[v1.1 - DISCONTINUED] Mari0:HEC (HugoBDesigner's Entities and Customization)
- HugoBDesigner
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Another small thing: as some of you know, I'm working on a B&B making a Guest Registering Software. And, something I made for it and also plan on adding to Mari0 +Portal:
Wait for it (the GIF proves it is not April Fools)!
Added everything (besides clipboard) that you can imagine in text input things: arrow keys to move pointer, shift+arrow keys for selection, ctrl+A to select everything, insert mode, backspace, delete, home, end, shift+home, shift+end, mouse moving pointer, mouse selection, text bigger than boxes, double-click to select words, triple-click to select everything, support for non-utf-8 characters, debug mode (to write codes like "[b1]" by yourself) and some others I might have forgot :)
Also, clipboard soon! (clipboard inside a game/mod is pretty easy, so yeah :) )
Wait for it (the GIF proves it is not April Fools)!
Added everything (besides clipboard) that you can imagine in text input things: arrow keys to move pointer, shift+arrow keys for selection, ctrl+A to select everything, insert mode, backspace, delete, home, end, shift+home, shift+end, mouse moving pointer, mouse selection, text bigger than boxes, double-click to select words, triple-click to select everything, support for non-utf-8 characters, debug mode (to write codes like "[b1]" by yourself) and some others I might have forgot :)
Also, clipboard soon! (clipboard inside a game/mod is pretty easy, so yeah :) )
Nice!
You should use love.system.setClipboardText/love.system.getClipboardText. It's not hard to use.
You should use love.system.setClipboardText/love.system.getClipboardText. It's not hard to use.
- HugoBDesigner
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Thank you, Alesan! But I'm still working with 0.8.0, so I'll just set up a copy-paste system there. It's not hard either.
I'm just not using 0.9.0 or 0.9.1 because they removed the "unicode" feature in the "keypressed" and "keyreleased" functions, and I think they're better than "textInput". But I'll see if I can get over it. Thank you!
I'm just not using 0.9.0 or 0.9.1 because they removed the "unicode" feature in the "keypressed" and "keyreleased" functions, and I think they're better than "textInput". But I'll see if I can get over it. Thank you!
Well I'm sure you can get used to text input. You could do some things in main.lua to make textinput similar to keypressed.
Converting your mod to LOVE 0.9.0 won't be hard at all. I converted mine very quickly.
Converting your mod to LOVE 0.9.0 won't be hard at all. I converted mine very quickly.
Loving the updates Hugo
Especially that high quality black and white face doodle
It just looks so cool I can't stop staring into the eyes.... drifting off into eternity...
Especially that high quality black and white face doodle
It just looks so cool I can't stop staring into the eyes.... drifting off into eternity...
- HugoBDesigner
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Thanks, B-Man! I was (and am) using y work's notebook (which is pretty lousy as well), and I don't have the Administrator account, so I couldn't install Paint.NET here. Had to use the XP paint :S
Anyway, I have good news: I added my text GUI to Mari0 +Portal, so now you can do much more with text inputs :)
Anyway, I have good news: I added my text GUI to Mari0 +Portal, so now you can do much more with text inputs :)
- HowToEatGirafes
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I remade the french translation because i'm french :
- HugoBDesigner
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Thank you very much! I updated the French translation, but kept the old one as commentary, just for guaranty (or just for the sake of it).HowToEatGirafes wrote:I remade the french translation because i'm french :
By looking at your translation, I reminded that I must translate entities' descriptions to Portuguese. I didn't yet, because of laziness...
- HowToEatGirafes
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HugoBDesigner wrote:
Thank you very much! I updated the French translation, but kept the old one as commentary, just for guaranty (or just for the sake of it).
By looking at your translation, I reminded that I must translate entities' descriptions to Portuguese. I didn't yet, because of laziness...
No problem ! It's normal to help people that don't speak 6 languages (me)
- HugoBDesigner
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Well, until I get permission (or not) to use Qcode's More Worlds mod together with mine, I decided to add it anyway, but I won't release it before approval. But there are already some cool things you can do with it already. Remember the functions from Commanders? And achievements? Well, I just thought of something: you can use one of the Commander's functions, the "copyfile" one, to get achievements to unlock worlds!
