[UPDATE 13.1] Alesan99's Entities (Clear Pipes, Tracks, & more!)

Mods, guides how to use and install mods go right in here.
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FuriousTH
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Post » 20 Apr 2015, 03:14

Not really

And I opened another page of your bread.

Better, huh?
Last edited by FuriousTH on 20 Apr 2015, 03:51, edited 2 times in total.

Wilo
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Post » 20 Apr 2015, 03:44

bread.

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SonicKnuckles1998
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Post » 21 Apr 2015, 19:11

I've been using your mod to make a mappack, but if I try to change the width of a level with a height of anything over 15, I get a crash. Here's the screen i see.

Error

editor.lua:885: attempt to index a nil value


Traceback

main.lua:2549: in function '__index'
editor.lua:885: in function 'editor_draw'
game.lua:2214: in function 'game_draw'
main.lua:1507: in function 'draw'
[C]: in function 'xpcall'

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alesan99
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Post » 21 Apr 2015, 22:37

It's already fixed in the next version like i said.

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FuriousTH
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Post » 21 Apr 2015, 23:30

This!
This!

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mine209craft
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Post » 22 Apr 2015, 04:30

SonicKnuckles1998 wrote:I've been using your mod to make a mappack, but if I try to change the width of a level with a height of anything over 15, I get a crash. Here's the screen i see.

Error

editor.lua:885: attempt to index a nil value


Traceback

main.lua:2549: in function '__index'
editor.lua:885: in function 'editor_draw'
game.lua:2214: in function 'game_draw'
main.lua:1507: in function 'draw'
[C]: in function 'xpcall'
Hello, welcome to the forums!

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FuriousTH
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Post » 22 Apr 2015, 04:56

mine209craft wrote:
SonicKnuckles1998 wrote:..."Crash Report"...
Hello, welcome to the forums!
You're the one who always puts great quotes just to say welcome to a new user, no?

One could put:
Welcome to the Stabyourself.net fourms SonicKnuckles1998!

Instead of putting the great quotes, anyway:
FuriousHedgehog wrote:Welcome to the Stabyourself.net fourms SonicKnuckles1998!

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zorua7551
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Post » 22 Apr 2015, 18:03

mine209craft wrote:
SonicKnuckles1998 wrote:Crash report.
Something compleatley irrelevent to his SK1998's problem.
If you're going to make a reply, atleast fucking make it relevent, and not just "Welcome to the forums!" i mean, i know hes new but he is reporting an error. Sorry if this comes off as rude but, think & read before you reply. Thank you. (Even if there is already an answer.)

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MagicPillow
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Post » 22 Apr 2015, 19:55

Usually people welcome new members to the forum, even if it's slightly off topic.
I don't think that what mine209craft did was any different than what happens all the time here, so I don't really see what the big fuss is about.

MF064DD
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Post » 29 Apr 2015, 20:25

Here is a small review and a little bit of recommendation for the future of this project. I will start off by saying I don't want anyone to be offended by this reply, as I tried really hard to speak my opinion without coming off as an asshole. Another thing to notice is that this is a copy-paste of my other post from the topic "Unpopular Opinions" from Twatter. I will also be prepared for any reply or quote I get to this post. Now that I have that clear, happy reading! ^w^

_______________________________________________________________________________________________________________________________________________

Why I prefer this is over regular Mari0 1.6

I really don't like Mari0 1.6's limited entities, or at least I felt that way when I first used this mod. I know that that's very stupid to say, considering those are all the NPC's from the original Nintendo Entertainment System game, But I think Maurice should add some more, or take a quick look at this mod. The reason why I use Alesan99's entities pack is because It offers more for map creators, as you can use different enemies and power-ups in specifically themed levels. Dry Bone Enemies and Ice Flowers for Castle Levels, Snow Man Pokey's and Ice Flowers for snow levels, the frog suit for water levels, as well as new fishes, and so much more. There is so many combinations with this mod, and I love that. It's friendly to people who are making a map with a specific theme in the level. Take "Old Mario, New Tricks" for example. I enjoyed the hell out of that game, and I don't think it would be the same if it was created with Mari0 1.6.

This VS Mari0 SE:

For anyone saying that I should try Mari0: Special Edition, Don't think I have. That is one of my more favorite official Mari0 versions, and it quite well organizes everything. But I'm waiting till it reaches out of Beta stages to make final opinions, as it wouldn't be fair to judge it just yet.

But as I said, this moded version of Mari0 is favorite of mine.

My only complaints on Alesan99's Entities are...

Yoshi being understandably Glitchy, I think we could've waited till Yoshi was done being programmed right, because not many people need Yoshi in this game, and is just a nice add-on to levels. (No offense Alesan99).

Also not having the ability to change Boom-Boom's fight music, or just simply turn it off. That was an owie to me, because this is the perfect programmed-port of the original Boom-Boom from SMB 3, and this is the only thing that really ruins it.

And the fact that you can't freeze Dry bone enemies, as you could in the NSMBW.

Recommendations:

The ability to have custom intros to Mario when starting a level would be awesome. For example, when Mari0 starts the next level/enters a sub level, I'd love the ability for him to come out of a warp pipe.
________________________________________________________________________________________________________________________________________________

Hopefully you all understand that this is just as an opinion and is not meant to be taken as in insult for anyone. I don't want to be hated. :P

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TheDarkerTheLighter
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Post » 01 May 2015, 05:44

alesan99 wrote:Image
Progress Update!
Barrels and Sidesteppers from Super Mario Bros. Special.
Sidesteppers are like spikeys.
Barrels roll fast and kill enemies.
These will be available in the next version.
I think you actually mean Mario Bros. Special, since both Super Mario Bros. Special and Mario Bros. Special are totally different things aside from the characters and enemies.

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Sky
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Post » 01 May 2015, 05:46

1. No reason to talk about a post made a year and a half ago.
2. Those enemies actually are present in SMBS.

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alesan99
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Post » 05 May 2015, 02:15

Progress Update
I've been working hard on the mod for the past few days and I've added and fixed a bunch of stuff.
You can expect the update to come out sometime this month.

One thing I changed is the DLC/online mappack system. I've been trying to figure out workarounds to the "file uploading site don't allow luasocket download files" and "only up for 1 month" problems and I finally found a solution.
Mappacks are now hosted on imgur instead of that text upload website that only keeps up files for 1 month >:(
You're probably thinking "How did you upload mappacks to imgur? Isn't it a image site?". Well, I made the mappack into an image!
Now this is interesting from a technical standpoint but if you're not interested skip this part
I made a program that creates an image by using a file's bytes.
Each pixel's r, g, b, a values contain a byte of the file (so r is byte 1, g is byte 2, etc.)
Once the image is made I can upload it to imgur.
Here's an example: http://imgur.com/fiML85b

Then Mari0 can download the image and make the file from the pixel values
So basically this means mappacks can stay up forever and making dlc available is easier for me! So remember to check the dlc section once and a while

Also:
Image
Yoshi can now use his tounge

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zorua7551
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Post » 05 May 2015, 02:29

wait, seeing from the image you posted. Yoshi can't swallow enemies, or can he swallow certain ones?

MF064DD
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Post » 12 May 2015, 04:04

alesan99 wrote:Progress Update
I've been working hard on the mod for the past few days and I've added and fixed a bunch of stuff.
You can expect the update to come out sometime this month.

One thing I changed is the DLC/online mappack system. I've been trying to figure out workarounds to the "file uploading site don't allow luasocket download files" and "only up for 1 month" problems and I finally found a solution.
Mappacks are now hosted on imgur instead of that text upload website that only keeps up files for 1 month >:(
You're probably thinking "How did you upload mappacks to imgur? Isn't it a image site?". Well, I made the mappack into an image!
Now this is interesting from a technical standpoint but if you're not interested skip this part
I made a program that creates an image by using a file's bytes.
Each pixel's r, g, b, a values contain a byte of the file (so r is byte 1, g is byte 2, etc.)
Once the image is made I can upload it to imgur.
Here's an example: http://imgur.com/fiML85b

Then Mari0 can download the image and make the file from the pixel values
So basically this means mappacks can stay up forever and making dlc available is easier for me! So remember to check the dlc section once and a while

Also:
Image
Yoshi can now use his tounge
I'm not the only one who tried to do this, right?
Image
I'm excited to see Yoshi is getting a much needed fix, because I was actually thinking about adding him in a few levels in my mappack. (I hope the fix results in being able to hit invisible blocks, as well as being able to hit Red/P switches.)


