[v1.1 - DISCONTINUED] Mari0:HEC (HugoBDesigner's Entities and Customization)

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HugoBDesigner
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Post » 29 Nov 2013, 17:00

alesan99 wrote:Great Job!

Do they detect how they're placed? Like if I put a portal entity on a wall will it detect its on a wall and create a wall portal or do you have to right click it to choose how it'll be placed.
There are, actually, 4 entities: one for each direction (left, down, right and up), [for now] you right click to choose player-portalid (in the GIF's case, I used 1.1: player 1 and portal 1). And you have to put them on the tile's bottom. And yes, it does create portal walls...

Image
(forget about the mouse pointer. I'll fix the textures. The pointer loader itself is still working fine)

Image
Image

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MM102
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Post » 29 Nov 2013, 20:53

remake the cursor to be like the "0" in your logo

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HugoBDesigner
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Post » 30 Nov 2013, 08:16

mariomaster102 wrote:remake the cursor to be like the "0" in your logo
I was actually thinking on changing this logo. It looks kinda ugly. But your suggestion made me think: "Why not put the new "0" from Custom Mouse Pointer in the logo?". Thanks for the suggestion!

Also, for those interested, I fixed the custom mouse pointer. So, if you guys wanna use them or edit, here it is:
Custom Mouse Pointer - 2

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Villager103
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Post » 30 Nov 2013, 15:05

HugoBDesigner wrote:
alesan99 wrote:Great Job!

Do they detect how they're placed? Like if I put a portal entity on a wall will it detect its on a wall and create a wall portal or do you have to right click it to choose how it'll be placed.
There are, actually, 4 entities: one for each direction (left, down, right and up), [for now] you right click to choose player-portalid (in the GIF's case, I used 1.1: player 1 and portal 1). And you have to put them on the tile's bottom. And yes, it does create portal walls...

Image
(forget about the mouse pointer. I'll fix the textures. The pointer loader itself is still working fine)

Image
Image
Why does the command thing look like a command block from Minecraft?

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HansAgain
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Post » 30 Nov 2013, 17:57

HugoBDesigner wrote: Image
Is that thing in the corner the same thing i did in my mappack?

Also, great work, i want to see this finished.

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HugoBDesigner
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Post » 30 Nov 2013, 23:23

Villager103 wrote: Why does the command thing look like a command block from Minecraft?
I made it this way so users would recognize better it's function (like in Minecraft, when they are powered they change stuff in the game). I said that earlier, I just don't remember where...
Hans1998 wrote: Is that thing in the corner the same thing i did in my mappack?

Also, great work, i want to see this finished.
Yes, it is. While doing that I thought: "It's missing something..." and then I remembered about the light bridge under it, just like in Mad Science. That concept of yours was pretty cool, so thanks!

And thanks! I'll try to finish it as soon as possible!

Also, new GIF!

Image

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alesan99
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Post » 01 Dec 2013, 05:01

HugoBDesigner wrote: Image
I think the animation should be shorter.

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HugoBDesigner
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Post » 01 Dec 2013, 05:35

alesan99 wrote: I think the animation should be shorter.
Do you mean the time it takes to fade out? Because that and the animation of particles are both customizable. You can change the timers for fading out via custom variables or via Commanders (Commanders allows you to change variables too), and you can change the particles effects by making a "customemancipationparticle.png" image and putting it on "custom" folder. The default animation has 4 frames and each frame is 32x32 pixels (the full image is 128x32 pixels), but you can change the size of them (the size of each frame is based on the image's height), and as much frames as you want (the frames are set by squares. Each nxn square of the image is a frame, with "n" being the image's height). The frames are timed equally, so each frame takes the exact same time to change (the total time divided by the amount of frames). But I'll change it in the default values, maybe... Thanks for the suggestion!

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TurretBot
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Post » 01 Dec 2013, 05:40

Perhaps no animation could be the default? Perhaps you could have a setting for things to look like normal mari0 or your customs

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HugoBDesigner
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Post » 01 Dec 2013, 05:44

Turret Opera wrote:Perhaps no animation could be the default? Perhaps you could have a setting for things to look like normal mari0 or your customs
What do you mean by "my customs"? Doesn't this animation counts as one of "my customs"? Because I think it is something that people would like as default...

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TurretBot
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Post » 01 Dec 2013, 06:11

I think you misunderstood, you made a lot of graphical changes (I think) that are on by default, that might change the feel of a map, like the emancipation effect. There should be an option to turn these off.

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HugoBDesigner
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Post » 01 Dec 2013, 06:36

Turret Opera wrote:I think you misunderstood, you made a lot of graphical changes (I think) that are on by default, that might change the feel of a map, like the emancipation effect. There should be an option to turn these off.
Mappack makers can turn this off in their mappacks, if they want. Users don't. The way I made this is basically the same for most of my features. If you don't want it in your mappack, make a custom variables file and type in: "emancipationparticles = false"...

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TurretBot
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Post » 01 Dec 2013, 22:43

But they should be off in non-mari0+portal maps.

