All Night Stabyourself Super Mario Bros.

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ChrisGin
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Post » 08 May 2013, 21:43

but I didnt get in ;( I say no if I can't get one of the spots...but I doubt my vote counts -_-

Camewel
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Post » 08 May 2013, 21:51

I vote that Kyle is excellent and therefore should get in.
And if you even try to vote me member of the month I'm donating that vote to idiot because he needs it most because he clearly deserves it more.

ucenna
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Post » 08 May 2013, 21:58

Hurray!
http://www.mediafire.com/download.php?q6pgpaz835em7wd
Qcode run's slower and jumps higher Assasin runs faster jumps lower.
Tell me if I need to change things.

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LightningFire
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Post » 08 May 2013, 22:16

Of course Kyle needs to get in.
But I agree with Qcode, his sprites are pretty bland.

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ChrisGin
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Post » 09 May 2013, 00:01

ChrisGin has withdrawn his status of "possible plant" to "forever alone".

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idiot9.0
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Post » 09 May 2013, 00:14

ChrisGin, look. I'm sorry you didn't get into the mod. But you didn't provide decent sprites for a piranha plant replacement. The ones you did make were just kind of random and just didn't fit.
You're also not the first to get rejected a position in the mod. Many have already. And I'd prefer it if you took in in stride. Don't do like Turtley and AwesomeJim have done and just turn into a spam poster and/or asshole over it.
There will be more spots available when SE does come out, via use of the custom enemies. But since SE is on hiatus, it's unknown when that will be. My advice is to take this time to practice with spriting so when SE comes out you can make a good entry into the mod and get in.

Also, please don't post in this thread if you're just gonna try to "pity post" or whatever, alright? It doesn't really help. Don't post if you have nothing to contribute to the thread.

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ChrisGin
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Post » 09 May 2013, 00:22

alright, is there any other type of object or something I could attempt to make me? I know enemies are closed, but are there a spot I could take that is...something else? Oh wait, maybe the no icon picture?

Camewel
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Post » 09 May 2013, 00:26

All entries for everything are closed, sorry. Kyle only really got in because he never had any chance to get in and he was a very active and well-loved member of the community, so it's only fair to give him a little exception.

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ChrisGin
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Post » 09 May 2013, 00:28

Meh. ok.

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TurretBot
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Post » 09 May 2013, 02:36

Camewel wrote:All entries for everything are closed, sorry. Kyle only really got in because he never had any chance to get in and he was a very active and well-loved member of the community, so it's only fair to give him a little exception.
I wanted him to be the companion cube. =(
Do not want to incinerate levels would be over 9,000.

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BobTheLawyer
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Post » 09 May 2013, 02:43

This is not really meant for portal mappacks.
We don't want Kyle to be all alone and the big bad scary test chambers with only some duck as his friend (sorry QCode)

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idiot9.0
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Post » 09 May 2013, 02:50

Tried making a revision to Kyle's sprites. If everyone's okay with them, I'll add them in.
Image

Camewel
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Post » 09 May 2013, 02:52

His original sprites represented him better, I think.

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BobTheLawyer
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Post » 09 May 2013, 02:57

Camewel wrote:His original sprites represented him better, I think.
Yes, except that Kyle Prior cannot feel the emotion of sad.

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TurretBot
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Post » 09 May 2013, 03:00

idiot9.0 wrote:Tried making a revision to Kyle's sprites. If everyone's okay with them, I'll add them in.
Image
He's too tall. Put a picture of a potato at the top and make him shorter

ucenna
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Post » 09 May 2013, 03:01

I'm going to assume that my additions are good enough.
I can't decide if the sprites would look better with shadows or without...

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LightningFire
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Post » 09 May 2013, 03:05

idiot9.0 wrote:Tried making a revision to Kyle's sprites. If everyone's okay with them, I'll add them in.
Image
These look way better than the first one.

ucenna
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Post » 09 May 2013, 03:08

ucenna wrote:I can't decide if the sprites would look better with shadows or without...
*Facepalm*
They already have them...

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idiot9.0
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Post » 09 May 2013, 03:39

ucenna wrote:Hurray!
http://www.mediafire.com/download.php?q6pgpaz835em7wd
Qcode run's slower and jumps higher Assasin runs faster jumps lower.
Tell me if I need to change things.
I'm liking it so far.

ucenna
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Post » 09 May 2013, 20:03

Oh, goody! I'd make more changes but I don't like making judgement calls for other peoples things. At the least I'll probably tryu and give happyface shotgun fireballs.

