MARI0 SE : EVEN MOAR STUFF V 1.0

Mods, guides how to use and install mods go right in here.
I LÖVE LUA
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Post » 12 Aug 2013, 13:47

Just a problem I've solved
Go down for the main post

Hi, I am woring on a mod that forces the next level when the level finish type is the flagpole (even in 1-4), but when it is a axe, which is supposed to be the access to the next world, Mario stays on the same level and start it again and again.
I think I made a mistake, all I did is change the "nextlevel" function (game.lua, line 3438) to:

Code: Select all

function nextlevel()
   love.audio.stop()
   if levelfinishtype == "flag" then
      mariolevel = mariolevel + 1
   end
   if levelfinishtype == "axe" then
      mariolevel = 1
      marioworld = marioworld + 1
   end
   
   levelscreen_load("next")
end


But what did I do wrong?
Please I need help.

I LÖVE LUA

EDIT : Flagpole brings you to world 1-5. This part works.

EDIT 2 : I know where I am wrong. Here is the correct code:

Code: Select all

function nextlevel()
   love.audio.stop()
   if levelfinishtype == "flag" then
      mariolevel = mariolevel + 1
   else
      mariolevel = 1
      marioworld = marioworld + 1
   end
   
   levelscreen_load("next")
end
Last edited by I LÖVE LUA on 28 Dec 2015, 20:48, edited 13 times in total.

I LÖVE LUA
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Post » 13 Aug 2013, 12:00


Image
After 5 months of being lazy, Version 1.0 is finally out



Downloads :

ImageImageImageImage
(Windows and MacOsX versions are compilled with 0.8.0)

Image (Non-source downloads are coming).



Features :
  • Profiles
  • Tile checker Entity
  • Radio Entity
  • BTTF<-- mode
  • Minecraft SKIN mode
  • New Super Mario Bros 2 Red Flag mode
  • Super Mrio Bros. The Lost Levels 1-Up Flag mode
  • Nyan Cat Mini-mod
  • Tileset Maker (WIP)
  • Upper case letters and keypad support
  • Difficulties
  • Star combo
  • No music cut for sublevels
  • Worlds 0 to 9, A (10) to Z (35) and -1 (36) accessible via editor and warp pipe
  • Save prompt in editor
  • Custom ?-blocks that can turn into custom other tiles
Planned features :
  • Script system, will work with animations
Last edited by I LÖVE LUA on 14 May 2017, 17:42, edited 57 times in total.

BobTheLawyer
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Post » 13 Aug 2013, 13:18

Is it infinite worlds, though?
This looks pretty cool.
Good job.

I LÖVE LUA
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Post » 13 Aug 2013, 14:18

WaryLouka wrote:Back on topic, you should add theses levels to the editor. I don't want to create new mappack and rename the levels to 1-5.txt and more everytime.


I am making that.
Last edited by I LÖVE LUA on 27 Aug 2013, 16:05, edited 5 times in total.

Superjustinbros
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Post » 13 Aug 2013, 14:35

Finally, the one thing that made levels in A0zora so annoyingly long can now be fixed!

Any considerations on adding in something into the editor so you can enter these new level slots?

Costinteo
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Post » 13 Aug 2013, 14:41

I don't really get it. In the beginning, I thought the new levels are taken from the "normal" version of the next worlds.

Or does this mod actually adds infinite levels?

I LÖVE LUA
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Post » 13 Aug 2013, 14:48

It's really infinite levels per world.

The kinda were not appropriate.

Edit: Here is a video that shows what my mod does (it does to every worlds)

Last edited by I LÖVE LUA on 15 Apr 2014, 18:11, edited 1 time in total.

I LÖVE LUA
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Post » 16 Aug 2013, 16:09

Hi, I really need help with my editor code. (I don't need somebody to make the file, but just to tell what to change in which file.)

And, about the editor, I plain to add the better editor mod.


See on top
Last edited by I LÖVE LUA on 15 Apr 2014, 18:13, edited 4 times in total.

I LÖVE LUA
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Post » 20 Aug 2013, 17:41

I can't mod the editor. Can someone please help me? It doesn't stop giving me errors. :(

See on top
Last edited by I LÖVE LUA on 16 Apr 2014, 17:28, edited 2 times in total.