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HugoBDesigner
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Post » 01 Dec 2013, 23:02

Turret Opera wrote:But they should be off in non-mari0+portal maps.
But why? It's just a small detail that doesn't appears often. How much mappacks have you played where boxes are emancipated? Anyway, if someone else agrees that I should turn this off then I do it :)

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Villager103
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Post » 02 Dec 2013, 10:56

HugoBDesigner wrote:
Villager103 wrote: Why does the command thing look like a command block from Minecraft?
I made it this way so users would recognize better it's function (like in Minecraft, when they are powered they change stuff in the game). I said that earlier, I just don't remember where...
Hans1998 wrote: Is that thing in the corner the same thing i did in my mappack?

Also, great work, i want to see this finished.
Yes, it is. While doing that I thought: "It's missing something..." and then I remembered about the light bridge under it, just like in Mad Science. That concept of yours was pretty cool, so thanks!

And thanks! I'll try to finish it as soon as possible!

Also, new GIF!

Image
Noooooooooooooooooo! Not the companion cubes!

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HugoBDesigner
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Post » 07 Dec 2013, 21:59

Update Status:

Custom sounds via Commanders now work! I've already added this feature since Commander's implementation, but they never worked. Until now... Not "customize the already existing sounds", but "add an all new sound to your mappack, or as many as you want, even looping!"

GIFs don't support sounds as far as I know. I'm joking, of course
So, I had to make a video for it:


Cubes getting gel is working better. Before, you'd had to drop the cube for it to take the gel properties, and if you dropped the cube against a gel drop it'd teleport the cube for behind you (as if the gel were a wall).
Now you can get gel effects even holding boxes!
Image

Also, Qcode fixed the "not loading enemies" bug for playing the game normally (out of editor).

Update download soon!

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Villager103
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Post » 08 Dec 2013, 09:47

Can you add HEP launchers and catchers?

HEP stands for High Energy Pellet.

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Automatik
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Post » 08 Dec 2013, 12:34

Villager103 wrote:Can you add HEP launchers and catchers?

HEP stands for High Energy Pellet.
That's a cool idea.

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HugoBDesigner
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Post » 08 Dec 2013, 17:36

Automatik wrote:
Villager103 wrote:Can you add HEP launchers and catchers?

HEP stands for High Energy Pellet.
That's a cool idea.
Of course! That's something awesome to add! But I've already planned on adding it.
Look on 0.9.8 (it's a big list to be quoted, so I put it under spoilers):
HugoBDesigner wrote:
0.9.4:
- Bouncing box
- Editor fixes

0.9.5:
- Custom Indicators
- Animations (tile property)
- Trigger
- Environmental Trigger (missing commands and small fixes)
- Commander (missing commands and small fixes)

0.9.6:
- Underwater (tile property)
- Underwater entity
- Collider entity
- Pixel Collision (tile property)
- Multigui for some entities (box, button, trigger, door, collider...)
- Looking Trigger (not sure if I should implement this one in the already existing Trigger)
- Text entity
- Logic Gate Entity

0.9.7:
- Objects commands for Commanders and Environmental Triggers (for example: "cube1 emancipate")
- Commands help (already being worked)
- Emancipation Grill improvements (already being worked)
- Portal pedestal (already possible via Triggers and Commanders, being added mostly for time-saving)
- Custom platforms (moving platforms)

0.9.8:
- Gamemode "GUN"
- Gamemode "CLONER"
- Entity selector improvements
- Tiles selector improvements
- Excursion funnels (*he tried once to add)
- Energy Pellets

0.9.9:
- Main menu improvements (uses for mouse, changing keys, color selector...)
- Changeable map height
- Automatic Portals
- Animated backgrounds
- Animated menu

1.0:
- Customizable overlays (like backgrounds, but in front)
- Online data loader (already being worked)
- Mappack downloader (already being worked)
- GLaDOS (*he plans on adding)
- Bombs
- Offscreen portals
- Turrets
- Records, achievements, time challenges...
- Cutscene entity
- Reflection (tile property)
- Adhesion gel
- Sound effects (buttons, lasers, light bridges, cubes...)
- Emancipation grills effects
- Replay system
EDIT: Updated list, with what I already did:
0.9.4:
- Bouncing box
- Editor fixes

0.9.5:
- Custom Indicators
- Animations (tile property)
- Trigger
- Environmental Trigger (missing commands and small fixes)
- Commander (missing commands and small fixes)

0.9.6:
- Underwater (tile property)
- Underwater entity
- Collider entity
- Pixel Collision (tile property)
- Multigui for some entities (box, button, trigger, door, collider...)
- Looking Trigger (not sure if I should implement this one in the already existing Trigger)
- Text entity
- Logic Gate Entity

0.9.7:
- Objects commands for Commanders and Environmental Triggers (for example: "cube1 emancipate")
- Commands help (already being worked)
- Emancipation Grill improvements (already being worked)
- Portal pedestal (already possible via Triggers and Commanders, being added mostly for time-saving)
- Custom platforms (moving platforms)

