
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Ok, sorry to start listing off bugs so soon, but I found 2 more:
1. Custom enemies in Koopa shells work normally with other custom enemies, but bounce off standard enemies as though they were just blocks or something. The regular enemies in question, too, act as though they had hit a block (or another enemy) themselves.
2. If a custom enemy collides with or walks on an animated tile, the game crashes.
Edit: 3. Custom characters sprites for the Tanooki suit form are also bugged regardless of whether you set custom sprites for them or not; the sprites are all misaligned, unless I set the spritesheet's size to that of the Raccoon form, then they work perfectly aside from the resulting invisible statue (since it's sprite would be cut off the sprite sheet entirely).
Another edit: 4. Lakitos doesn't throw any more spikeys after reaching the cap of spikeys thrown, even if said spineys have since walked off the screen or fallen in bottomless pits.
Edited again: Note that spikey death by fireballs, too, does not prevent the Lakitos from believing their spikeys are alive and well.
Edited further: 5. The custom spikeys available by default are immune to fireballs.
1. Custom enemies in Koopa shells work normally with other custom enemies, but bounce off standard enemies as though they were just blocks or something. The regular enemies in question, too, act as though they had hit a block (or another enemy) themselves.
2. If a custom enemy collides with or walks on an animated tile, the game crashes.
Edit: 3. Custom characters sprites for the Tanooki suit form are also bugged regardless of whether you set custom sprites for them or not; the sprites are all misaligned, unless I set the spritesheet's size to that of the Raccoon form, then they work perfectly aside from the resulting invisible statue (since it's sprite would be cut off the sprite sheet entirely).
Another edit: 4. Lakitos doesn't throw any more spikeys after reaching the cap of spikeys thrown, even if said spineys have since walked off the screen or fallen in bottomless pits.
Edited again: Note that spikey death by fireballs, too, does not prevent the Lakitos from believing their spikeys are alive and well.
Edited further: 5. The custom spikeys available by default are immune to fireballs.
Last edited by MisplacedTailsTheFox on 22 Oct 2017, 05:26, edited 5 times in total.
- Detronicle
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Oh right, new update!
Anyways, a bug report: Hitting the brick/coinblock/noteblock from below does not defeat the enemy walking on the said block.
Anyways, a bug report: Hitting the brick/coinblock/noteblock from below does not defeat the enemy walking on the said block.
- I LÖVE LUA
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Bug: When trying to flutter with the bunny ears while going through a portal, the game crashes.
Doesn't crash when just fluttering or just falling though a portal with the bunny powerup
FixedMisplacedTailsTheFox wrote:Ok, sorry to start listing off bugs so soon, but I found 2 more:
You need the updated template: https://www.dropbox.com/s/bfe08lgq2sn7e ... e.zip?dl=1MisplacedTailsTheFox wrote:Edit: 3. Custom characters sprites for the Tanooki suit form are also bugged regardless of whether you set custom sprites for them or not; the sprites are all misaligned, unless I set the spritesheet's size to that of the Raccoon form, then they work perfectly aside from the resulting invisible statue (since it's sprite would be cut off the sprite sheet entirely).
FixedRealGabdhhf wrote:BUG: You cant be stunned while riding yoshi
Fixed. I might've borked custom enemies in the process so tell me if there's an error for them.Detronicle wrote:Anyways, a bug report: Hitting the brick/coinblock/noteblock from below does not defeat the enemy walking on the said block.
Fixed, RedownloadI LÖVE LUA wrote:Bug: When trying to flutter with the bunny ears while going through a portal, the game crashes.
Also here the video showing the halloween mappack i didn't post in this thread.
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will you be able to explain how to use online multiplayer?
It works the same as the online mod by qcodeRealGabdhhf wrote:will you be able to explain how to use online multiplayer?
Do it with hamachi OR port forwarding
- MisplacedTailsTheFox
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I've come to discover that if you're not Mario or Luigi, acquiring a carrot crashes the game:
Also, the default custom spikeys are still immune to fireballs and custom Lakitos still don't accept their spikey's fate(s), refusing to throw more.
The error means that the 3rd color for your character wasn't set. I tried the character template and it worked.MisplacedTailsTheFox wrote:I've come to discover that if you're not Mario or Luigi, acquiring a carrot crashes the game:
And those bugs were already fixed, it just turns out I didn't update the downloads correctly
Working Downloads:
Windows Download (.exe)
OSX Download (.app)
Linux Download (.love)
Android Download (.apk)
Source Download (0.10.0)
Last edited by alesan99 on 23 Oct 2017, 01:45, edited 1 time in total.
- MisplacedTailsTheFox
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The third color has definitely been set, and testing the character template for myself gives the same result.alesan99 wrote:The error means that the 3rd color for your character wasn't set. I tried the character template and it worked.MisplacedTailsTheFox wrote:I've come to discover that if you're not Mario or Luigi, acquiring a carrot crashes the game:
However, I think I found the actual cause: it's not the character, it's because they weren't wearing a hat, where Mario and Luigi were.
It was because of the hats. It's fixedMisplacedTailsTheFox wrote:The third color has definitely been set, and testing the character template for myself gives the same result.
However, I think I found the actual cause: it's not the character, it's because they weren't wearing a hat, where Mario and Luigi were.
edit: added android download. hold b to right click in the editor.
