[MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate
- Kyle Prior
- Posts: 469
- Joined: 02 Feb 2012, 23:38
I should really check the Mari0 forum more often.. This is wonderful!
this is much better and awesome new features! i like this much better youre freakin awesome!fakeuser wrote:So you want this instead of the blood?
Also added some new features like reseting hitpoints to maximum if collecting any shroom or star. Dying (shrinking included) rests hitpoints as well. Well chose your indicator! :D
Well the main turret sprite is drawn by game_draw function, but the arm (the rotating part) is drown by my functions, so I guess I could set some filters. Never used them though but shouldn't be a big deal. I would say Mario's portal gun is pixellated too. And yes, as Camewel noticed, this is scale 2 so this should be normal.
@jmv: don't get overexcited. I haven't released it yet
@jmv: don't get overexcited. I haven't released it yet
- Mari0Lu1g1
- Posts: 347
- Joined: 10 Mar 2012, 12:08
I think you should die much faster, Turrets are way to easy to dispose of, make it 2 seconds of fire and you die/lose mushroom
You do realize this is just a preview, don't you. It's not about skill and usability but about testing whether what I changed was correct. In release version you would die twice as fast (50 hitpoints, not 100). How easy is to dispose of a turret is more like a map design concern than mineMari0Lu1g1 wrote:I think you should die much faster, Turrets are way to easy to dispose of, make it 2 seconds of fire and you die/lose mushroom
And that's what agreed with ;)Camewel wrote:What I was saying is that is has to be pixelated, because the game renders everything on scale 1 and just makes the pixels bigger.
I'm-a add this sound. If you guys think it's a great sub for blood and darkening Mario, vote. (Fakeuser, poll time!) I have other sounds as well.
im having a error here (using MarioMS mod version)
Error
mods.turret/inceptors/physics.lua:24: attempt to get lenght of local 'list' (a function value)
Traceback
mods/turrets/interceptors/physic.lua:24: in function 'matchList'
mods/turrets/interceptors/physic.lua:10: in function 'checkrect'
bubtton.lua:25: in function 'update'
game.lua:379: in function 'oldGameUpdate'
mods/turrets/interceptors/game.lua:44: in function 'game_update'
main.lua:812: in function 'update'
[C]:in function 'xpcall'
Error
mods.turret/inceptors/physics.lua:24: attempt to get lenght of local 'list' (a function value)
Traceback
mods/turrets/interceptors/physic.lua:24: in function 'matchList'
mods/turrets/interceptors/physic.lua:10: in function 'checkrect'
bubtton.lua:25: in function 'update'
game.lua:379: in function 'oldGameUpdate'
mods/turrets/interceptors/game.lua:44: in function 'game_update'
main.lua:812: in function 'update'
[C]:in function 'xpcall'
Try opening the %appdata%/love/mari0/mods/turrets/inteceptors/physics.lua with a text editor (Notepad), find the code
and replace it with this one:
Waiting for your feedback.
Code: Select all
checkrect = function(x, y, width, height, list, statics)
-- stop laser
if matchList(list, {"player", "box", "goomba", "koopa"}) then
list = {"player", "box", "goomba", "koopa", "turret"}
-- lightbridges push turrets
elseif matchList(list, {"box", "player"}) then
list = {"box", "player", "turret"}
end
return oldCheckRect(x, y, width, height, list, statics)
end
Code: Select all
checkrect = function(x, y, width, height, list, statics)
if type(list) == "table" then
-- stop laser
if matchList(list, {"player", "box", "goomba", "koopa"}) then
list = {"player", "box", "goomba", "koopa", "turret"}
-- lightbridges push turrets
elseif matchList(list, {"box", "player"}) then
list = {"box", "player", "turret"}
end
end
return oldCheckRect(x, y, width, height, list, statics)
end
Updated to v0.5 alpha
Update info and download links may be found in the first post. And yes, the strange bug two that of you have already experienced is fixed, no hotfixing is needed by yourself.
Update info and download links may be found in the first post. And yes, the strange bug two that of you have already experienced is fixed, no hotfixing is needed by yourself.
fakeuser wrote: Standalone versions
v0.5 alpha
Mari0 Modding System Versions
v0.5 alpha
Changelog:
20 April 2012 - v0.5 alpha. Mostly bugfixes that none noticed (hopefully). And some new sounds. Blood was replaced by darkening mario. Cubes now render you 50% chance to be missed by bullets (it was set to 100%). Also cubes that are not being held may be used for solid defence. They are however pushed by the bullets. Hitpoints were reduced to 50. Oh, and yes, nothing should be painted OVER the menu overlay.