HugoBDesigner
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Post » 20 Aug 2013, 18:02

I LÖVE LUA wrote:I can't mod the editor. Can someone please help me? It doesn't stop giving me errors. :(

What are you trying to do in the editor and what does the error tells you? By now you haven't provided any information useful enough to help me to understand what's the problem. Another idea: give me (via PM is better) the mod as you have now (or just editor.lua), so I can see what's happening. But first tell me what you wanna do...

I LÖVE LUA
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Post » 05 Mar 2014, 16:27

Done with the editor :

BUTTONS
Image

Superjustinbros
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Post » 05 Mar 2014, 20:47

Darn that's looking great!

I know I feel like a broken record for asking this, but will this mod also contain Infinite Sublevels?
While testing the level, Mario is invincible. No time limit, enemies aren't deadly, editor-like pit falling ...


Is it possible to re-implement non-invincible testing?

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Post » 06 Mar 2014, 09:54

Superjustinbros wrote:will this mod also contain Infinite Sublevels?


Sorry, but it already exists. In another mod.
Edit : There's no Infinte Worlds neither.

Superjustinbros wrote:Is it possible to re-implement non-invincible testing?


Okay, I'll make two versions of my mod. It's a checkbox now.

Edit :

Superjustinbros wrote:Finally, the one thing that made levels in A0zora so annoyingly long can now be fixed!


Thanks. I'd like to see your mappack made for my mod.
Last edited by I LÖVE LUA on 31 Jul 2014, 10:26, edited 1 time in total.

I LÖVE LUA
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Post » 06 Mar 2014, 19:01

More Feature:

Red time when it goes under 100 secs.
Image

If you want, you can tell what features you would like to see in my mod.

Superjustinbros
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Post » 07 Mar 2014, 22:27

I LÖVE LUA wrote:Red time when it goes under 100 secs.
Image


I don't really see this as necessary, unless you give the timer a light reddish tint, but even then it still may be hard to see. Just incase someone has a red level and when the timer goes red it's hard, if not impossible to see hoe much time you have left.

Also it's unfaithful to SMB1 and the feature itself hasn't been really used in the mainstream Mario games. *gets shot*

I LÖVE LUA
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Post » 09 Mar 2014, 11:21

You're right.Even if I never said my mod adds only stuff coming from Mario games.

Anyway, it made the game going blank when going in the editor. So, it won't be added. Fixed.

And I plain on making:
  • Multiple custom musics, on a forlder called "musics"
  • The NSMBWII sound when you are already Fire/Ice Mario, and you pickup another flower.(If you don't see what I mean, click here, the file name is "nsmbwiiReservedItem.wav".)
Last edited by I LÖVE LUA on 16 Apr 2014, 17:27, edited 2 times in total.

alesan99
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Post » 09 Mar 2014, 15:50

Superjustinbros wrote:I don't really see this as necessary, unless you give the timer a light reddish tint, but even then it still may be hard to see. Just incase someone has a red level and when the timer goes red it's hard, if not impossible to see how much time you have left.

Also it's unfaithful to SMB1 and the feature itself hasn't been really used in the mainstream Mario games. *gets shot*

Well I like the red timer feature. The background thing really doesn't matter because it still happened with white backgrounds.
It also doesn't matter if it makes the game less like SMB. Unmodded Mari0 is already very accurate so play that if you want it to be as close to SMB as possible.

I LÖVE LUA
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Post » 28 Mar 2014, 20:23

NEW UPDATE :

Like HugoBDesigner's Mari0+Portal Mari0 : HEC, I added different graphics for each gel dispenser :

Image

Soon available.

AND : --Edit

Minecraft Inventory Improvement
Image
Edit :
You now loose all your inventory when you die.
Last edited by I LÖVE LUA on 21 Dec 2014, 21:44, edited 2 times in total.

I LÖVE LUA
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Post » 12 Apr 2014, 14:32

As the loading screen in Mari0 : SE has been modified, I decided to change it too :

Image

I also added a cursor with the mouse owner's portals and colors. You can see it on the gif's top.
And one more custom loading text : "Where is my knife?", which implies removing the knife and blood on the logo.