0.9.8:
- Gamemode "GUN"
- Gamemode "CLONER"
- Entity selector improvements
- Tiles selector improvements
- Excursion funnels
- Energy Pellets

0.9.9:
- Main menu improvements (uses for mouse, changing keys, color selector...)
- Changeable map height
- Automatic Portals
- Animated backgrounds
- Animated menu

1.0:
- Customizable overlays (like backgrounds, but in front)
- Online data loader (already being worked)
- Mappack downloader (already being worked)
- GLaDOS
- Bombs
- Offscreen portals
- Turrets
- Records, achievements, time challenges...
- Cutscene entity
- Reflection (tile property)
- Adhesion gel
- Sound effects (buttons, lasers, light bridges, cubes...)
- Emancipation grills effects
- Replay system

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OrbitalBlueprint
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Post » 08 Dec 2013, 18:53

HugoBDesigner wrote:
Automatik wrote:
Villager103 wrote:Can you add HEP launchers and catchers?

HEP stands for High Energy Pellet.
That's a cool idea.
Of course! That's something awesome to add! But I've already planned on adding it.
Look on 0.9.8 (it's a big list to be quoted, so I put it under spoilers):
HugoBDesigner wrote:
0.9.4:
- Bouncing box
- Editor fixes

0.9.5:
- Custom Indicators
- Animations (tile property)
- Trigger
- Environmental Trigger (missing commands and small fixes)
- Commander (missing commands and small fixes)

0.9.6:
- Underwater (tile property)
- Underwater entity
- Collider entity
- Pixel Collision (tile property)
- Multigui for some entities (box, button, trigger, door, collider...)
- Looking Trigger (not sure if I should implement this one in the already existing Trigger)
- Text entity
- Logic Gate Entity

0.9.7:
- Objects commands for Commanders and Environmental Triggers (for example: "cube1 emancipate")
- Commands help (already being worked)
- Emancipation Grill improvements (already being worked)
- Portal pedestal (already possible via Triggers and Commanders, being added mostly for time-saving)
- Custom platforms (moving platforms)

0.9.8:
- Gamemode "GUN"
- Gamemode "CLONER"
- Entity selector improvements
- Tiles selector improvements
- Excursion funnels (*he tried once to add)
- Energy Pellets

0.9.9:
- Main menu improvements (uses for mouse, changing keys, color selector...)
- Changeable map height
- Automatic Portals
- Animated backgrounds
- Animated menu

1.0:
- Customizable overlays (like backgrounds, but in front)
- Online data loader (already being worked)
- Mappack downloader (already being worked)
- GLaDOS (*he plans on adding)
- Bombs
- Offscreen portals
- Turrets
- Records, achievements, time challenges...
- Cutscene entity
- Reflection (tile property)
- Adhesion gel
- Sound effects (buttons, lasers, light bridges, cubes...)
- Emancipation grills effects
- Replay system
EDIT: Updated list, with what I already did:
0.9.4:
- Bouncing box
- Editor fixes

0.9.5:
- Custom Indicators
- Animations (tile property)
- Trigger
- Environmental Trigger (missing commands and small fixes)
- Commander (missing commands and small fixes)

0.9.6:
- Underwater (tile property)
- Underwater entity
- Collider entity
- Pixel Collision (tile property)
- Multigui for some entities (box, button, trigger, door, collider...)
- Looking Trigger (not sure if I should implement this one in the already existing Trigger)
- Text entity
- Logic Gate Entity

0.9.7:
- Objects commands for Commanders and Environmental Triggers (for example: "cube1 emancipate")
- Commands help (already being worked)
- Emancipation Grill improvements (already being worked)
- Portal pedestal (already possible via Triggers and Commanders, being added mostly for time-saving)
- Custom platforms (moving platforms)

0.9.8:
- Gamemode "GUN"
- Gamemode "CLONER"
- Entity selector improvements
- Tiles selector improvements
- Excursion funnels
- Energy Pellets

0.9.9:
- Main menu improvements (uses for mouse, changing keys, color selector...)
- Changeable map height
- Automatic Portals
- Animated backgrounds
- Animated menu

1.0:
- Customizable overlays (like backgrounds, but in front)
- Online data loader (already being worked)
- Mappack downloader (already being worked)
- GLaDOS
- Bombs
- Offscreen portals
- Turrets
- Records, achievements, time challenges...
- Cutscene entity
- Reflection (tile property)
- Adhesion gel
- Sound effects (buttons, lasers, light bridges, cubes...)
- Emancipation grills effects
- Replay system
This isn't a mod. This is SE without online mode.

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HugoBDesigner
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Post » 08 Dec 2013, 18:58

OrbitalBlueprint wrote: This isn't a mod. This is SE without online mode.
There'll be an online mappack downloader. Does it counts?
I'm joking, of course (about SE, not about the downloader). Alesan's mod is also a good candidate to SE...
Oh, and Turtle's mod too...

