Mods, guides how to use and install mods go right in here.
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BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
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» 13 Aug 2012, 13:28
Gemgamer wrote:How to install?
Go to the .love source code of Mari0 (you can get it on the stabYourself website)
Rename the .love to .zip
Unzip,
Replace the old editor.lua with the new one, (you can ctrl.+a on the current one if you are looking at it in Notepad++, definetly something you want, then paste everything in)
Drag the folder into love itself which you downloaded yesterday.
Should work.
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Gemgamer
- Posts: 25
- Joined: 01 Aug 2012, 14:25
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» 13 Aug 2012, 13:47
hmm, just found a bug. Not a big one but just a bit of a nuisance. If you paste a non-collidable block on top of a collidable block, then undo it, the collidable block is still there, but it becomes non-collidable until you test the map. Cant make a video, but im sure that you will find it on your own at one point. Same thing happens vice versa btw, paste a block in the air, then undo it, you cant go in that air block until you test the map. :/ it saves too much data, not sure how to fix it.
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Gemgamer
- Posts: 25
- Joined: 01 Aug 2012, 14:25
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» 13 Aug 2012, 13:49
Oh, sorry i got it installed, just dragged the folder into the mari0 folder.
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Gemgamer
- Posts: 25
- Joined: 01 Aug 2012, 14:25
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» 13 Aug 2012, 14:00
bigger bug, every time i scroll in the mappack selection, my game crashes!!! Plz helP!!!
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pbalazs
- Posts: 105
- Joined: 27 Apr 2012, 23:33
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» 13 Aug 2012, 16:05
1. There's a button for editing posts.
2. Regarding the first bug: I know about it. It also happens in the unmodded level editor, when you "clear" the map by setting it's width to 1 or so and then increase it back.
3. I think the "bigger bug" is caused by one of your mappacks. Try removing all downloaded mappacks and resetting the original maps to their default version.
4. I won't work on this mod anymore, sorry. The best features will be included in SE.
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Gemgamer
- Posts: 25
- Joined: 01 Aug 2012, 14:25
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» 13 Aug 2012, 16:28
ok, thx i will try all that
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Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
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» 21 Aug 2012, 12:13
pbalazs wrote:
4. I won't work on this mod anymore, sorry. The best features will be included in SE.
Have you discussed this with Maurice?
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FaycalMenouar
- Posts: 1069
- Joined: 11 May 2012, 18:00
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» 21 Aug 2012, 12:31
Superjustinbros wrote:pbalazs wrote:
4. I won't work on this mod anymore, sorry. The best features will be included in SE.
Have you discussed this with Maurice?
he is working with Maurice . He personally asked him to , i guess
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Turtle95
- Posts: 1246
- Joined: 21 Mar 2012, 21:48
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» 01 Sep 2012, 05:22
Could you possibly add a common selection tool? Like the SE one. You select a group of entities which are the same and can change all their rightclick values at once.
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BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
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» 03 Sep 2012, 13:49
Turtle95 wrote:Could you possibly add a common selection tool? Like the SE one. You select a group of entities which are the same and can change all their rightclick values at once.
Dude. This is the SE one. Except he joined up with Maurice and all updates to this feed right into SE.
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cbailey78
- Posts: 27
- Joined: 12 Sep 2012, 18:11
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» 16 Sep 2012, 07:27
Will the SE have the RGB sliders in the background color just like I've seen on the SE trailer video? It would be awesome to be able to change the background color with the RGB sliders!
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Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
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» 19 Sep 2012, 02:07
One thing I have to mention, aside from the moving of a group of tiles not deleting but moving selected entities as well as tiles, would be when you use Cut, Copy and Paste, what is saved to the clipboard (what is Cut or Copied) can be carried over and placed in another level of the same map pack without having to add the set of tiles to the list of objects.
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wulf&crazy
- Posts: 22
- Joined: 27 Sep 2012, 01:23
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» 30 Sep 2012, 16:02
can i use in mod i would give you credit
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Freeman
- Posts: 1
- Joined: 07 Oct 2012, 10:15
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» 07 Oct 2012, 10:31
Thanks! It is realy need for Mapping!
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Dark[Ol(U23)leneri]
- Posts: 222
- Joined: 09 Apr 2012, 20:26
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» 24 Oct 2012, 19:42
I request ability to create move all map with all links to right onto one vertical line of blocks. Sometimes i need to reedit map in start or mid but i need to move all block and links for it. It's annoying.
Thank you
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BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
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» 14 Dec 2012, 00:31
Just wondering, was there a reason behind the pointless variable, resetedit?
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SonicStalker
- Posts: 21
- Joined: 30 Jan 2013, 02:33
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» 18 Feb 2013, 14:36
This is soo helpful! It really makes making maps way easier. Thanks a ton!
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Sunset_Moth
- Posts: 781
- Joined: 02 Sep 2012, 23:22
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» 20 Feb 2013, 22:20
Sonic, please don't bump. (And no, I did not bump, that was sonic that bumped.)
