[MOD] More Powerups 1.0

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Qcode
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Post » 28 Jul 2012, 04:59

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.
Image
The blue shell (it can come from a block as well)
Image
While ducking and having the blue shell
Image
The Mega mushroom
Image
The mega mushroom's effect
Image
The mini mushroom
Image
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

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Turtle95
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Post » 28 Jul 2012, 06:07

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.
Image
The blue shell (it can come from a block as well)
Image
While ducking and having the blue shell
Image
The Mega mushroom
Image
The mega mushroom's effect
Image
The mini mushroom
Image
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:

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.

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Qcode
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Post » 28 Jul 2012, 06:41

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.

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Turtle95
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Post » 28 Jul 2012, 06:43

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.
The big mario cheat does work. So it's clearly the mod.

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Qcode
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Post » 28 Jul 2012, 06:48

I'll fix it tomorrow. Hope you still enjoyed the mod though.

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Turtle95
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Post » 28 Jul 2012, 06:50

Qcode wrote: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?

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TheSeek
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Post » 28 Jul 2012, 07:16

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.

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Turtle95
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Post » 28 Jul 2012, 07:17

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.
Oh yea. The part where Mario moves to the left too much is another issue I have.

FaycalMenouar
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Post » 28 Jul 2012, 09:42

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 .

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Qcode
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Post » 29 Jul 2012, 18:31

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.

FaycalMenouar
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Post » 29 Jul 2012, 18:39

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.
what should we do then ??

Chippy348
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Post » 29 Jul 2012, 18:52

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

FaycalMenouar
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Post » 29 Jul 2012, 19:00

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
i already tried with those portal tiles , destroys them anyway .

Chippy348
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Post » 29 Jul 2012, 19:09

how is that even legit? how exactly did Mario even break tile-with-portal-on-it?

FaycalMenouar
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Post » 29 Jul 2012, 19:10

Chippy348 wrote:how is that even legit? how exactly did Mario even break tile-with-portal-on-it?
you break a tile with a portal on it , maybe Qcode can make some tiles that would act like that ?

Chippy348
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Post » 29 Jul 2012, 19:16

so the portal just float after you break the tiles? where is God when you need him?!

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Mariobros2
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Post » 29 Jul 2012, 19:18

Wow I left for a day and all of these awesome mods are poping up! Good job.

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samkostka
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Post » 29 Jul 2012, 19:32

The blue shell from the koopa just acts like a mushroom for me :(

FaycalMenouar
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Post » 29 Jul 2012, 19:35

samkostka wrote:The blue shell from the koopa just acts like a mushroom for me :(
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 blocks

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Qcode
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Post » 29 Jul 2012, 19:40

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.

FaycalMenouar
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Post » 29 Jul 2012, 19:51

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.
leave that to me meanwhile , if you are not busy , try to fix these :

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 :



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Qcode
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Post » 29 Jul 2012, 19:54

What do you mean by number 2?

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Mariobros2
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Post » 29 Jul 2012, 19:59

Qcode wrote:What do you mean by number 2?
Small Narrow passages. Basicaly modifying the tile masks.
Small pipes. Too small, only micro Mario can enter.
Also the powerups from your mod don't stay when advancing levels.(or sublevels)

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Turtle95
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Post » 29 Jul 2012, 22:20

mari0bros2 wrote:
Qcode wrote:What do you mean by number 2?
Small Narrow passages. Basicaly modifying the tile masks.
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.

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Mariobros2
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Post » 29 Jul 2012, 22:28

Turtle95 wrote:
mari0bros2 wrote:
Qcode wrote:What do you mean by number 2?
Small Narrow passages. Basicaly modifying the tile masks.
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.
Just like in NSMB. The mega mushroom effect can't be caried in different levels, but the mini mushroom and shell mario effects can.

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Qcode
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Post » 29 Jul 2012, 22:44

Yeah I'm working on that.

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BobTheLawyer
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Post » 31 Jul 2012, 17:25

Qcode wrote:Yeah I'm working on that.
Do you want what I have for turtle?

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Mari064
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Post » 31 Jul 2012, 23:06

when i started it i used a mega and mini mushroom nothing happened all thats working is the blue shell also in original levels level 1 i was bettween the pipe and stairwell pressing down as a turtle and i went though the stair well

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renhoek
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Post » 01 Aug 2012, 02:16

did you put the mushroom inside of ? blocks?

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Mari064
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Post » 01 Aug 2012, 03:49

xXxrenhoekxXx wrote:did you put the mushroom inside of ? blocks?
yes both were in ? mark boxes

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BobTheLawyer
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Post » 01 Aug 2012, 03:54

Mari064 wrote:
xXxrenhoekxXx wrote:did you put the mushroom inside of ? blocks?
yes both were in ? mark boxes
Get the newest Version.
It isn't perfect, but it is a working project...

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MonkeyMan12
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Post » 26 Aug 2012, 02:18

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
Last edited by MonkeyMan12 on 27 Aug 2012, 11:43, edited 1 time in total.

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kyudoxp
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Post » 26 Aug 2012, 06:38

Qcode wrote:I don't have any spriters and I'm terrible at spriting so I can't make a shell on the back.
this could work?
Image
Image

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BobTheLawyer
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Post » 26 Aug 2012, 14:18

People need to look at dates....

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Mr.Q.Marx?
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Post » 26 Aug 2012, 14:29

BobTheLawyer wrote:People need to look at dates....
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.

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BobTheLawyer
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Post » 26 Aug 2012, 14:31

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...

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Mr.Q.Marx?
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Post » 26 Aug 2012, 14:33

BobTheLawyer wrote:It would appear as if QCode isn't working on it anymore.
Qcode wrote:Yeah I'm working on that.
I haven't seen anything later on the thread from him saying he has discontinued the project.

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BobTheLawyer
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Post » 26 Aug 2012, 14:35

BobTheLawyer wrote: (at least not now)
BobTheLawyer wrote:I don't think the sprites are necessary at this time...

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renhoek
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Post » 26 Aug 2012, 14:47

bob it's okay to bump a thread if you've actually got something to contribute but if it's something like "cool" then it's just out right pointless.

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Qcode
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Post » 26 Aug 2012, 18:18

Not so much not working on it as on vacation and taking a break.

victorymonster
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Post » 30 Aug 2012, 14:21

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

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Qcode
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Post » 30 Aug 2012, 14:25

That would explode all the blocks in a 2 block radius. I can just use the function hitblock().

victorymonster
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Post » 30 Aug 2012, 15:35

victorymonster wrote: 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
i said some of the code not all of it

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Mr.Q.Marx?
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Post » 30 Aug 2012, 16:00

victorymonster wrote:
victorymonster wrote: 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
i said some of the code not all of it
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.

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Lawnboy
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Post » 31 Aug 2012, 08:29

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.

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Sunset_Moth
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Post » 05 Jan 2013, 01:51

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.

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rokit
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Post » 05 Jan 2013, 07:08

you are a terrible person but, i dont think it edits editor.lua
so donwload the love and drop in the files from better editor mod.

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Sunset_Moth
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Post » 11 Jan 2013, 21:50

Thanks, but why am I a terrible person?

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BobTheLawyer
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Post » 11 Jan 2013, 21:54

For bumping the thread.

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