- Flutter Skye
- Posts: 1690
- Joined: 08 Apr 2012, 17:54
- Contact:
fakeuser wrote:Updated to v0.5 alpha
Update info and download links may be found in the first post. And yes, the strange bug two that of you have already experienced is fixed, no hotfixing is needed by yourself.
fakeuser wrote: Standalone versions
v0.5 alpha
Mari0 Modding System Versions
v0.5 alpha
Changelog:
20 April 2012 - v0.5 alpha. Mostly bugfixes that none noticed (hopefully). And some new sounds. Blood was replaced by darkening mario. Cubes now render you 50% chance to be missed by bullets (it was set to 100%). i want again 100 because now very quick i die Also cubes that are not being held may be used for solid defence. They are however pushed by the bullets. Hitpoints were reduced to 50. i want like it was in 0.4 alpha Oh, and yes, nothing should be painted OVER the menu overlay.
If you guys like neither blood nor the darkening, here's a good version. The turret says "gotcha" when you are hit. No blood or darkening.
http://www.mediafire.com/?23g886cxhi578h9
Also, what if HP was 75-80? Would that be better? I think so because it's not too much nor too little. (See what I did, took in both sides of feedback)
http://www.mediafire.com/?23g886cxhi578h9
Also, what if HP was 75-80? Would that be better? I think so because it's not too much nor too little. (See what I did, took in both sides of feedback)
- Flutter Skye
- Posts: 1690
- Joined: 08 Apr 2012, 17:54
- Contact:
if hp would be 75-80 it would be goodTurtle95 wrote:If you guys like neither blood nor the darkening, here's a good version. The turret says "gotcha" when you are hit. No blood or darkening.
http://www.mediafire.com/?23g886cxhi578h9
Also, what if HP was 75-80? Would that be better? I think so because it's not too much nor too little. (See what I did, took in both sides of feedback)
Let's do 80.supermarioportal2 wrote:if hp would be 75-80 it would be goodTurtle95 wrote:If you guys like neither blood nor the darkening, here's a good version. The turret says "gotcha" when you are hit. No blood or darkening.
http://www.mediafire.com/?23g886cxhi578h9
Also, what if HP was 75-80? Would that be better? I think so because it's not too much nor too little. (See what I did, took in both sides of feedback)
No, I think that 50 is perfect. It allows you to get shot a little bit without dying right away. I do think that you should regenerate a bit faster, however.
Well either way it seems a bit quick to die, I even tested that.Pyr0saur wrote:No, I think that 50 is perfect. It allows you to get shot a little bit without dying right away. I do think that you should regenerate a bit faster, however.
Faster regeneration is an option I was thinking about. But I want to hear out some other thoughts as well. Mostly jmv3597's as he has already made two mappacks that use this mod. Also @supermarioportal2 use their weaknesses. Jump on them to get out of their sight, pick them up to disable them and grant yourself 50% immunity from other turrets. Jumping will frustrate them - they don't aim very quickly and you may get out of sight. Also remember you have portal gun.. So let's hear you now, guys.
Exactly. The point isn't to be able to survive long enough to disable them, it's to find a clever way to get around them.
Hence, faster HP regen. 80 is better since it's not too much or too little, but it would still invoke Pyr0saur's idea of finding away around them.Pyr0saur wrote:Exactly. The point isn't to be able to survive long enough to disable them, it's to find a clever way to get around them.
Coming up for 0.6, have you ever been tired of one line from killing turrets with lasers? Or being shot while holding a turret? Well, me and fakeuser are working on the second, I finished the first part. Vid:
- MrCytosine
- Posts: 147
- Joined: 01 Apr 2012, 01:17
Will there be an option to turn off the turret voices in the game? Because I imagine someone putting 20 turrets right next to each other, and then everyone starts to bleed from the ears when they reach it.
Let's see.. Mute the volume. That should do it.MrCytosine wrote:Will there be an option to turn off the turret voices in the game? Because I imagine someone putting 20 turrets right next to each other, and then everyone starts to bleed from the ears when they reach it.
I didn't get what you are advertising, we've already made that.. Turrets don't shoot while held. And EVERY single pickup gives you some cover (50% immunity). Nice video thoughTurtle95 wrote:Coming up for 0.6, have you ever been tired of one line from killing turrets with lasers? Or being shot while holding a turret?