I am also planning to, along with the menu customization, I'd add a feature to create custom buttons for the menu! It'd be something like this:
I am also planning to, along with the menu customization, I'd add a feature to create custom buttons for the menu! It'd be something like this:
And on the same folder (they'd go on "custommenu" folder), add the button image with the same name of the buttons and the same dimensions. I'm also thinking of making it in 3 images: one for default, one for highlight and one for clicked. Also, they execute Commander's functions for now, but I don't think they'd be useful in anything other than loading custom worlds. I need good suggestions for it :)On a file named 'menubuttons.txt', get this wrote: buttonA = x,y,width,height,command
buttonB = 20,20,100,30,level goto 12 1 0 showlevelscreen
- HugoBDesigner
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Hmm... No suggestions yet... Okay, this is a signal: I should post some progress related to the topic. So, I made the menu custom buttons. To make them work, I had to add a new command to Commanders: map load [w] [l] [s]. You'll also need 3 images (instead of only one having 3 quads). The images are named like "buttonname-[n].png, where "buttonname" is the name you gave to the button, on "menubuttons.txt", and [n] is a number between 1 and 3. 1 means normal button, 2 is when your mouse is over it, and 3 is when you click it. Any questions about how to make them can be checked out in the previous post.
I still need suggestions, though, like how to control whether or not their should appear on the menu (if a variable is true, for example). But here's a little inspiration for you guys:
Also, as you might have noticed on the GIF, there's a new parameter to text overlaydata: outlines! They have customizable colors too, of course! More about it later :)
I still need suggestions, though, like how to control whether or not their should appear on the menu (if a variable is true, for example). But here's a little inspiration for you guys:
Also, as you might have noticed on the GIF, there's a new parameter to text overlaydata: outlines! They have customizable colors too, of course! More about it later :)
Looks cool!
Will they work when playing the mappack?
Will they work when playing the mappack?
- HugoBDesigner
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Thank you very much!Hans1998 wrote:Looks cool!
Will they work when playing the mappack?
What do you mean, exactly? They already work (or I just didn't get what you mean).
If you are currently playing the mappack and there is a button (not the wall buttons or the push buttons, i mean the buttons you're are showing) on a level (e.g. 1-3), you use the mouse to click it, does it work?
- HugoBDesigner
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Oh, okay. No, they don't. This button only works for menus.Hans1998 wrote:If you are currently playing the mappack and there is a button (not the wall buttons or the push buttons, i mean the buttons you're are showing) on a level (e.g. 1-3), you use the mouse to click it, does it work?
BUT that doesn't means you can't make a button in-game. There are a few ways of doing them. The best way (I think):
• Place a Commander on the right-top corner of where your buttons will be.
• Set it to the command "overlaydata new image [image name] ~self.x ~self.y scrolling = [true/false]". Scrolling, if set to false, will make the button follow you on the screen. False makes it like a tile, scrolling as you walk. A number sets the scrolling to a custom value.
• Add a trigger right by it, and make it's area cover the button. For this to work, the image must have scrolling set to true. Set the trigger's triggers to "mouseclick" or "mouseclick.l" (for left click only).
New feature!! Also supports "mouse" for position only.
• Add another command, linked to the trigger, with the command you want (i.e. "level goto [w] [l] [s] *[showlevelscreen]").
- HugoBDesigner
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Quick, Hugo, keep this subject alive 'til someone suggests something!!!
Okay, I got variables to work with menu buttons! You'll need a saved variable for this to work, but that's not hard, is it? Well, it's just like in the last post, except that you can have (optional) a sixth parameter with a variable name. If the variable is true or different than 0, the button shows up. Images work better to show this kind of thing, so here's it. Yes, now you can unlock DLC worlds with variables, achievements and extra worlds from Qcode's mod (still no answer from him, so no release yet):
It'd also be really cool to have more buttons to select via keyboard (instead of mouse), but I don't know how I could implement them. Again, I'm open to suggestions :)
Okay, I got variables to work with menu buttons! You'll need a saved variable for this to work, but that's not hard, is it? Well, it's just like in the last post, except that you can have (optional) a sixth parameter with a variable name. If the variable is true or different than 0, the button shows up. Images work better to show this kind of thing, so here's it. Yes, now you can unlock DLC worlds with variables, achievements and extra worlds from Qcode's mod (still no answer from him, so no release yet):
It'd also be really cool to have more buttons to select via keyboard (instead of mouse), but I don't know how I could implement them. Again, I'm open to suggestions :)
- HugoBDesigner
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Already in Environmental Triggers:SauloFX wrote:Hey Hugo, a suggestion, add a animation called "key pressed", when someone is in the trigger region, if the person press a certain key, it will activate whatever was triggered in it
keypressed [key]
keydown [key]
There is no much difference between them :)
- HugoBDesigner
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LIke what, exactly? Do you want me to improve it or to showcase it more? Because I've already showed pretty much all it can do. You can make foregrounds/backgrounds with overlay data (via Commanders) with custom scrolling factors. Since this is already in the latest release, why don't YOU show us what you can do? I'd love to see something like this by someone else :)
There is not much more to add, its like adding frosting on top of an already heavily frosted cake.