Image

I LÖVE LUA
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Post » 16 Apr 2014, 17:26

NEW VERSION AVAILABLE !!!!!!!
Version 1.2 is now available in the "Download Now" section.

And about that, I also added a sound when you duck.
I LÖVE LUA wrote:And I plain on making: [...]
  • The NSMBWII sound when you are already Fire/Ice Mario, and you pickup another flower.(If you don't see what I mean, click here, the file name is "nsmbwiiReservedItem.wav".)

Mari0Maker
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Post » 16 Apr 2014, 20:05

This is a pretty cool mod! Nice job on it! :)
Although I would make that portal cursor a lot smaller, as it blocks the view of yourself.

HowToEatGirafes
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Post » 16 Apr 2014, 20:23

Mari0 maker this avatar ... (blurrppr) phew

Flutter Skye
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Post » 16 Apr 2014, 20:25

HowToEatGirafes wrote:Mari0 maker this avatar ... (blurrppr) phew

I love how this post has nothing to do with this mod.
Anyways, great work. Are you planning on adding some stuff from other Mario games? (Like the NSMB Power-Up sound)

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Post » 19 Apr 2014, 15:50

Flutter Skye wrote:Are you planning on adding some stuff from other Mario games? (Like the NSMB Power-Up sound)


What do you mean by "NSMB Power-Up sound"?
Do you want me to replace the SMB one, or to add this one?

And I added the NSMB sound when you are already Fire Mario, and you pick another flower.

Superjustinbros
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Post » 25 Apr 2014, 18:00

All these updates are fantastic, keep it up!

I LÖVE LUA
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Post » 10 May 2014, 15:56

Mini update :

Nothing was (realy) added, but Mari0Maker suggested this :
Mari0Maker wrote:Although I would make that portal cursor a lot smaller, as it blocks the view of yourself.

This is what I did. It looks now like this :
Image
And I might "re-small" it in a next update, but I don't know if I would.(Yeap, I think this is the end of my mod.)

Edit : There will be a version 1.3.

In other news, I had the idea of a mod pack. So I will "re-use" it.
Last edited by I LÖVE LUA on 21 May 2014, 15:53, edited 3 times in total.

HowToEatGirafes
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Post » 11 May 2014, 08:49

Maybe you could do something like flutter skye's (or someone else) mini powerups (like a flower that allows you to fly for 20 seconds or a koopa shell powerup)

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Post » 11 May 2014, 09:39

This mod was supposed to be only the adding of the levels after #-4.

I won't add any entity in this mod.

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Post » 21 May 2014, 16:07

Double post (sorry) :

  • I added the "SMB" playertype. Yes, a gameplay without portal gun.
    Screenshot :
    Image
  • And the mod have a new name : "EXTRA STUFF MOD" (cause I realized that I added much more that "the levels after #-4.")

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Post » 23 May 2014, 18:16

Triple post ("Anybody home?")

Image

If you notice nothing particular, look on the bottom right part of the picture.
Yeap, I added the invincibility while testing as an option. So there will be only one version in the next updates.

Mari0Maker
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Post » 23 May 2014, 19:23

Most people are probably disinterested in this for the fact that the Special Edition beta came out.
But, the work your doing is pretty cool. It's definitely stuff I don't have the ability to do. :)

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Post » 27 May 2014, 17:01

Mari0Maker wrote:Most people are probably disinterested in this for the fact that the Special Edition beta came out.
But, the work your doing is pretty cool. It's definitely stuff I don't have the ability to do. :)


Thanks, Mari0Maker.
And about Mari0 SE, I'll maybe try to bring my mod into LÖVE 0.9, but I want first this mod to be not updated during about 1 month, this will be there I will say this mod will be over.

EDIT :
This thread looks like it answers what's written on top.

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Post » 18 Jun 2014, 18:47

UPDATE POST:

Version 1.4 is now available in the Download section.

Added :
  • "Portal mappack" option.
  • Ported to 0.8.0 & 0.9.x
  • Made invincible test a simple checkbox
  • Non-source downloads !!!!!!
  • New tile property : Ground block (see below)
ImageWarning : Shaders are broken in 0.9.xImage

What's "Ground" tile property?
See the main post to have the complete properties

If, like me, you realy like the "Huge Mario" cheat, you maybe noticed that we can easily break the groung and die :(
But now, we can have tiles enough strong to support Huge Mario's weight.

