[MOD][1.6] Turrets (by Fakeuser) v0.6 release candidate

Mods, guides how to use and install mods go right in here.
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fakeuser
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Post » 19 Apr 2012, 00:17

So you want this instead of the blood?
Image
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

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trosh
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Post » 19 Apr 2012, 00:28

Ok i haven't looked into this but is there any way to change the filter on the turret image ? (img:setFilter("linear", "linear") method) that way it wouldn't look so pixelated when it rotates.

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Kyle Prior
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Post » 19 Apr 2012, 00:32

I should really check the Mari0 forum more often.. This is wonderful!

Camewel
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Post » 19 Apr 2012, 00:33

Trosh, scale options. It needs to be pixellated.

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trosh
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Post » 19 Apr 2012, 00:38

oh right. is there any way to make it not look crappy when it rotates ? without using a higher def pic :P

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jmv3597
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Post » 19 Apr 2012, 00:39

fakeuser wrote:So you want this instead of the blood?
Image
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
this is much better and awesome new features! i like this much better youre freakin awesome!

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fakeuser
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Post » 19 Apr 2012, 00:41

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

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Mari0Lu1g1
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Post » 19 Apr 2012, 01:02

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

Camewel
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Post » 19 Apr 2012, 01:03

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.

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fakeuser
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Post » 19 Apr 2012, 01:38

Mari0Lu1g1 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
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 mine
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.
And that's what agreed with ;)

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Turtle95
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Post » 19 Apr 2012, 01:48

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.

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Eleenrei
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Post » 20 Apr 2012, 10:28

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'

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fakeuser
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Post » 20 Apr 2012, 12:00

Try opening the %appdata%/love/mari0/mods/turrets/inteceptors/physics.lua with a text editor (Notepad), find the code

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
and replace it with this one:

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
Waiting for your feedback.

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fakeuser
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Post » 20 Apr 2012, 20:09

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%). 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.

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Flutter Skye
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Post » 20 Apr 2012, 20:31

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.

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Turtle95
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Post » 20 Apr 2012, 21:17

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)

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Flutter Skye
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Post » 20 Apr 2012, 21:21

Turtle95 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)
if hp would be 75-80 it would be good

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Turtle95
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Post » 20 Apr 2012, 21:26

supermarioportal2 wrote:
Turtle95 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)
if hp would be 75-80 it would be good
Let's do 80.

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Pyrosaur
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Post » 20 Apr 2012, 21:40

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.

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Turtle95
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Post » 20 Apr 2012, 21:43

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.
Well either way it seems a bit quick to die, I even tested that.

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fakeuser
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Post » 20 Apr 2012, 21:47

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.

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Pyrosaur
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Post » 20 Apr 2012, 21:49

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.

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Turtle95
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Post » 20 Apr 2012, 22:23

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.
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.

Camewel
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Post » 20 Apr 2012, 22:28

It's meant to be completely impossible to run up to them. 50 is fine.

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Turtle95
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Post » 20 Apr 2012, 22:40

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:


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MrCytosine
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Post » 20 Apr 2012, 22:52

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.

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Turtle95
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Post » 20 Apr 2012, 22:54

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.
Let's see.. Mute the volume. That should do it.

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fakeuser
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Post » 20 Apr 2012, 23:22

Turtle95 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?
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 though
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.
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 this

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.

Camewel
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Post » 20 Apr 2012, 23:47

fakeuser wrote:
Turtle95 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?
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 though
He's advertising the noise spam of new sounds.

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.

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Mari0Lu1g1
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Post » 20 Apr 2012, 23:53

Another suggestion is to have bullets reflect of certain material... Would be a nice feature

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jmv3597
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Post » 21 Apr 2012, 00:31

fakeuser 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.
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 buttons

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)

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fakeuser
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Post » 21 Apr 2012, 02:55

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.
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.
Mari0Lu1g1 wrote:Another suggestion is to have bullets reflect of certain material... Would be a nice feature
What for? Turrets target you, not the walls and bullets harm only you.
jmv3597 wrote: they should not be able to press buttons
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:if the turret is behind the box it shouldnt see you at all
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)

So.. faster regeneration will be.

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jmv3597
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Post » 21 Apr 2012, 03:35

fakeuser wrote:
jmv3597 wrote: they should not be able to press buttons
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?

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.

only other thing COULD be raise hp to about 60 but truthfully its fine how it is.

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ZenX2
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Post » 21 Apr 2012, 04:37

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.

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jmv3597
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Post » 28 Apr 2012, 15:08

ZenX2 wrote:A few tips for v0.6:
im not sure if there will be a 0.6, it's been a while

of course, the only thing which need to be fixed is regeneration

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fakeuser
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Post » 29 Apr 2012, 13:19

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).
Changelog:
  • 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.
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 bugs

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jmv3597
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Post » 29 Apr 2012, 15:23

nice man, youre so awesome!
but i got a question would you mind if for my mappack I packaged this mod with it in the .zip file? (of course you'll be credited)

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fakeuser
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Post » 29 Apr 2012, 15:28

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

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jmv3597
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Post » 29 Apr 2012, 15:33

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
ok thank you, i may not do it though Ill just leave it how it is with a link to your page!

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