You should focus on making the mod and gui more user friendly and begin to develop new mods and ideas.
You should focus on making the mod and gui more user friendly and begin to develop new mods and ideas.
Well, what i mean is to show it in action in more gifs and stuff!HugoBDesigner wrote:LIke what, exactly? Do you want me to improve it or to showcase it more? Because I've already showed pretty much all it can do. You can make foregrounds/backgrounds with overlay data (via Commanders) with custom scrolling factors. Since this is already in the latest release, why don't YOU show us what you can do? I'd love to see something like this by someone else :)
- HugoBDesigner
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Well, there are a few ideas I had since the mod's launching that didn't make it through yet. There are a few things I still wanna do, like vertical scrolling, custom enemies (different from SE), Excursion Funnels, player color's customization via Commanders (pretty easy), custom foregrounds (without Commanders), online mappack downloader (almost finished, I still need to test) and online play (mostly won't happen :( ). But an user-friendly GUI is one of the main things I should do, it's true. I was already told of this, but one thing is for sure: in the version 1.0 you'll get the best this mod can provide, and this version is just around the corner, right?MM102 wrote:There is not much more to add, its like adding frosting on top of an already heavily frosted cake.
You should focus on making the mod and gui more user friendly and begin to develop new mods and ideas.
Since for me the mod is mostly easy to deal with (since I made it), I want some suggestions on how to make it user-friendly. Besides Commander's guides (they are STILL being made, I'm just lazy :P ), what else should I do to make this mod easier to deal with?
Well, okay then. I still have to fix some problems with overlay data, so when I get it done I will showcase it better :)Bazvie999 wrote:Well, what i mean is to show it in action in more gifs and stuff!HugoBDesigner wrote:LIke what, exactly? Do you want me to improve it or to showcase it more? Because I've already showed pretty much all it can do. You can make foregrounds/backgrounds with overlay data (via Commanders) with custom scrolling factors. Since this is already in the latest release, why don't YOU show us what you can do? I'd love to see something like this by someone else :)
- HugoBDesigner
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Haven't found anything with "Open character folder", but you can make custom characters. Since I wanted (and still want) to improve this, I haven't documented it very well. You can have up to 10 different custom textures PER player and PER mappack, which means you can have up to 40 custom players per mappack (no one would ever use that much). When editing the player, you can change it's texture by pressing left/right when the player image is highlighted. You can also set player's textures automatically for a mappack, I just don't remember how. You know, there are so many things I tried (and try) to add to this mod that I simply forget some :)UltIMa647 wrote:I noticed that when you go to edit your person, it sys "open character folder" or. something. does that mean you can make characters? if so, how?
But for the basic knowledge, make a folder named "marioanimations[n]-[a]", where [n] is the player number (nothing for player 1) and [a] is the player [n] texture (nothing for default/first texture). I have a small "tutorial" for this on the main post, if I remember correctly. If not - and I'm sure I posted it - there is one on some comment of mine :)
EDIT: It is not "marioanimations", but "marioanims" (I wasn't sure about it, but posted anyway). I found it on the 4th item of the main post, so check that out ;)
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There's a bit of an.. issue for me. Although it works in some cases, this mod crashes quite often with the error code:
It really depends on modpack and what world I'm trying to go in.
Any help with that, please?
Code: Select all
box.lua:6: attempt to concatenate local 'id' (a nil value)
Any help with that, please?