Edit:Hurray!
http://www.mediafire.com/?hdxui1br2q8nqv3
Happyface gets shotgun fireballs!

Edit:
Updated again. Now Assasin shoots a beam.
http://www.mediafire.com/download.php?qgp8s5z6sfig7hy

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copy
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Post » 09 May 2013, 20:23

Ucenna, you've made me a happy man.

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idiot9.0
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Post » 09 May 2013, 21:06

@Ucenna: I like Happyfaces' fireball behavior. It's fun. However, with Kiashi's fireball you need to lower the beam a little bit. It passes right above most enemies, and you can only hit them if you duck and shoot it. Dunno if that's how Kiashi wanted it or not but it's kinda tedious having to duck and shoot if you want to hit something.

ucenna
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Post » 09 May 2013, 21:36

I just did assasin's for fun. I allowed him to duck shoot because of what you said. But your rright I should. is everybody alright with me making Qcode through eggs with hammer physics?

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idiot9.0
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Post » 09 May 2013, 21:38

Make him throw hats. Much more relevant. Sounds good.

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TurretBot
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Post » 09 May 2013, 21:40

Qcode is the flagpole. Motherducker is the character you play as.
Last edited by TurretBot on 09 May 2013, 21:52, edited 1 time in total.

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idiot9.0
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Post » 09 May 2013, 21:51

Ucenna already stated that he's gonna use my character as the stock one (aka the unchanged mario stats).
I already gave him full permission to change the duck as well.
So stop suggesting that.

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LightningFire
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Post » 09 May 2013, 21:56

I have no idea what my character's special traits would be, so do whatever you want with him.

ucenna
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Post » 09 May 2013, 23:59

Fixed Assasin and gave him an alternate fire attack (performed when ducking)
http://www.mediafire.com/download.php?6nmkausydj2bsot

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Trist3D
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Post » 10 May 2013, 00:51

LightningFire would throw Wii games.

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TripleXero
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Post » 10 May 2013, 01:04

Wii remotes would better, but since you're supposed to put the strap on your arm so you don't do that, it makes it slightly funny

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LightningFire
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Post » 10 May 2013, 01:24

I was actually thinking of me throwing a bomb every few seconds. Since I can only shoot 1 bomb every few seconds, the explosion should be moderately big. And maybe I can even charge it to make it bigger.

ucenna
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Post » 10 May 2013, 04:05

Oo! Explosions. I don't know hoe to do those. Well when in doubt use someone elses code. Looks like I'll be disecting Turtle's bomb-bomb.

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Assasin-Kiashi
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Post » 10 May 2013, 04:39

POWERRRRR MWAHAHAHA! (thankyou I'm at school rn but I'll try it out after Ucenna have I mentioned you're awesome.

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Flutter Skye
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Post » 10 May 2013, 09:50

I noticed a bug with the latest version (The latets uccena's version)
The first character is Idiot9.0 press right , the second character is LF , press left and the character is Assasin-Kiashi.

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Assasin-Kiashi
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Post » 10 May 2013, 10:54

Okay, I tested it! I think a better animation for the duck attack could be done, maybe have the for squares circle around me, and the beam looks like there should be a specific graphic for that. other than that it's really cool!

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Jackostar10000
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Post » 10 May 2013, 11:26

maybe the enemies could have traits the do every now and then too! they could catch you off guard.
for example,
goomba speed up for 2 seconds before slowing down again.
green koopas could hop over pits at random
red koopas could turn around on you
lakitus could throw 3 spines at once
spinys could do little jumps to hit uncareful players
hammer bros could check more hammers then usual
bullet bills could fire slightly bigger bullets.
cheep cheeps could change direction towards you.
Basicly make the enemies have sight perks that happen in a sort of random way it will make the game slightly more difficult and
result in some funny moments

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copy
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Post » 10 May 2013, 14:42

Jackostar10000 wrote:maybe the enemies could have traits the do every now and then too! they could catch you off guard.
for example,
goomba speed up for 2 seconds before slowing down again.
green koopas could hop over pits at random
red koopas could turn around on you
lakitus could throw 3 spines at once
spinys could do little jumps to hit uncareful players
hammer bros could check more hammers then usual
bullet bills could fire slightly bigger bullets.
cheep cheeps could change direction towards you.
Basicly make the enemies have sight perks that happen in a sort of random way it will make the game slightly more difficult and
result in some funny moments
All suggestions are pretty good to my knowlege. Is there a way to make some of this stuff happen only when you have the root beer?

ucenna
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Post » 10 May 2013, 16:38

Updated Assasin a bit and made an egg throughing duck.
http://www.mediafire.com/?gp91b6ba2ebk2or

@FlutterPie: I don't think it's necessarily a problem with the game. I didn't change anything that would effect that to my knowledge. Try deleting your stabyourselfoptions.txt

@Assasin: Can't say I disagree. I did something that should help fix the beam. I also lowered the timer for the explosion so hopefully the random ugly balls on the bottom shouldn't be a problem. I also offset them a bit more so they will be a little more useful. I have an idea for them though that I might try to implement.

@Jackostar: It's doable. I'll let someone else decide. I think it'd be better for someone else with more experience would be able to do it better. For starters I don't know how to make koopa's jump.

@Aveond: that's possible.

Edit: Reupdated, hopefully Assasin will be satisfied.

Camewel
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Post » 10 May 2013, 18:02

Jackostar10000 wrote:maybe the enemies could have traits the do every now and then too! they could catch you off guard.
for example,
goomba speed up for 2 seconds before slowing down again.
green koopas could hop over pits at random
red koopas could turn around on you
lakitus could throw 3 spines at once
spinys could do little jumps to hit uncareful players
hammer bros could check more hammers then usual
bullet bills could fire slightly bigger bullets.
cheep cheeps could change direction towards you.
Basicly make the enemies have sight perks that happen in a sort of random way it will make the game slightly more difficult and
result in some funny moments
Giving the enemies RNG things that can screw you over seems like a bad idea.

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idiot9.0
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Post » 10 May 2013, 18:49

We're not giving any stock enemies any form of changes..

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copy
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Post » 10 May 2013, 19:23

idiot9.0 wrote:We're not giving any stock enemies any form of changes..
:(
EDIT
Wait... "We're not giving any STOCK enemies any form changes." Hmm...

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idiot9.0
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Post » 10 May 2013, 20:28

Unless you find some way to add custom enemies to the game, including the editor, no enemies are changing. Better wording? Better wording.

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Automatik
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Post » 10 May 2013, 20:37

It's not possible to make new ennemies without having the vanilla game crash when trying to spawn these ennemies.
Giving the enemies RNG things that can screw you over seems like a bad idea.
That remind me of NSMB. God, that "ennemies are dancing" thing could sometimes kill you when you don't pay attention.

ucenna
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Post » 10 May 2013, 23:22

Update: last one had a flaw with multiple assassin's on the field but this one fixes that.
http://www.mediafire.com/?7ldwb7v7u1015wp

Camewel
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Post » 11 May 2013, 00:48

Automatik wrote:It's not possible to make new ennemies without having the vanilla game crash when trying to spawn these ennemies.
Giving the enemies RNG things that can screw you over seems like a bad idea.
That remind me of NSMB. God, that "ennemies are dancing" thing could sometimes kill you when you don't pay attention.
You're giving me bad NSMBU memories.

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Assasin-Kiashi
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Post » 11 May 2013, 06:19

@ucenna :D thanks! that is pretty much perfect.

also I've been noticing a few graphic errors with my character sprites for a while now, so I've fixed them. the download is here

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LightningFire
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Post » 11 May 2013, 12:34

Assasin-Kiashi wrote:also I've been noticing a few graphic errors with my character sprites for a while now, so I've fixed them. the download is here
Yeah, I've been noticing some on mine too, so I'll fix them when I can.

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TheJonyMyster
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Post » 12 May 2013, 07:20

Intermission music is still original SMB soundtrack.

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idiot9.0
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Post » 12 May 2013, 07:37

And I don't care. So, yeah. Deal.

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TheJonyMyster
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Post » 12 May 2013, 07:40

No, I'm not trying to say "Make more music!" I was just thinking about why the overworld music is there but not the intermission, because intermission is just overworld shortened.

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