Welp I tried to see how's the android version but for some reason my phone can't open the .apk file "The file can' be openned"
What's the problem?
What's the problem?
Open the apk in your file manager. It will not work if you press open in chrome.FuriousHedgehog wrote:Welp I tried to see how's the android version but for some reason my phone can't open the .apk file "The file can' be openned"
What's the problem?
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Apparently on the apk, you cant tap anything on the movement. i cant access any modes
Oh, also I discovered some glitches now.
When I put a region trigger on any level and the platform for coin worlds stops taking Mario on it and just goes for itself, like if the region trigger was an invisible wall for the platform and specially Mario.
Another one is the normal mode for Mario, the custom colors doesn't change his overalls, skin and hair color but only the cap and the right hand and also the custom sounds doesn't works with taking a star and the counting score sound effect.
When I put a region trigger on any level and the platform for coin worlds stops taking Mario on it and just goes for itself, like if the region trigger was an invisible wall for the platform and specially Mario.
Another one is the normal mode for Mario, the custom colors doesn't change his overalls, skin and hair color but only the cap and the right hand and also the custom sounds doesn't works with taking a star and the counting score sound effect.
I might drop support for the android version for a while if it keeps on being buggy for no reason.RealGabdhhf wrote:Apparently on the apk, you cant tap anything on the movement. i cant access any modes
For now, expect a fix in the next week or so.
I fixed all of these except the star.FuriousHedgehog wrote:Oh, also I discovered some glitches now.
The star music isn't a sound and replacing music isn't a feature right now.
Ah, so I can't replace it...
Welp, time to wait, for everything else was nice, I tried the online multiplayer, it's kinda buggy but still works fine.
Welp, time to wait, for everything else was nice, I tried the online multiplayer, it's kinda buggy but still works fine.
- WawaTittere
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This update is amazing! Worth the wait. Thanks Alesan! You are always surprising me!alesan99 wrote:NEW UPDATE
Surprise Update.
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The controls do not work on the Android version of the update.
I'm awareFawfuls TNT wrote:The controls do not work on the Android version of the update.
Fixed now btw. Make sure to reset your settings
Last edited by alesan99 on 31 Oct 2017, 16:05, edited 1 time in total.
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Alesan99, can you please reupload the smb2 custom enemies as well as include them as built-in custom enemies.
Also, can you please add Chargin Chuck's and Rex's from Super Mario World. As well as Springboards and shells that can be picked up like cubes. Para-Spinies, Para-Spike-Top, Horizontal Thwomps and Missle Bills
Also, can you please add Chargin Chuck's and Rex's from Super Mario World. As well as Springboards and shells that can be picked up like cubes. Para-Spinies, Para-Spike-Top, Horizontal Thwomps and Missle Bills
I checked and the link to renhoek's smb2 enemies still works. I won't be making them built in though. You add custom enemies by making a folder named "enemies" in your mappack folder, in case you didn't know.Mari0Guy69 wrote:Alesan99, can you please reupload the smb2 custom enemies as well as include them as built-in custom enemies.
Also, can you please add Chargin Chuck's and Rex's from Super Mario World. As well as Springboards and shells that can be picked up like cubes. Para-Spinies, Para-Spike-Top, Horizontal Thwomps and Missle Bills
renhoek wrote:I've just finished recreating every enemy (except for the bosses) from super mario bros 2 so I think it's time to release my first enemy pack.
I'll be accepting custom skins and enemy programming changes, just post your skin and I will include it in the next pack along with your user name.
v2.0 will contain smb2 bosses, smb2j enemies, all night nippon variations and custom skins.
Feel free to use these, credit is not needed but appreciated.
Content
like I said this pack has every enemy including everyone's favorite Birdo!and the enemies available in the packDownloads
v1.0
https://www.mediafire.com/?7d3vb6ccrsabafw
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Suggustion: Would you please add Cappy as a cheat option? It would be awesome to posess the enemies in this game!
That actually would be more work for Alesan because I don't think that can be easy to do, controlling all enemies and that... Whew.Fawfuls TNT wrote:Suggustion: Would you please add Cappy as a cheat option? It would be awesome to posess the enemies in this game!
dear alesan99. I would like to suggest an idea. could you add pow blocks to the game and make p switches and pow blocks be picked up by the player (like in Mario maker) by using E (like the portal cubes) thank you- aidan
You probably won't find any servers. You'll need to arrange people to play with using port fowarding or hamachi. I posted the steps a few posts ago.CoolJulianXD wrote:Where can i find multiplayer severs?
You actually couldn't pick up p switches and pow blocks in mario maker, only in the smb3, world, and new modes. People suggest the ability to grab things a lot, so maybe I'll add it.aidanTP wrote:dear alesan99. I would like to suggest an idea. could you add pow blocks to the game and make p switches and pow blocks be picked up by the player (like in Mario maker) by using E (like the portal cubes) thank you- aidan
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This made be hard but... Cosmic Mario (the ones that copy all your movement)
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Are SE Custom characters compatible with this mod?
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YesCoolJulianXD wrote:Are SE Custom characters compatible with this mod?
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I found a glitch that characters wont load but their names will appear
SE characters don't work.Cool Julian1204 wrote:I found a glitch that characters wont load but their names will appear
Look in the guides section in the main post for instructions.