- HugoBDesigner
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Hmm... That's really strange... What mappack were you playing? Did it used other mod besides mine? Because I fixed most problems with boxes :STudoreleuu wrote:There's a bit of an.. issue for me. Although it works in some cases, this mod crashes quite often with the error code:It really depends on modpack and what world I'm trying to go in.Code: Select all
box.lua:6: attempt to concatenate local 'id' (a nil value)
Any help with that, please?
Anyway, I'll take a look here and see if I can get what problem it was. Thank you very much!
- I LÖVE LUA
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I had the same problem.
Crash report :
It happened when I right-clicked a box dispenser, on a mappack 100% created with your mod.
Crash report :
Code: Select all
multigui.lua:446: attempt to concatenate field 'id' (a nil value)
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It happened both in Pop a Portal and Mad Science, as soon as I entered a level that (I think) had boxes.HugoBDesigner wrote:Hmm... That's really strange... What mappack were you playing? Did it used other mod besides mine? Because I fixed most problems with boxes :STudoreleuu wrote:There's a bit of an.. issue for me. Although it works in some cases, this mod crashes quite often with the error code:It really depends on modpack and what world I'm trying to go in.Code: Select all
box.lua:6: attempt to concatenate local 'id' (a nil value)
Any help with that, please?
Anyway, I'll take a look here and see if I can get what problem it was. Thank you very much!
- HugoBDesigner
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I think I'll have to update the mappacks instead. Even though this problem should not be happening (I try to make my mod as compatible as possible), this MAY or MAY NOT be happening due to the version of the mod I made the mappack (Pop A Portal is mine, but Mad Science is by Hans). I think the best way to solve this is writing a simple mappack converter. I was already going to update Pop A Portal, so now I have a better excuse to do it. Thanks for your report and sorry for the inconvenience!Tudoreleuu wrote:It happened both in Pop a Portal and Mad Science, as soon as I entered a level that (I think) had boxes.
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By the way, do you think updating this to 0.9.0 is.. plausible? I mean, there's a release of Mari0 1.6 on 0.9.0 somewhere on the forums.
- HugoBDesigner
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I already did it for the next update. But since I'm more used to LÖVE 0.8.0, I made it work for both versions. The only thing left for me to do is finish the non-UTF-8 characters and the music loader (it DOES plays music, but I need to optimize it. Alesan suggested me to get the version of Automatik for LÖVE 0.9.0 to get the music fixed, and I will soon). I'm also thinking of releasing .exe files in my future updates (there are only a few updates until the BIG 1.0 update), because they are not so hard to make and, with it, I don't have problems of incompatibility with LÖVE versions (they will run by themselves, you won't even need LÖVE installed).Tudoreleuu wrote:By the way, do you think updating this to 0.9.0 is.. plausible? I mean, there's a release of Mari0 1.6 on 0.9.0 somewhere on the forums.
Thanks for the suggestion! I just need to finish some small bugs with the version I have, fix the mappacks and the update to LÖVE 0.9.0 and I'll release the version 0.9.9 :)
- HugoBDesigner
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Thank you for the support!Tudoreleuu wrote:Alright, can't wait.
Anyway, it's kind of ridiculous, but it took me SO F REA KING LONG to find the Automatik's version of Mari0 1.6 to LÖVE 0.9.0 that I'll just put the link here, so I don't get lost anymore:
viewtopic.php?p=87389#p87389
Also, in other news, Qcode allowed me to use his "More Worlds" mod along with mine. Now you can have LITERALLY thousands of worlds! With the new Menu button feature and user variables, it'll be really, really easy to add DLC worlds! AND, about what I said of updating Pop A Portal, now I can even make the DLC world in any other world but 9 (so you can't go there by default after world 8). This also means that I'll VERY PROBABLY add even more levels to it :D
Yeah, now that my mod has a lot of new possibilities for puzzles, I can revive Pop A Portal - singleplayer before starting Pop A Portal - Coop (yes, it is still on it's VERY beggining - more specifically, a single level)...
- HugoBDesigner
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Forums full! Perfect opportunity for an update!
v0.9.9 is out! Now compatible with either LÖVE 0.8.0 and LÖVE 0.9.0! I still haven't updated the mappacks, non-UTF-8 characters don't work on LÖVE 0.9.0 (but don't crash). As soon as I have time, I'll update again with more fixes and more documentation. For now, this is the update for menu buttons, functions in Commanders and More Worlds mod by Qcode (he allowed me to use via livestream. Thanks, Qcode!).