And I'm a complete retard so all the turrets will shout together different sounds... Only one activated or deactivated sound can be played at a time. Some sounds are not always played but with some probability. And in my releases the sound isn't that loud as in Turtle's video. But as you are asking... I was doing some research on how game menus are created and wanted to a new tab to the options menu and in the level editor (stuff like maxhitpoints, regeneration rate, pushing on/off and alike for map developers, sound level and other stuff for players). But then got headache when so thisMrCytosine wrote:Will there be an option to turn off the turret voices in the game? Because I imagine someone putting 20 turrets right next to each other, and then everyone starts to bleed from the ears when they reach it.
Code: Select all
--GUI LIBRARY?! Never heard of that.
--I'm not proud of this at all; But I'm even lazier than not proud.
He's advertising the noise spam of new sounds.fakeuser wrote:I didn't get what you are advertising, we've already made that.. Turrets don't shoot while held. And EVERY single pickup gives you some cover (50% immunity). Nice video thoughTurtle95 wrote:Coming up for 0.6, have you ever been tired of one line from killing turrets with lasers? Or being shot while holding a turret?
Mari0 is quite a fast-paced game, much more so than Portal, so you may want to cut down on the sheer quantity of turret voices. Maybe make it so there's only a 30% chance for it to play any sound at all or something.
- Mari0Lu1g1
- Posts: 347
- Joined: 10 Mar 2012, 12:08
Another suggestion is to have bullets reflect of certain material... Would be a nice feature
hey man this is really great and it works well i think the hit points are good how the are (maybe the most you should go to is 65) but they should not be able to press buttonsfakeuser wrote:Faster regeneration is an option I was thinking about. But I want to hear out some other thoughts as well. Mostly jmv3597's as he has already made two mappacks that use this mod.
everything is fixed now after redownload, in other words youre freakin awesome, but the regeneration should be faster, and turrets should not be able to press buttons, and if the turret is behind the box it shouldnt see you at all(not that big a problem)
You are right but turrets are puzzle elements and are meant for the not so fast levels. So some sounds are mandatory for me, like the "activated" sound as turret starts shooting as long as it is in visible screen. This means it may shoot you before you have noticed it. I'm still working out chances for sounds.Camewel wrote:Mari0 is quite a fast-paced game, much more so than Portal, so you may want to cut down on the sheer quantity of turret voices. Maybe make it so there's only a 30% chance for it to play any sound at all or something.
What for? Turrets target you, not the walls and bullets harm only you.Mari0Lu1g1 wrote:Another suggestion is to have bullets reflect of certain material... Would be a nice feature
Right. That was a sideeffect of the laser features.. Fixed for next version. Anybody can think about other rules that appli for tiles with players, goombas, boxes and koopas?jmv3597 wrote: they should not be able to press buttons
It didn't really work that way in portal. Now the cube hides you only because you are small enough. And it was easier to do it this way... (lazy me)jmv3597 wrote:if the turret is behind the box it shouldnt see you at all
So.. faster regeneration will be.
faster regeneration is the only thing, ive got for you other than pressing buttons(which you fixed) so good work.fakeuser wrote:Right. That was a sideeffect of the laser features.. Fixed for next version. Anybody can think about other rules that appli for tiles with players, goombas, boxes and koopas?jmv3597 wrote: they should not be able to press buttons
So.. faster regeneration will be.
only other thing COULD be raise hp to about 60 but truthfully its fine how it is.
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 going to mess some stuff up.
My recommendation to users: Just use the standard version for now. This needs a major restructuring to be fully compatible with Mari0MS.
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 going to mess some stuff up.
My recommendation to users: Just use the standard version for now. This needs a major restructuring to be fully compatible with Mari0MS.
I promised some minor fixes so there was no doubt there will be next version... So here it is, the first release candidate, v0.6. Download links may be found in the download section (the first post in this thread).
P.s. Sorry guys for making you wait but I have stuff to do in real life too. I couldn't happen to establish a pm conversation with the MMS's author, so there is not much redesigning in that version. But it works for me... Feel free to post bugsChangelog:
- 29 April 2012 - v0.6 release candidate. Skipping beta stage as there are not many bugs reported. Redesigned some lame code so now laser script doesn't force turrets to push buttons (and do who knows what else). Regeneration of all hit points is changed to 5 seconds. Some sounds have less chance to play. And that's all I think.
Let's say the mod is under the same license terms as the main game... meaning yes, you could do whatever you want but claiming you created it. Besides that is not such a good idea - releasing a new mod version will force you to release a new mappack version. Or you want to stick with this version? then it's ok I guess
ok thank you, i may not do it though Ill just leave it how it is with a link to your page!fakeuser wrote:Let's say the mod is under the same license terms as the main game... meaning yes, you could do whatever you want but claiming you created it. Besides that is not such a good idea - releasing a new mod version will force you to release a new mappack version. Or you want to stick with this version? then it's ok I guess