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depkata
- Posts: 5
- Joined: 21 Feb 2013, 19:48
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» 21 Feb 2013, 19:53
how do i install this ? im new in this LOVE files thingy... thanks in advance
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Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
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» 21 Feb 2013, 21:40
depkata wrote:how do i install this ? im new in this LOVE files thingy... thanks in advance
Rename the source code / mod you're using from .love to .zip, drag the editor.lua into the zip file, rename to .love and run with Love 0.8.0
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Maurice
- Stabyourself.net
- Posts: 2145
- Joined: 01 Feb 2012, 20:19
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» 22 Feb 2013, 01:19
bubba_nate wrote:Sonic, please don't bump. (And no, I did not bump, that was sonic that bumped.)
What he did was not bumping.
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depkata
- Posts: 5
- Joined: 21 Feb 2013, 19:48
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» 22 Feb 2013, 17:21
Mr.Q.Marx? wrote:depkata wrote:how do i install this ? im new in this LOVE files thingy... thanks in advance
Rename the source code / mod you're using from .love to .zip, drag the editor.lua into the zip file, rename to .love and run with Love 0.8.0
so ur trying to tell me to RENAME the mod file from edit0r.love to edit0r.zip in order to import the editor.lua file into the archive and than rename it back to LOVE to run them as 1? ok i think i get it , let me try
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Qcode
- Posts: 1479
- Joined: 05 Feb 2012, 18:00
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» 09 Mar 2013, 23:31
...
Last edited by
Qcode on 21 Oct 2021, 17:14, edited 1 time in total.
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qaisjp
- Posts: 12
- Joined: 09 Mar 2013, 14:18
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» 09 Mar 2013, 23:35
Wow that'll be awesome :D
Is there a forum topic dedicated to it?
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SuperScourge
- Posts: 37
- Joined: 20 Mar 2013, 23:55
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» 23 Mar 2013, 00:46
With this Mod on my Mari0 it saves me a lot of time when I need to make a castle, bush, cloud, or the most hardest of all making Bowser's Castle by scratch on every 1-3 level so using this mod I now have a saved Object which is Bowser's Castle. now I can release my map pack in no time!
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BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
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» 23 Mar 2013, 02:36
SuperScourge wrote:With this Mod on my Mari0 it saves me a lot of time when I need to make a castle, bush, cloud, or the most hardest of all making Bowser's Castle by scratch on every 1-3 level so using this mod I now have a saved Object which is Bowser's Castle. now I can release my map pack in no time!
You sound like a cheesy advertiser.
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SuperScourge
- Posts: 37
- Joined: 20 Mar 2013, 23:55
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» 23 Mar 2013, 03:49
BobTheLawyer wrote:SuperScourge wrote:With this Mod on my Mari0 it saves me a lot of time when I need to make a castle, bush, cloud, or the most hardest of all making Bowser's Castle by scratch on every 1-3 level so using this mod I now have a saved Object which is Bowser's Castle. now I can release my map pack in no time!
You sound like a cheesy advertiser.
Well I had nothing else to say and just posted this since it helps me a lot with the objects section now.
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Jackostar10000
- Posts: 417
- Joined: 17 Jun 2012, 12:06
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» 04 May 2013, 11:26
wait. how do we download it all i get is code.
edit tryed doing it cant get it can someone put the final .love product for me to download
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sonicthehaxghog
- Posts: 38
- Joined: 17 May 2013, 04:49
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» 21 May 2013, 02:54
May i use this in my mod? id love to give you credit! i mean my mod may become a modpack more then to make it like cave story!
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CrisZ03
- Posts: 4
- Joined: 18 Mar 2015, 13:26
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» 21 Mar 2015, 21:37
How to install mod?
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Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
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» 21 Mar 2015, 22:06
Mr.Q.Marx? wrote:
Rename the source code / mod you're using from .love to .zip, drag the editor.lua into the zip file, rename to .love and run with Love 0.8.0
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Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
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» 04 Apr 2015, 16:51
The day this mod gets ported to SE will be (for me at least) one of the best moments in Mari0 history.
Because bigger brushes and the "Replace All" feature work so great with Mari0's editor.
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TurretBot
- Posts: 4412
- Joined: 15 Mar 2012, 23:18
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» 04 Apr 2015, 16:55
thanks for bumping the thread for that for no reason
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Lettuce_Goat
- Posts: 2
- Joined: 14 Oct 2015, 02:41
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» 14 Oct 2015, 02:48
There is no editor.lua file anywhere in the Mari0 File
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HansAgain
- Posts: 1111
- Joined: 03 Feb 2012, 18:51
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» 14 Oct 2015, 02:54
(Hi, welcome to the forums, it's rare to find a reply this quick, so don't expect it to happen so often)
The game is coded on .lua, and it allows you to put files in the game folder to replace the ones the game uses, the source file does have an editor.lua file, but when you put the file with the same name in the game folder (%appdata%/LOVE2D/Mari0 if i recall correctly) it uses that one instead.
Also i'd suggest you to not bump threads like this, but your question was important, so i see no problem.
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Technochips
- Posts: 608
- Joined: 12 Mar 2015, 16:05
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» 02 Jan 2017, 19:06
wha-no
first, you are bumping a one year old thread
second, it's lua, not assembly, so why using a assembly debugger? with your info, OP won't fix it, because it isn't assembly, and because he's not on the forums anymore