Link in the main post!
EDIT: Bump! Just updated the main post. I just noticed that the download image was broken (WHY, IMGUR!!!), so I updated another one, stolen borrowed of Stabyourself.net. Anyway, now you can actually download it! PLEASE?
v0.9.9 is out! Now compatible with either LÖVE 0.8.0 and LÖVE 0.9.0! I still haven't updated the mappacks, non-UTF-8 characters don't work on LÖVE 0.9.0 (but don't crash). As soon as I have time, I'll update again with more fixes and more documentation. For now, this is the update for menu buttons, functions in Commanders and More Worlds mod by Qcode (he allowed me to use via livestream. Thanks, Qcode!).
Link in the main post!
EDIT: Bump! Just updated the main post. I just noticed that the download image was broken (WHY, IMGUR!!!), so I updated another one, stolen borrowed of Stabyourself.net. Anyway, now you can actually download it! PLEASE?
- HugoBDesigner
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Sorry about that. I actually moved the file to another folder, but I thought it'd keep the same link. It is fixed now. Thanks for letting me know :)UltIMa647 wrote:Well since, its back on the threads, the 9.9 download from drop box has a 404 error. can you put it on mediafire or something?
- OrbitalBlueprint
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HugoBDesigner wrote:New update stuff!
For some weird reason 0.9.9 keeps crashing when I try to access the level editor or when I try to play the current map :/
- HugoBDesigner
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Does it happens in a specific mappack or in general? Because it is working for me :SOrbitalBlueprint wrote:HugoBDesigner wrote:New update stuff!
For some weird reason 0.9.9 keeps crashing when I try to access the level editor or when I try to play the current map :/
Could you please let me know what were you doing? And if the game crash, what was in the error report (you can get a copy of it in %appdata%/LOVE/mari0/errors"). Thank you!
The original Mario mode was in a few previous updates, but that's cool that you liked it. Thank you very much!UltIMa647 wrote:Thanks for fixing it. I like that you added original Mario mode (or was that in the previous update? -_-) I also figured out how to set characters to map packs CORRECTLY. thanks for the mod!
- OrbitalBlueprint
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Well, it didn't crash, it froze. It happened to every single mappack I tried.
- HugoBDesigner
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I'll check it here and see what's causing it. I'll try to fix it as soon as possible (because there is no reason a mod that doesn't allow you to play). Thanks for letting me know!OrbitalBlueprint wrote:Well, it didn't crash, it froze. It happened to every single mappack I tried.
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I just got around to trying 0.9.9, and it crashes (well, closes) whenever I start it after about half a second or so. No crashlog created.
Are you using löve 0.9.0 or 0.8.0 ? M+P only work with 0.8.0.
https://bitbucket.org/rude/love/downloa ... in-x86.zip
Installer : https://bitbucket.org/rude/love/downloa ... in-x86.exe
https://bitbucket.org/rude/love/downloa ... in-x86.zip
Installer : https://bitbucket.org/rude/love/downloa ... in-x86.exe
- HugoBDesigner
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I made it work on LÖVE 0.9.0 too, Auto, but it was mainly made for LÖVE 0.8.0. It may not work on LÖVE 0.9.1, though...
Unless there is a variable somewhere named "goto", it should work well.
It's the only backward incompatible change.
It's the only backward incompatible change.
- HugoBDesigner
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It is not using any "goto" variable.
In other news, I've got non-UTF-8 characters working on LÖVE 0.9.0, thanks to the LÖVE forums users! I'll try to remove the lag as much as I can for the next update...
In other news, I've got non-UTF-8 characters working on LÖVE 0.9.0, thanks to the LÖVE forums users! I'll try to remove the lag as much as I can for the next update...
- HugoBDesigner
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So, I got the keyboard lag a little bit fixed (works better for LÖVE 0.8.0) and started working on Commander and Environmental Trigger helpers. It's far from finished, but we've got something already:
- I LÖVE LUA
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Sweet, Hugo. I can't wait to have this.HugoBDesigner wrote:So, I got the keyboard lag a little bit fixed (works better for LÖVE 0.8.0) and started working on Commander and Environmental Trigger helpers. It's far from finished, but we've got something already: