[MOD] More Powerups 1.0
I've finished developing my "More powerups" mod. I was originally working on this for the nsmb ds project. Now that we're waiting for SE to come out to continue, I decided to release the work I had already done for 1.6. The mod is pretty basic, all it does is add the three extra powerups that nsmb ds has (Mega mushroom, mini mushroom, and turtle blue shell). It also adds a blue koopa that behaves like a normal koopa, except it drops the blue shell powerup. On to the screenshots.
The blue koopa.
The blue shell (it can come from a block as well)
While ducking and having the blue shell
The Mega mushroom
The mega mushroom's effect
The mini mushroom
I can't show you the effects of the mini mushroom as it's too small.
This mod breaks the huge mario cheat, that's the only warning.
Download
Here's the .love
The blue koopa.
The blue shell (it can come from a block as well)
While ducking and having the blue shell
The Mega mushroom
The mega mushroom's effect
The mini mushroom
I can't show you the effects of the mini mushroom as it's too small.
This mod breaks the huge mario cheat, that's the only warning.
Download
Here's the .love
Great mod. A few things:Qcode wrote:I've finished developing my "More powerups" mod. I was originally working on this for the nsmb ds project. Now that we're waiting for SE to come out to continue, I decided to release the work I had already done for 1.6. The mod is pretty basic, all it does is add the three extra powerups that nsmb ds has (Mega mushroom, mini mushroom, and turtle blue shell). It also adds a blue koopa that behaves like a normal koopa, except it drops the blue shell powerup. On to the screenshots.
The blue koopa.
The blue shell (it can come from a block as well)
While ducking and having the blue shell
The Mega mushroom
The mega mushroom's effect
The mini mushroom
I can't show you the effects of the mini mushroom as it's too small.
This mod breaks the huge mario cheat, that's the only warning.
Download
Here's the .love
Can't be a turtle as mini.
Moving right/left as giant isn't working (or is it just me?)
Can't be mini as turtle.
I think the giant problem is a problem with your computer. On the normal version of mari0 does the big Mario cheat work? The first and last were choices, as that was how it worked in nsmb ds. Do you think that would be a good feature because I could implement it with a bit of work.
The big mario cheat does work. So it's clearly the mod.Qcode wrote:I think the giant problem is a problem with your computer. On the normal version of mari0 does the big Mario cheat work? The first and last were choices, as that was how it worked in nsmb ds. Do you think that would be a good feature because I could implement it with a bit of work.
I'll fix it tomorrow. Hope you still enjoyed the mod though.
I did. I was thinking about maybe you could add more powerups. Maybe tanooki Mario. Or something like that?Qcode wrote:I'll fix it tomorrow. Hope you still enjoyed the mod though.
Once you get the blue shell, any other power up except for 1up and Starman won't work. Making these 3 nsmb power ups uncompatible to each others might be fine, but picking up a blue shell and then not being able to become firemario is a bit annoying.
Other than that, the whole mod(no need to pick any power up, just running the mod) breaks the left direction while in air: if you jump straight up and press right while in air, mario moves just a bit to the right as he would normally do, but if you press left while in air, mario moves a lot to the left. this breaks pretty much the whole movement system, cuz if while running to the right you jump and try to slow down pressing left(maybe to avoid a pit adjusting your jump), you won't slow down, you'll reverse the jump direction making mario go backwards while in air.
Other than that, the whole mod(no need to pick any power up, just running the mod) breaks the left direction while in air: if you jump straight up and press right while in air, mario moves just a bit to the right as he would normally do, but if you press left while in air, mario moves a lot to the left. this breaks pretty much the whole movement system, cuz if while running to the right you jump and try to slow down pressing left(maybe to avoid a pit adjusting your jump), you won't slow down, you'll reverse the jump direction making mario go backwards while in air.
Oh yea. The part where Mario moves to the left too much is another issue I have.TheSeek wrote:Once you get the blue shell, any other power up except for 1up and Starman won't work. Making these 3 nsmb power ups uncompatible to each others might be fine, but picking up a blue shell and then not being able to become firemario is a bit annoying.
Other than that, the whole mod(no need to pick any power up, just running the mod) breaks the left direction while in air: if you jump straight up and press right while in air, mario moves just a bit to the right as he would normally do, but if you press left while in air, mario moves a lot to the left. this breaks pretty much the whole movement system, cuz if while running to the right you jump and try to slow down pressing left(maybe to avoid a pit adjusting your jump), you won't slow down, you'll reverse the jump direction making mario go backwards while in air.
-
- Posts: 1069
- Joined: 11 May 2012, 18:00
Great ! but could you ( OBVIOUSLY ) mod the giant mario thing so that mario does not destroy " the floor " only blocks and the pipes ?
also i'll be making a vid to show how it works .
also i'll be making a vid to show how it works .
I could make it that when he collides with the ground it doesn't break it. Though that would make it so he couldn't destroy pipes when he jumped on top of them.
-
- Posts: 1069
- Joined: 11 May 2012, 18:00
what should we do then ??Qcode wrote:I could make it that when he collides with the ground it doesn't break it. Though that would make it so he couldn't destroy pipes when he jumped on top of them.
-
- Posts: 1069
- Joined: 11 May 2012, 18:00
i already tried with those portal tiles , destroys them anyway .Chippy348 wrote:I have an idea, it might not work cause I'm lack of coding/modding knowledge
You can add a new feature where you can select which tile that totally undestrucable. Or just simply make a tile that undestrucable and make the ground with that tile
-
- Posts: 1069
- Joined: 11 May 2012, 18:00
you break a tile with a portal on it , maybe Qcode can make some tiles that would act like that ?Chippy348 wrote:how is that even legit? how exactly did Mario even break tile-with-portal-on-it?