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Turtle95
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Post » 08 Dec 2013, 19:26

HugoBDesigner wrote:
OrbitalBlueprint wrote: This isn't a mod. This is SE without online mode.
There'll be an online mappack downloader. Does it counts?
I'm joking, of course (about SE, not about the downloader). Alesan's mod is also a good candidate to SE...
Oh, and Turtle's mod too...
Hugo, I honestly my mod is just crap.. well .. in terms of how I coded (and did some stuff) everything. Alesan and you are doing far better than I did. (I had barely done a lot of Lua coding during my mod's run)

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alesan99
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Post » 08 Dec 2013, 19:29

@Turtle95
You should make another mod once you're done with T:P.

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HugoBDesigner
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Post » 10 Dec 2013, 16:17

UPDATE!

Now you can download the v0.9.5 prerelease with the previously shown features (such as box-gel interactions improvements, automatic portals and sounds via Commanders) and now with independent portal removing and the new fully-functional Triggers!

NOTES (please read if you wanna download it):
Sounds are not working with looping yet, and I just can't find out why. Don't use the "loop" command after the sound's name or it'll crash your game! Sounds without loop are working fine. Just use the command sound play [sound's name]. The sound must be placed in "customsounds" folder.

Triggers don't have a selector for what activate them, but they soon will. For now, only players trigger them. You can change it's size even to decimal values (like half a tile), but via text-editing (the Trigger's loading system is something like this: "a/b/c/d", where "a" is it's x position, "b" is the y position, "c" is the width and "d" is the height).

Automatic portals are not 100% good, but they work well sideways. For now, avoid using them on floor or ceiling.

To use the independent portal removing system, hold "R" (or whatever key you use to remove portals) and press the mouse button of the portal you want to remove (or whatever key/button you use to shoot portals). Both portals removing still works, just press "R" (or whatever key you use to remove portals) and release, without pressing any portal key.

MANY, MANY, MANY thanks for Qcode for helping me out with the Trigger grabbing system!

Now take GIFs!!!

Image

Image

Mari0 +Portal prerelease 0.9.5
Extra line!!! How are you reading it?


EDIT: Just forgot to mention: just like Commanders and Environmental Triggers, Triggers can be activated/deactivated/enabled/disabled via Commanders, but for now only via text-editing. For the sake of it, here's the commands: [Entity's name typed by user] enable/disable/activate/deactivate

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alesan99
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Post » 11 Dec 2013, 00:04

OMG those triggers look AMAZING and removing one portal will be useful (I hate when I mess myself up in a puzzle when I try to remove one portal and end up removing them both:P)!

I'm going to try this all out when the full update comes out.
As I said before, those region triggers are AWESOME!

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HugoBDesigner
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Post » 11 Dec 2013, 01:41

alesan99 wrote:OMG those triggers look AMAZING and removing one portal will be useful (I hate when I mess myself up in a puzzle when I try to remove one portal and end up removing them both:P)!

I'm going to try this all out when the full update comes out.
As I said before, those region triggers are AWESOME!
Thank you, Alesan! I also hate myself when removing both portals and having to return to the first portal's place.
That's why I add this function :)

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HugoBDesigner
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Post » 15 Dec 2013, 01:21

Time to get some attention I lost...

Status Update!

7 GIFs for you to enjoy the upcoming update!

Image
Image
Image
Hammers, stars, mushrooms, 1ups, gels and fireballs can now be spawned via Commanders!

Image
Triggers now can detect specific entities with specific values. In the image, the Trigger code is:
player+box.id=2&box.gelid=1

Image
Gamemode "mario" now hides the portal dots. The GIF has a Trigger covering the Portal pedestal (which is just a tile) and 2 commands linked to it: replacetile [pos x] [pos y] = [tile id] and players setplayingmode portal.

Image
Image
Custom overlay data, which can support texts, images, numbers and variables! You can set scrolling, colors, position x, position y, visibility and data value too!

Further explanation soon!

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alesan99
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Post » 15 Dec 2013, 15:57

HugoBDesigner wrote: Image
Does this mean we'll be able to break tubes like in portal two?
This update is looking good. I'm surprised you managed to finish so many things since the last update!

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HugoBDesigner
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Post » 15 Dec 2013, 17:50

alesan99 wrote:
HugoBDesigner wrote: Image
Does this mean we'll be able to break tubes like in portal two?
This update is looking good. I'm surprised you managed to finish so many things since the last update!
In the GIF above I just had 2 entities:

A Commander with the command:
enemy spawn gel [pos x] [pos y] [speed x] [speed y] 1, where "1" is the gel id.

An Environmental Trigger with the command:
timeloop .2 .2 (it's the same of a square wave. Just type "timeloop [time on] [time off]").

Just link the Commander to the Environmental Trigger and Ta-da!!!
And yes, it is possible to use to a broken tube :)

Image

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Villager103
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Post » 16 Dec 2013, 10:59

HugoBDesigner wrote:
alesan99 wrote:
HugoBDesigner wrote: Image
Does this mean we'll be able to break tubes like in portal two?
This update is looking good. I'm surprised you managed to finish so many things since the last update!
In the GIF above I just had 2 entities:

A Commander with the command:
enemy spawn gel [pos x] [pos y] [speed x] [speed y] 1, where "1" is the gel id.