And because it's a tile property, you can add it on custom tilesets.


More properties to come :
Animated tiles (maybe)
Bowser Bridge
EDIT : Done with it.
Last edited by I LÖVE LUA on 28 Dec 2015, 20:42, edited 1 time in total.

Villager103
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Post » 09 Jul 2014, 23:16

I LÖVE LUA wrote:UPDATE POST:

Version 1.4 is now available in the Download section.

Added :
  • "Portal mappack" option.
  • Ported to 0.8.0 & 0.9.x
  • Made invincible test a simple checkbox
  • Non-source downloads !!!!!!
  • New tile property : Ground block (see below)
ImageWarning : Shaders are broken in 0.9.xImage

What's "Ground" tile property?
See the main post to have the complete properties

If, like me, you realy like the "Huge Mario" cheat, you maybe noticed that we can easily break the groung and die :(
But now, we can have tiles enough strong to support Huge Mario's weight.

And because it's a tile property, you can add it on custom tilesets.


More properties to come :
Animated tiles (maybe)
Bowser Bridge
EDIT : Done with it.

Are you going to make it to SE?

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Post » 10 Jul 2014, 10:32

I don't know. Maybe as a modpack (Extra stuff + nyanstar in SE), but I want to finish these mods first.

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Post » 18 Jul 2014, 09:19

Doubleback post agaiiiiiin :

Why am I quoting/singing some ZZ Top? Well, because this song, "Doubleback", was created for the movie BACK<-- TO THE FUTURE PART III, and I'm gonna add a BTTF themed cheat. It won't be very useful, but I will add a time machime in Mari0. All you will have to do will be to press "T" to turn on/off the time machine, type on the keypad the destination time with one of these formats (here if you want to go to NOV 05 1955 @ 06:15 AM) ... :
  • 11051955 => Changing the date only
  • 0615 => Changing the time only
  • 06150 => Same as above + specifying am(0) or pm(1)
  • 110519550615 => Full time
  • 1105195506150 => Full time + specifying am or pm

... press "enter" on the same keypad and run to "88 MPH". Yes, run, because the time machine is actualy Player1.
Here are GIFS (the 1st one is heavy so I had to zip 'em).
And like in the movie :
Red line => Destination
Green line => Present
Yellow line => Last Departure

EDIT (07/16/2014):
I forgot to say that, because the DeLorean in the movie runs with plutonium/garbage, in the mod it runs with coins.
Plus I added 10 new loading texts, that are all quotes but the last one :
  • Holy s See in the mod t, let see if you
    b See in the mod s can do 90.
    -------
  • - 1.21 gigawatts? Great Scott.
    - Doc, what the h See in the mod l is a gigawatt?
    -------
  • You mean you have to use your
    hands? that's like a babies toy.
    -------
  • Hello, hello, anybody home?
    Think, Mcfly, think!
    -------
  • Why are things so heavy in the future? is there
    a problem with the earth's gravitational pull?
    -------
  • Watch that re entry, it's a
    little bit bumpy.
    -------
  • Listen up, now it's a blues riff in B. Watch me
    for the changes and try and keep up, okay?
    -------
  • Marty Mcfly is the only kid who had
    troubles before he was even born
    -------
  • See you in the future ...
    ... Or the past.
    -------
  • Warning : coins.
    Handle with care!


Soon available (maybe tomorrow).

Mari0Maker
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Post » 18 Jul 2014, 14:32

I'm surprised I didn't see that update earlier, because it's really cool! The sounds effects make it even better.
But how do I change the date and time with the keypad? I can't figure it out.

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Post » 18 Jul 2014, 20:32

What don't you figure?

Don't you know how to set the time?

If so, just look on the "Double post again" post.

P.S. : Did you checked is your keypad was on?

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Post » 18 Jul 2014, 20:45

Oh, I didn't notice all the time formats, now I see how it works.
Thanks! :)

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Post » 19 Jul 2014, 17:29

You're welcome! Also, are you a fan of the movies? 'Cause it looks like.

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Post » 19 Jul 2014, 22:51

Well, I wouldn't necessarily be called a fan, but I like them a lot!

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Post » 24 Jul 2014, 10:34

Just tried the latest version, and holy cow! I like it how you implemented the original sounds from the movies into the mod.

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Post » 24 Jul 2014, 14:34

Thanks, OrbitalBlueprint. I really like you and Mari0Maker focus on the new cheat.
(I was actually sure you would ask why I made it, through. Looks like I was right to add this).
And I might improve it a bit (like adding the clock tower scene, train pushing scene, short circuit @ "NOV 12 1955 06:00 AM", ...) in the next update.

About the future (lol) of my mod, the SE port will take more time (lol) that I expected, but once it will be (~= 20%) functional I will release beta versions.

EDIT (07/26/2014): I just finished the 1.6 version, but it's not compilled yet. I'm sure I will upload it tomorow.

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Post » 30 Jul 2014, 18:54

VERSION 1.6 AVAILABLE!!!!!

Yes, another yet update. This version brings :
  • Underwater tile property
  • Custom background color (select "custom" in the dropdown and you'll see 6 new buttons appear)
  • Fixed the icons of the dlc tab (unlike the local tab, they where not resizing if they where too big or not enough)

Get it quickly in the Downloads section.

Screenshot :
Image

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Post » 30 Jul 2014, 20:52

Very nice your mod, just that there are two bugs to fix:

1. When I select custom background, it turns out that none of the six buttons works! :(

2. When I get lost while playing this screen appears:

Image


I hope that you can fix them soon!!!

P.S: sorry if I not made it smaller than the image, though not seen any error!!! :D

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Post » 31 Jul 2014, 08:59

The version I uploaded looks like it's actually not the correct one. For the buttons, try changing the music or spriteset (I don't know why but they won't work if you don't do the fisrt time). it's an update problem.

For the crash, the game tries to see if the tile on the one you're walking has "Water" property, and it can't check above 1.

Can you tell me what is line 243 of mario.lua? If it's not

Code: Select all

if self.y > 1 then

The problem would be here.
Last edited by I LÖVE LUA on 05 Aug 2014, 08:26, edited 1 time in total.

HugoBDesigner
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Post » 31 Jul 2014, 12:53

I don't know if that's the case, but you should check if y > 0 instead of y > 1. The game checks for values bigger than 1 only for tiles, but bigger than 0 for entities (just like the player). But, still, it shouldn't crash the game, just prevent the player from swimming in the top level of tiles...

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Post » 01 Aug 2014, 10:49

HugoBDesigner wrote:The game checks for values bigger than 1 only for tiles

And the problem concerns tiles.

But I fixed it. It was not the top, but the pits (or the right edge). Don't worry, it'll be fixed in the next update. Also, about it, I just finished a credits system. (For now, you have to write it "by hands", but it does work). All you have to do is to create a file called "credits.txt" in your mappack folder go in the tools tab of the editor, select the credits input, and type what you want.

Exemple with renhoek's Super Mario Bros. Special Remake (he added a credits file) :
Image
Image<-- The mappack here will be released soon, but it was made with Mari0+Portal never be released cause I lost it.


I will have added later an editor-GUI-based-text-input-and-button-system.
Last edited by I LÖVE LUA on 21 Dec 2014, 21:55, edited 2 times in total.

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Post » 09 Aug 2014, 19:23

PROGRESS POST:

Nothing big was added since the last post, but I made some improvements to the BTTF cheat. Currently I only added a fly mode (to enlable it, go to 2010 or later, go in the pause menu and you should see "Press 'e' to get BTTF2 time machine". Press "e", and in order to fly, press and hold "right control"/"rctrl" and use the regular movement keys of Mario.) If you think a wall is too high, there souldn't be any matter now.

As it concerns SE port, I changed "Follow Mario" to "Follow [INSERT HERE THE CHOSEN CHARACTER OF PLAYER 1]", and of course without making the name going off-screen.
Last edited by I LÖVE LUA on 19 Aug 2014, 10:14, edited 2 times in total.

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Post » 17 Aug 2014, 08:42

(BETA) UPDATE POST :

The beta of Even Moar Stuff, the SE port of my mod, is now uploaded. You can download it now in the Downloads Section, under "EVEN MOAR STUFF (0.9.x)"


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