- Mariobros2
- Posts: 293
- Joined: 03 May 2012, 20:10
- Contact:
Wow I left for a day and all of these awesome mods are poping up! Good job.
-
- Posts: 1069
- Joined: 11 May 2012, 18:00
you have to duck to activate it , but there is a problem it does not act like a Koopa , yes you can slide and all but it does not destroy the blockssamkostka wrote:The blue shell from the koopa just acts like a mushroom for me :(
You have to duck to activate it, I don't have any spriters and I'm terrible at spriting so I can't make a shell on the back.
-
- Posts: 1069
- Joined: 11 May 2012, 18:00
leave that to me meanwhile , if you are not busy , try to fix these :Qcode wrote:You have to duck to activate it, I don't have any spriters and I'm terrible at spriting so I can't make a shell on the back.
1.Mega-Mushroom Mario destroys floor
2.places that are impossible to reach only with the Mini-Mushroom .
3.Shell mario does not destroy blocks like in NSMB . check the video below :
What do you mean by number 2?
- Mariobros2
- Posts: 293
- Joined: 03 May 2012, 20:10
- Contact:
Small Narrow passages. Basicaly modifying the tile masks.Qcode wrote:What do you mean by number 2?
Small pipes. Too small, only micro Mario can enter.
Also the powerups from your mod don't stay when advancing levels.(or sublevels)
The only exception should be mega mario. He'd destroy the pipe. And he shouldn't enter.mari0bros2 wrote:Small Narrow passages. Basicaly modifying the tile masks.Qcode wrote:What do you mean by number 2?
Small pipes. Too small, only micro Mario can enter.
Also the powerups from your mod don't stay when advancing levels.(or sublevels)
- Mariobros2
- Posts: 293
- Joined: 03 May 2012, 20:10
- Contact:
Just like in NSMB. The mega mushroom effect can't be caried in different levels, but the mini mushroom and shell mario effects can.Turtle95 wrote:The only exception should be mega mario. He'd destroy the pipe. And he shouldn't enter.mari0bros2 wrote:Small Narrow passages. Basicaly modifying the tile masks.Qcode wrote:What do you mean by number 2?
Small pipes. Too small, only micro Mario can enter.
Also the powerups from your mod don't stay when advancing levels.(or sublevels)
- BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
Do you want what I have for turtle?Qcode wrote:Yeah I'm working on that.
- BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
Get the newest Version.Mari064 wrote:yes both were in ? mark boxesxXxrenhoekxXx wrote:did you put the mushroom inside of ? blocks?
It isn't perfect, but it is a working project...
- MonkeyMan12
- Posts: 29
- Joined: 11 Mar 2012, 01:29
Interesting.
EDIT: Whoops i didn't read the rules so please dont report me :) anyway i think this mod has great potential if you updated it s'more
EDIT: Whoops i didn't read the rules so please dont report me :) anyway i think this mod has great potential if you updated it s'more
Last edited by MonkeyMan12 on 27 Aug 2012, 11:43, edited 1 time in total.
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
Why because it was 25 days since you posted so kyudoxp can't offer a helping hand after MonkeyMan12 has already bumped it minutes before? I'm not sure I follow your reasoning here.BobTheLawyer wrote:People need to look at dates....
- BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
It would appear as if QCode isn't working on it anymore. (at least not now)
I don't think the sprites are necessary at this time...
I don't think the sprites are necessary at this time...
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
BobTheLawyer wrote:It would appear as if QCode isn't working on it anymore.
I haven't seen anything later on the thread from him saying he has discontinued the project.Qcode wrote:Yeah I'm working on that.
- BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
BobTheLawyer wrote: (at least not now)
BobTheLawyer wrote:I don't think the sprites are necessary at this time...
Not so much not working on it as on vacation and taking a break.
-
- Posts: 46
- Joined: 30 Aug 2012, 08:19
i don't know much about coding but if you need to make the blue shell destroy blocks couldn't you use some of this
Code: Select all
for xp = -2, 2 do -- For the explosion
for yp = -2, 2 do
blockdestory(self.x-xp, self.y-yp)
end
end
That would explode all the blocks in a 2 block radius. I can just use the function hitblock().
-
- Posts: 46
- Joined: 30 Aug 2012, 08:19
i said some of the code not all of itvictorymonster wrote: you use some of thisCode: Select all
for xp = -2, 2 do -- For the explosion for yp = -2, 2 do blockdestory(self.x-xp, self.y-yp) end end
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
You copied this from his post in the Minecraft mob thread to quote it back to him? Besides, the code from the koopa shells is probably a better idea to use here. Since it's already doing exactly the right thing and all.victorymonster wrote:i said some of the code not all of itvictorymonster wrote: you use some of thisCode: Select all
for xp = -2, 2 do -- For the explosion for yp = -2, 2 do blockdestory(self.x-xp, self.y-yp) end end
Don't know if you're still working on this, but I did notice an inaccuracy with mini mario. It doesn't have the same effect that was achieved in NSMB, where the gravity is sort of lessened. I'm pretty sure that can't be edited to work with mari0's psychics engine, though.
- Sunset_Moth
- Posts: 781
- Joined: 02 Sep 2012, 23:22
- Contact:
Yes, I know that the last post in this was in August.
But can someone PLEASE merge this with better level editor?
By the way, mini mario can fit between lightbridges/lasers and a full size block when they are right next to each other.
But can someone PLEASE merge this with better level editor?
By the way, mini mario can fit between lightbridges/lasers and a full size block when they are right next to each other.
- Sunset_Moth
- Posts: 781
- Joined: 02 Sep 2012, 23:22
- Contact:
Thanks, but why am I a terrible person?