An Environmental Trigger with the command:
timeloop .2 .2 (it's the same of a square wave. Just type "timeloop [time on] [time off]").

Just link the Commander to the Environmental Trigger and Ta-da!!!
And yes, it is possible to use to a broken tube :)

Image
Cool! Finally, I can make gel come out of mario pipes!

bunny123
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Post » 16 Dec 2013, 13:37

Code: Select all

This game was made for a different version of LÖVE.
It may not be not be compatible with the running version (0.9.0).
5 seconds later...

Code: Select all

Error

main.lua:26: attempt to call field 'enumerate' (a nil value)


Traceback

main.lua:26: in function 'load'
[C]: in function 'xpcall'
Maybe I should just download the .exe... Also, I am aware of the repetition in the first quote ("It may not may not be..."). I think I found a LÖVE 2D bug...

bunny123
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Post » 16 Dec 2013, 13:52

Image
.....I don't even want to know.

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alesan99
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Post » 16 Dec 2013, 14:24

bunny123 wrote:

Code: Select all

This game was made for a different version of LÖVE.
It may not be not be compatible with the running version (0.9.0).
You need to use LÖVE 0.8.0.
You are using LÖVE 0.9.0.

It says it in the error "This game was made for a different version of LÖVE"

bunny123
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Post » 16 Dec 2013, 15:32

alesan99 wrote:
bunny123 wrote:

Code: Select all

This game was made for a different version of LÖVE.
It may not be not be compatible with the running version (0.9.0).
You need to use LÖVE 0.8.0.
You are using LÖVE 0.9.0.

It says it in the error "This game was made for a different version of LÖVE"
I know. That's why I said maybe I should just download the .exe. And the .exe is where that second error comes from. (The unreadable one on my second post)

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HugoBDesigner
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Post » 16 Dec 2013, 15:59

bunny123 wrote: I know. That's why I said maybe I should just download the .exe. And the .exe is where that second error comes from. (The unreadable one on my second post)
I don't know why this happened. What version did you download (I'm talking about Mari0 +Portal, not LÖVE)? Because this kind of error shouldn't happen at all...
May I ask you something? Try this: download LÖVE 0.8.0 and run the version you downloaded. If this error happens again, see if it is at least readable. If not I'll try to reproduce it here and see how to solve.

But now, I need you to tell me which version of Mari0 +Portal you downloaded and what where you doing when you got that error.

ucenna
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Post » 16 Dec 2013, 20:46

So I was wondering. Could you add a feature that automagically detects if a map uses non-vanilla features tells you and then makes it a mari0 + portal only level?

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HugoBDesigner
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Post » 16 Dec 2013, 22:00

ucenna wrote:So I was wondering. Could you add a feature that automagically detects if a map uses non-vanilla features tells you and then makes it a mari0 + portal only level?
I was thinking on doing it, but if I do it it is going to be something to the future. You can already make your mappack work only on Mari0 +Portal: just place your levels on the "customlevels" folder and put something in place of the normal mappack. I'm also thinking on doing tilesets that only work on Mari0 +Portal. This way, you'd be able to do the levels just as you want, and in vanilla Mari0 it'd have, for example, an image tileset to tell the player that he needs Mari0 +Portal to play that mappack. For example, my Pop A Portal mappack.
It shows this on Mari0 +Portal:
Image

But shows this on vanilla Mari0:
Image

If you guys want it soon then I make it soon. Otherwise I'll do it later :)

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Post » 16 Dec 2013, 22:10

HugoBDesigner wrote:
ucenna wrote:So I was wondering. Could you add a feature that automagically detects if a map uses non-vanilla features tells you and then makes it a mari0 + portal only level?
I was thinking on doing it, but if I do it it is going to be something to the future. You can already make your mappack work only on Mari0 +Portal: just place your levels on the "customlevels" folder and put something in place of the normal mappack. I'm also thinking on doing tilesets that only work on Mari0 +Portal. This way, you'd be able to do the levels just as you want, and in vanilla Mari0 it'd have, for example, an image tileset to tell the player that he needs Mari0 +Portal to play that mappack. For example, my Pop A Portal mappack.
It shows this on Mari0 +Portal:
Image

But shows this on vanilla Mari0:
Image

If you guys want it soon then I make it soon. Otherwise I'll do it later :)
Okay! How'd you do the custom logo for vanilla mari0? I'd imagine you just made the beginning of 1-1 to look like that and then set mario start location somewhere way ahead. but I just want to make sure (and I don't have time to check)... Mind if I add it to "Tips, Tricks, and Secrets"?

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HugoBDesigner
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Post » 16 Dec 2013, 22:15

ucenna wrote: Okay! How'd you do the custom logo for vanilla mari0? I'd imagine you just made the beginning of 1-1 to look like that and then set mario start location somewhere way ahead. but I just want to make sure (and I don't have time to check)... Mind if I add it to "Tips, Tricks, and Secrets"?
You know what I did? I did this:
This is what you wrote:just made the beginning of 1-1 to look like that and then set mario start location somewhere way ahead.
And of course you can add that to "Tips, Tricks, and Secrets"! That'd be awesome!