I downloaded all the mappacks under DLC actually, and I love the maps, so I'm excited DLC is becoming more looked into. I also really like the Daily Challenge's concept. It's fun, and It reminds me of games like NSMBU.

I'm excited for the release of this update, if you couldn't tell already. Keep up the good work! :)

EDIT:
Here is a video on some of the Yoshi glitches with I found. (Infinite Lives and Flag Pole Glitch!):


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alesan99
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Post » 16 May 2015, 01:14

Pre-Release Update
So I'm planning to release the update in a few days so it's time to show some of the features I haven't showed yet.
Image
The map selection menu in the editor has been redesigned.
This means it can now support many worlds, levels, and sublevels.
Currently it has the option to make up to 35 worlds.

Image
- Climbable tiles
Self-explanatory, it's a tile property you can use to make climbable tiles
- Vine Stop
Stops vines from growing to the top of the level. Suggested by Furioushedgehog.
- Fighter Fly
Jumps. From Super Mario Bros Special (Originally from Mario Bros. but I based it on the smbs version @TheDarkerTheLighter)

Image
More smbs stuff
- Wing
Allows mario to swim/fly for a bit.
- DK Hammer
Mario uses it to kill enemies. Mario's hands don't move with the hammer because they don't in SMBS and It would take a lot of time to create sprites.

MF064DD
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Post » 16 May 2015, 02:27

alesan99 wrote:Pre-Release Update
*Uber Amazing development stuff here*
If you could see through my computer's camera right now this is what you would see:
Image
I thought this was going to be just a performance update, and I would have to wait till this summer but OH MY GOD this is more than I expected! You work hard to please people dude, and I think it's safe to say we all feel pleased. You are amazing. *cough* http://www.poll-maker.com/poll314535x3EAd4f7b-12 *cough*

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FuriousTH
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Post » 16 May 2015, 03:12

Oh alesan, I'm totally impressed, but also more work to change in the mod...

jermboy27
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Post » 16 May 2015, 03:49

Hey alesan99, I suggest Chain Chomps, please?

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Technochips
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Post » 16 May 2015, 11:00

jermboy27 wrote:Hey alesan99, I suggest Chain Chomps, please?
Are you the one that request everything ? Make your own mod please.
And yeah, chain chomps is a good idea.

MF064DD
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Post » 16 May 2015, 19:45

Julien12150 wrote:
jermboy27 wrote:Hey alesan99, I suggest Chain Chomps, please?
Are you the one that request everything ? Make your own mod please.
And yeah, chain chomps is a good idea.
So you tell him to not request things, then you turn around and request the thing he reques- I'm not even going to bother.

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alesan99
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Post » 16 May 2015, 23:30

UPDATE
Image
It's here!
After about 5 months of work I decided I've added enough stuff.
Quite a lot of stuff has been changed so be sure to check the change list.
Notable Features: More worlds, Vine tile property, smbs entities

Download:
Source (0.9.0): https://www.dropbox.com/s/nx8yls7c0a5rc ... .love?dl=0

Changelog

Code: Select all

NEW FEATURES:
climbing property
updated level screen customization
fighter fly added
quickmenu added
portal gun drop down (pedestal supported multiple portalguns but you could no tstart with them)
foreground scroll bar (also foreground scrolling is more realistic)
koopas and shell enemies "wake up" after being stomped and get flipped when hit from below
custom boom boom and intermission music (you can also turn on custom music in intermissions (old feature))
improved dlc (mappacks hosted on imgur by converting files to images)
yoshi tounge
added swim wing from smbs
bowser has right click option to make him into an enemy not a boss
added dk hammer from smbs
more worlds and redesigned map selection menu
added vinestop

FIXES AND TWEAKS
optimized slopes
fixed slopes being placed in the editor
resizing window doesn't mess up tiles (you can see their properties) and other things
resizable setting now allows for shaders (the screen would mess up before)
slightly faster startup loading? (boomboom music set to stream)
no autoscrolling in editor
little castle flag fixed (it's been invisible since the mapheight update)
mapheight files won't be created unless the map height has been changed (Positives: faster loading, smaller filesizes)
fixed still being small when growing from tiny mario
fixed portal dots bunching up with tall maps
merged plants in code (smaller filesize, all plants freezable)
cleaned up mario powerup code (colors not getting updated every frame)
freeze more enemies
improved sprites (dry bones longer when destroyed, icicle crash sprites, sidestepper)
shell enemies sprite sheet formats changed
items use items.png instead of entities.png
organized entities a bit
fixed vine with mapheight
options saved in mod folder
hammer bros don't collide with hammers
fixed pallete a bit
nerfed wind
updated daily challenge pack included
other minor bug fixes
Tile Properties: (Noteblocks are unfinished)
Image
Make sure to report bugs so I can fix them as fast as possible.
Also try out the dlc. It will get updated more often now.

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FuriousTH
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Post » 16 May 2015, 23:33

First viewing this, omg!

EDIT:
Crash, when opened the submenu levelscreen in text tab:
Error

editor.lua:1268: attempt to index a nil value


Traceback

main.lua:2627: in function '__index'
editor.lua:1268: in function 'editor_draw'
game.lua:2271: in function 'game_draw'
main.lua:1527: in function 'love_draw'
main.lua:1508: in function 'draw'
[C]: in function 'xpcall'
Last edited by FuriousTH on 16 May 2015, 23:49, edited 2 times in total.

Squidish
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Post » 16 May 2015, 23:38

YES! This update really helps a map I'm working on for this mod. BE READY TO PUT IT ON THE LIST ALESAN

MF064DD
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Post » 17 May 2015, 00:10

I'll be gone for 20 minutes...20 days..20 months? Yeah. 20 years. I don't think I'll ever get my eyes off of this game after opening it.

EDIT: Guess I better get back to working my map again. :P

Yoshi is way better in this update. I'm extremely impressed! I was a little upset that the Hammer power up doesnt break barrels, and when in the "Swim/Fly" wing power up, you can't hit blocks. But I guess it's supposed to act like you're underwater, so I'm happy with it. It's going to take me awhile to get used to the new map "level/sub-level" selecter layout in level editor, but the inclusion of 1, 2, 3, 4.. addable 35 worlds is welcoming enough!

Bowser...I don't know if I would use him as an enemy, but I might. Seems weird to add. But it's welcome.

I'll add more overtime, and make it a bit more organised. So far, it's awesomer than any other update.
Last edited by MF064DD on 17 May 2015, 00:30, edited 1 time in total.

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alesan99
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Post » 17 May 2015, 00:26

FuriousHedgehog wrote:Crash, when opened the submenu levelscreen in text tab:
Fixed, download link has been updated.

Thanks for the support guys!

EDIT:
Mariofan064 wrote:I was a little upset that the Hammer power up doesnt break barrels
Fixed. The reason they weren't killable is because I changed the way enemies get killed and I forgot to add barrels to the list.
Mariofan064 wrote:and when in the "Swim/Fly" wing power up, you can't hit blocks.
Not sure what you mean by this. I could hit blocks just fine.
Mariofan064 wrote:Bowser...I don't know if I would use him as an enemy, but I might. Seems weird to add. But it's welcome.
Before you could only put one bowser in each stage and it had to be a boss. SMB2 japan has some bowsers mid stage so that's the reason I added it

Again, download updated

Squidish
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Post » 17 May 2015, 02:38

Uhhh the music box is broke.

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alesan99
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Post » 17 May 2015, 03:03

alesan99 wrote:Tile Properties: (Noteblocks are unfinished)

Squidish
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Post » 17 May 2015, 03:05

alesan99 wrote:Tile Properties: (Noteblocks are unfinished)
Ok. when will it be fixed?

EDIT: Vinestop doesn't work if put at the top 3 or 4 blocks

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alesan99
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Post » 17 May 2015, 15:35

Squidish wrote:EDIT: Vinestop doesn't work if put at the top 3 or 4 blocks
Image
It works for me.
Are you putting vinestops below them?

Squidish
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Post » 17 May 2015, 16:19

No, I mean that mario will climb all the way up like a normal vine.

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alesan99
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Post » 17 May 2015, 16:36

Squidish wrote:No, I mean that mario will climb all the way up like a normal vine.
Fixed, and download link has been updated as always.

MF064DD
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Post » 20 May 2015, 03:04

Discovered Totaka's Song. I don't know how, but it appeared after the loading screen.

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alesan99
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Post » 31 May 2015, 22:07

I finally decided to update the Windows and OSX downloads.
Download if you don't want to run a .love file.
Tell me if the OSX doesn't work.
DOWNLOADS (current version: 0.9.0 v5)
---> Windows <---
---> OSX <---
---> Source (LOVE 0.9.0) <---

MF064DD
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Post » 03 Jun 2015, 23:02

I tried running the game (.exe, not .love) as an administrator and regularly, and my computer keeps thinking the game is a virus. I'm very well aware that it's not, and that you're trustable. Is there any idea's on how to get this to work around Windows Defender?

Running Windows 10 currently.

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Turtle95
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Post » 04 Jun 2015, 01:30

Mariofan064 wrote:I tried running the game (.exe, not .love) as an administrator and regularly, and my computer keeps thinking the game is a virus. I'm very well aware that it's not, and that you're trustable. Is there any idea's on how to get this to work around Windows Defender?

Running Windows 10 currently.
You have to make sure the Anti-virus sees the .exe as an exception. What AV is it?

Murphmario
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Post » 09 Jun 2015, 20:31

May I please request some stuff:
-Red Bouncing Paratroopas
-Correct enemy skins
-The option for Hammer Bros. to chase you, like they did in Smb2 japan

That is all.

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alesan99
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Post » 10 Jun 2015, 00:01

Murphmario wrote:May I please request some stuff:
-Red Bouncing Paratroopas
-Correct enemy skins
-The option for Hammer Bros. to chase you, like they did in Smb2 japan

That is all.
What do you mean by correcting enemy skins? Do you mean color palettes?
You can just use custom graphics (make "custom" folder in map pack folder) for that and the red paratroopas.

I will make hammer bros chase though

jermboy27
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Post » 10 Jun 2015, 02:20

Here are the requests for Alesan99:
Chain Chomps
Sideways Piranha Plants
Sideways Venus Fire Traps
Balloon Goombas

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FuriousTH
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Post » 10 Jun 2015, 02:26

jermboy27 wrote:Here are the requests for Alesan99:
Chain Chomps
Sideways Piranha Plants
Sideways Venus Fire Traps
Balloon Goombas
With fries and pepsi please.

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Technochips
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Post » 10 Jun 2015, 12:56

jermboy27 wrote:Balloon Goombas
NO! NOT AGAIN! Even if i didn't "exist" on the forum when he wanted that.

Squidish
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Post » 11 Jun 2015, 17:51

How about a 7-up

Ha
ha
ha

Eden GT
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Post » 13 Jun 2015, 11:19

ummm... do you know that the underwater palette is different in Mari0? You should change it.
Also,can you please put in the SMB2J's wind sound?

Download these hacks I made (not mappacks) to see the correct underwater palette and the vine tile propeties' buzzing sound.
Water Mario:
http://www.mediafire.com/download/y70ye ... +Mario.nes

Buzz vine:
http://www.mediafire.com/download/lqqa1 ... esan99.nes

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alesan99
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Post » 13 Jun 2015, 15:29

I really don't see the point in changing the water palette sprites since you don't even see them in the original.
And I've been wanting to find the wind sound since I added wind so i'd be happy to add it once someone can get me the sound file. The only other way for me to get it is to get it is by getting to the level in smb2j.
Also the buzzing sound is annoying so i won't add it.

Murphmario
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Post » 14 Jun 2015, 00:21

alesan99 wrote:I really don't see the point in changing the water palette sprites since you don't even see them in the original.
And I've been wanting to find the wind sound since I added wind so i'd be happy to add it once someone can get me the sound file. The only other way for me to get it is to get it is by getting to the level in smb2j.
Also the buzzing sound is annoying so i won't add it.
The underwater palettes were seen in the Lost Levels. If you need proof, look at some maps.

Also, another reasonable request is Bullet and Banzai bills outside of their launchers that travel across the screen as soon as you are there, and they do not relaunch unless scrolled off-screen. Like in other games like Super Mario World.

Eden GT
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Post » 14 Jun 2015, 03:42

alesan99 wrote:I really don't see the point in changing the water palette sprites since you don't even see them in the original.
And I've been wanting to find the wind sound since I added wind so i'd be happy to add it once someone can get me the sound file. The only other way for me to get it is to get it is by getting to the level in smb2j.
Also the buzzing sound is annoying so i won't add it.

But in the future I will probably make a VIP mappack and it may includes underwater levels.
By the way, how'd you think of the Water Mario's BGM?

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alesan99
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Post » 14 Jun 2015, 04:01

Eden GT wrote:But in the future I will probably make a VIP mappack and it may includes underwater levels.
By the way, how'd you think of the Water Mario's BGM?
For now you can use custom graphics to make the underwater sprites.
Open the source file of the mod with an archiver like winrar, 7zip, etc. and go to the sprites folder. Find the sprites you want to change and drag them to your mappack's "custom" folder (If there isn't one create one)
And the music was really nice and upbeat.

Eden GT
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Post » 14 Jun 2015, 05:49

alesan99 wrote:
Eden GT wrote:But in the future I will probably make a VIP mappack and it may includes underwater levels.
By the way, how'd you think of the Water Mario's BGM?
For now you can use custom graphics to make the underwater sprites.
Open the source file of the mod with an archiver like winrar, 7zip, etc. and go to the sprites folder. Find the sprites you want to change and drag them to your mappack's "custom" folder (If there isn't one create one)
And the music was really nice and upbeat.
Now I know how to do it, I just change the .exe file into a .zip file.
The thing is that editing the enemies is just wasting my time.

EDIT: alesan99, can you add the rewinder (by pressing backspace) and save states to the cheat menu?

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alesan99
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Post » 14 Jun 2015, 19:55

Eden GT wrote:Now I know how to do it, I just change the .exe file into a .zip file.
The thing is that editing the enemies is just wasting my time.
You don't change the exe to a zip, you have to download the source (https://www.dropbox.com/s/nx8yls7c0a5rc ... .love?dl=0)
And it's pretty quick too. Just change the enemies you are going to use (which should only be around 10-5 if you are using the smb enemies). If you are using paint.net, just change the paint bucket tool to global and replace the colors on the bottom row of sprites.

If you still don't want to pm me and I I'll do it.
Eden GT wrote:EDIT: alesan99, can you add the rewinder (by pressing backspace) and save states to the cheat menu?
If I do add it it won't be a cheat.

Eden GT
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Post » 15 Jun 2015, 11:05

alesan99 wrote:
Eden GT wrote:Now I know how to do it, I just change the .exe file into a .zip file.
The thing is that editing the enemies is just wasting my time.
You don't change the exe to a zip, you have to download the source (https://www.dropbox.com/s/nx8yls7c0a5rc ... .love?dl=0)
And it's pretty quick too. Just change the enemies you are going to use (which should only be around 10-5 if you are using the smb enemies). If you are using paint.net, just change the paint bucket tool to global and replace the colors on the bottom row of sprites.

If you still don't want to pm me and I I'll do it.
Eden GT wrote:EDIT: alesan99, can you add the rewinder (by pressing backspace) and save states to the cheat menu?
If I do add it it won't be a cheat.
I had to wait until the weekends so that I can work on the enemies.

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