EDIT: Here's the tileset. Look at the last tiles:
Image

ucenna
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Post » 16 Dec 2013, 23:19

Nice! and sorry for my stupidity. :P

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HugoBDesigner
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Post » 17 Dec 2013, 00:40

ucenna wrote:Nice! and sorry for my stupidity. :P
You were not stupid, I guarantee :)


Also, who here likes water?

WE ALL DO!!!

So take this:

Underwater entity!!!

They work just like Triggers (in terms of placing in-editor), and they can also be linked, making them toggleable!!!

TAKE GIFS!

Image
Image

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HansAgain
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Post » 17 Dec 2013, 02:11

What sad about this?
That bubble floating in the air, it shouldn't.


Anyway, good update, Hugo. I hope you can fix the bug that are in the current version.
With the intention of helping you, i will make a list:
-When you uncheck "Follow Mario" and press esc, the creen still follow Mario.
-The level preview (that rectangle with the little pixels inside) has the wrong color of the tiles (not very important).
-Sometimes, when you save a mappack with blue background, it changes to black, and vice versa.
-I tried to do a custom underground sprite of a goomba, and the game loaded the overworld sprite, when i stomped the goomba, the undergrounds sprite was used.
-Not pretty sure if this is a bug, but the custom menu dissapear when you put options or level select, when you quit of those menus, it comes back.

Those are all i know.

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Post » 17 Dec 2013, 03:30

HugoBDesigner wrote:
bunny123 wrote: I know. That's why I said maybe I should just download the .exe. And the .exe is where that second error comes from. (The unreadable one on my second post)
I don't know why this happened. What version did you download (I'm talking about Mari0 +Portal, not LÖVE)? Because this kind of error shouldn't happen at all...
May I ask you something? Try this: download LÖVE 0.8.0 and run the version you downloaded. If this error happens again, see if it is at least readable. If not I'll try to reproduce it here and see how to solve.

But now, I need you to tell me which version of Mari0 +Portal you downloaded and what where you doing when you got that error.
I downloaded version 0.8. The error occured after my WHOLE computer froze for about 3 minutes trying to load the game. In case you're wondering, I have 4 GB of RAM.

EDIT: Actually, now I remember that it crashed trying to load the map packs, but when I tried going there again I got this error about a minute later:
Image

EDIT 2: I launched it back up. Went to map pack screen. Messed around on it. Went to options. Messed around on it. Eventually, while still on the options screen, the logo started flashing and I got the error again. I'm guessing it's related to the LÖVE binary...

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HugoBDesigner
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Post » 17 Dec 2013, 13:44

Hans1998 wrote:What sad about this?
That bubble floating in the air, it shouldn't.
It's something I plan on doing too, but I was too excited with Underwater that I decided to show that even with the bubbles :)
Hans1998 wrote:Anyway, good update, Hugo. I hope you can fix the bug that are in the current version.
With the intention of helping you, i will make a list:
-When you uncheck "Follow Mario" and press esc, the creen still follow Mario.
-The level preview (that rectangle with the little pixels inside) has the wrong color of the tiles (not very important).
-Sometimes, when you save a mappack with blue background, it changes to black, and vice versa.
I got all these bugs already, and I pretend to fix them soon. The background bug seems to only happen in-editor. I made once a level with blue background and saved it. I quit the game, and when I returned it was black. But when I clicked "Test level" it became blue again. And the screen following Mario bug also happens in-game. If the player's spawning point is far from the game's first tiles, it'll move the screen through all the level until getting the player.
Hans1998 wrote:-I tried to do a custom underground sprite of a goomba, and the game loaded the overworld sprite, when i stomped the goomba, the undergrounds sprite was used.
That wasn't supposed to happen at all. I'll check this, but I have no idea of how this happened...
Hans1998 wrote:-Not pretty sure if this is a bug, but the custom menu dissapear when you put options or level select, when you quit of those menus, it comes back.

Those are all i know.
That was a little bit intended. Loading the custom menu in those windows showed to be a little bit laggy, so I made the game load the custom title image. Just make a custom title image that looks like the menu that it'll work (take Pop A Portal as an example. I made this with that mappack: made the custom title looking like the menu).

But thank you, Hans! I'll try to fix most of them until the next update!

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Post » 18 Dec 2013, 17:09

Is there an official list somewhere with all possible commands for the commander?

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Post » 18 Dec 2013, 19:45

OrbitalBlueprint wrote:Is there an official list somewhere with all possible commands for the commander?
There is, but it's outdated. Since this is very much requested, I'll post it here for you and others. There are dozens and dozens and dozens of features of Mari0 +Portal that people don't even know, so as soon as I have some time I'll list all them too. For now:

To read commands:
player2:
- kill
- givestar

To use the givestar command for player2, for example, you must write player2 givestar

enemy:
- spawn [enemy] [pos x] [pos y] [*speed x] [*speed y] [*data 1] [*data 2]

Commands under [] means that they depend on what the user want. The * means that it is optional.

To spawn a box with id 2 (companion cube texture) and gel id 1 (blue gel/repulsion gel) flying quickly to right and up (let's pretend it is at speed 20 to the right and speed 15 to up), after position x "5" and position y "12":
enemy spawn box 5 12 20 <15 2 1

Description for all them:

: value can be get via "extra game data" (by pressing "F1" in-game or in-editor)
[pos x] or [x]: The x position in map.
[pos y] or [y]: The y position in map.
[speed x]: The speed in x coordinate. Default: 0.
[speed y]: The speed in y coordinate. Default: 0.
[tile id] or [new tile id]: The tile id for the specific tile.
[id]: The entity ID. Each type of ID will be individually explained below.
[enemy]: The enemy name.
[w]: World (usually from 1 to 8).
[l]: Level (usually form 1 to 4).
[s]: Sublevel (usually from 0 to 5).
[n]: A numeric value, a variable number (see var below) or a random number (see rnd below). Using "<" before the number makes it a negative number. In Environmental Triggers, to detect quantity you can use "min" and "max" commands too. For example, timelimit max = 200, timepassed min = 50 or player2 lives min = 15 max = 30.
[player]: A command for players: players, player1, player2, player3 or player4
[dir]: A directional value (left or right)
[var]: A variable name. Will return the variable's value
[r] [g] [b] [a]: Values for colors: [red] [green] [blue] [alpha]

To get values at real time, you can use Commander's functions:
rnd([n]/[*n]): will return a random value between the first number and the second (or between 0 and the first value, if no second value is specified).
Example:
rnd(<25/40) returns a number between -25 and 40
rnd(15) returns a number between 0 and 15
rnd(<23) returns a number between -23 and 0

var([var]): will return the value of the specified variable.
Example:
var(goombaskilled) returns the value of the variable "goombaskilled" if the variable exists
IDs:
Id: The ID of the object
- A numeric value greater than or equal to 0 or a text that specifies the entity/enemy type.

Gel id: The ID of a gel.
- 0: none
- 1: Blue gel/Repulsion gel (makes you bounce).
- 2: Orange gel/Propulsion gel (makes you quick).
- 3: White gel/Conversion gel (turns a non-portalable tile in a portalable tile).
- 4: Translucent gel/Cleaning gel (removes any gel where it passes).
- 5: Green gel/Deadly gel (kills you).
- 6: Dark gel/Conversion gel 2 (turns a portalable tile in a non-portalable tile).
- 7: Brown gel/Slowness gel (makes you slow).
Enemies:
goomba: Goomba
koopa: Koopa (green)
koopared: Koopa (red)
beetle: Beetle
kooparedflying: Koopa (red that flies)
koopaflying: Koopa (green that flies)
bowser: Bowser
cheepred: Cheep cheep (red)
cheepwhite: Cheep cheep (white)
spikey: Spikey
lakito: Lakito
squid: Squid
plant: Piranha plant
hammerbro: Hammer bro.
bulletbill: Bullet bill
upfire: Fireball that goes up
box: Portal cube
gel: Portal gel
hammer: Hammer bro. hammer
mushroom: Growing mushroom
oneup/1up: 1 up mushroom
star: Star
fireball: Player fireball
Commanders:
timelimit:
- add [n]
- remove [n]
- set [n]
- disable

coincount:
- add [n]
- remove [n]
- set [n]
- clear

scoreboard:
- add [n]
- remove [n]
- set [n]
- clear

[player]:
- setplayertype [portal/gelcannon/minecraft/mario]
- teleport [pos x] [pos y] [*checktile] (using "<" or ">" before [pos x] or [pos y] will teleport the player according to it's position)
- growstate [small/big/fire]
- givestar
- giveinvincibility
- lives:
- - add [n]
- - remove [n]
- - set [n]
- - infinite
- checkpoint [pos x]
- allowportal1
- allowportal2
- allowportals
- disallowportal1
- disallowportal2
- disallowportals
- removeportal1
- removeportal2
- removeportals
- makeanimation [walk/crouch/jump/upvine/downvine/leftvine/rightvine/leftvinedrop/rightvinedrop] way [forward/backward] time [n]
- setrunning [allowed/disallowed/always]
- setjumping [allowed/disallowed/always]
- setwalking [allowed/disallowed/always]
- setcrouching [allowed/disallowed/always]
- stopmoving
- lockcontrols
- unlockcontrols
- kill
- disable
- spawn
- showdots
- hidedots

cheat:
- removeall
- [bullettime/portalknockback/bigmario/goombaattack/sonicrainboom/playercollisions/infinitetime/infinitelives] [true/false/toggle]

enemy:
- kill [enemy/all] [onscreen/all]
- spawn [enemy] [pos x] [pos y] [*speed x] [*speed y] [*id/dir] [*gel id] ("gel id" is only used when enemy is "box")

globalvariable:
- [global variable] = [value] (to see a list of global variables, check out "regularvariables.txt" inside the mod's file or here)

[shader1/shader2]:
- [disable/none]
- [shader name]

variable:
- new [variable name] = [n]
- remove [var]
- [var] add [n]
- [var] remove [n]
- [var] set [n]

returntomenu

sound:
- play [sound name] [*loop/times=[n]/once]
- stop [sound name/all]
- pause [sound name/all]
- setvolume [sound name/all] [n] ([n] must be a number between 0 and 1. Put "~" before the number to make it a number between 0 and 10)
- setplays [sound name] [loop/times=[n]/once]

replacetile:
- [tile id] = [new tile id]
- [pos x] [pos y] = [new tile id]

level:
- saveprogress
- restart [*showlevelscreen]
- goto [w] [l] [s] [*showlevelscreen]
- set [underwater/intermission/bonusstage] = [true/false/toggle]
- set spriteset [overworld/underground/castle/underwater]
- set music [n]

[commander/envtrigger/trigger]:
- enable
- disable
- activate
- deactivate

map [pos x] [pos y] [tile id] [*entity id] [*id] *link [*link x] [*link y] [*entity name]

overlaydata:
- new:
- - image [image file name] [*pos x] [*pos y] *color *= [*r] [*g] [*b] [*a] *scrolling *= [*true/false/[n]]
- - text [text file name/text] [*pos x] [*pos y] *color *= [*r] [*g] [*b] [*a] *scrolling *= [*true/false/[n]]
- - number [text file name/[n]] [*pos x] [*pos y] *color *= [*r] [*g] [*b] [*a] *scrolling *= [*true/false/[n]]
- - variable [text file name/[var]] [*pos x] [*pos y] *color *= [*r] [*g] [*b] [*a] *scrolling *= [*true/false/[n]]
- [overlay data name] show
- [overlay data name] hide
- [overlay data name] add [n]
- [overlay data name] remove [n]
- [overlay data name] set image = [image file name]
- [overlay data name] set text = [text]
- [overlay data name] set number = [n]
- [overlay data name] set variable = [var]
- [overlay data name] set color = [r] [g] [b] [a]
- [overlay data name] set x = [pos x]
- [overlay data name] set y = [pos y]
- [overlay data name] set scrolling = [true/false/[n]]

gamespeed:
- add [n]
- remove [n]
- set [n]
- reset
Environmental Triggers:
levelload

playertype = [portal/gelcannon/minecraft/mario]

timepassed = [n]

timelimit = [n]

[player]:
- playing
- lives = [n]
- dead
- deadcause = [deadcause]
- jumping
- touchfloor
- crouch
- portal1 exists
- portal2 exists
- portals [exists/removed]
- throughportals
- falling
- growstate = [small/big/fire]
- holdingbox

keydown [key]

keypressed [key]

timeloop [n] [n]
WARNING!
Some commands for either Commanders or Environmental Triggers may not be working. If you find any bug, please reply in this thread with the bug you've got AND the command you used AND in what entity (Commander or Env. Trigger).

Thank you, guys!
Last edited by HugoBDesigner on 19 Dec 2013, 18:52, edited 1 time in total.

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OrbitalBlueprint
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Post » 19 Dec 2013, 14:35

Hey, thanks!

I know how to make clocks in vanilla Mari0, but would it be possible to have a clock entity which would give an output every few seconds?

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HugoBDesigner
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Post » 19 Dec 2013, 18:23

OrbitalBlueprint wrote:Hey, thanks!

I know how to make clocks in vanilla Mari0, but would it be possible to have a clock entity which would give an output every few seconds?
You mean a square wave entity? There's already one. Just place an Environmental Trigger with the command timeloop [n] [n], where the [n]'s are the time on and the time off. They're calculated in seconds, so timeloop 1 1 will give an output in every 1 second that stays on for 1 second. timeloop .25 .25 or timeloop 0.25 0.25 will give you an output on every 1/4 of a second that stays on for 1/4 of a second. But you can use different values for "on" and "off" times too.

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Post » 19 Dec 2013, 18:41

Actually he just gave me another idea
What about one that triggers at a certain time if your level has a time limit?
Or the opposite where it triggers until a certain time (this + door = good for secrets)

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HugoBDesigner
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Post » 19 Dec 2013, 18:53

Turret Opera wrote:Actually he just gave me another idea
What about one that triggers at a certain time if your level has a time limit?
Or the opposite where it triggers until a certain time (this + door = good for secrets)
You mean something like if timelimit = 230 then turn on? Because if yes then it already exists.
Place an Environmental Trigger with the command timelimit = [n], where [n] is the time you want.
If you wanna do the opposite (time passed), just use timepassed = [n].

I forgot to add "timelimit" to Environmental Trigger list, so I updated it.
Also, I forgot to add to the "To read commands" part that on Environmental Triggers you can have "min = [n]" and "max = [n]" in place of the number, so timelimit min = 200 max = 250 works!

Also, I forgot to add commands for Environmental Triggers that detects coincount and scoreboard, so it'll be on the next update...

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