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[UPDATE] Alesan99's Entities (Online Multiplayer, custom enemies, & more!)

Mods, guides how to use and install mods go right in here.
alesan99
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Post » 15 Jun 2015, 14:22

Eden GT wrote:I had to wait until the weekends so that I can work on the enemies.

I made them for you in 5 minutes
https://www.dropbox.com/s/l4qmeulqoim5ohg/underwater.zip?dl=0
Just drag the "custom" folder into your map pack folder

Eden GT
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Post » 17 Jun 2015, 10:29

alesan99 wrote:
Eden GT wrote:I had to wait until the weekends so that I can work on the enemies.

I made them for you in 5 minutes
https://www.dropbox.com/s/l4qmeulqoim5ohg/underwater.zip?dl=0
Just drag the "custom" folder into your map pack folder



You forget to change the bullet bill, underground hammers palette, castle palette question blocks, vine palette, 1-up and poison mushroom palette, SMB2J wind palette, lakitu palette, bowser palette, bla bla bla......

(sorry...and did you use paint.net? I use that often.)

Mr.Q.Marx?
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Post » 17 Jun 2015, 13:33

Eden GT wrote:You forget to change the bullet bill, underground hammers palette, castle palette question blocks, vine palette, 1-up and poison mushroom palette, SMB2J wind palette, lakitu palette, bowser palette, bla bla bla......

You're thinking about this all wrong.
alesan99 owes you nothing.
It takes 5 minutes to swap the colours on the bottom row of each image. That's 50 minutes. Just do it yourself, have it done in an hour and post it here if it's really that important to you.
Alesan might add your palettes to the official release.

alesan99
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Post » 17 Jun 2015, 15:08

Eden GT wrote:You forget to change the bullet bill, underground hammers palette, castle palette question blocks, vine palette, 1-up and poison mushroom palette, SMB2J wind palette, lakitu palette, bowser palette, bla bla bla......

(sorry...and did you use paint.net? I use that often.)

It wasn't supposed to be a complete palette change. You never said anything about the underground and castle pallets so I didn't change them.
and yes, I used paint.net.

Just change the enemies you need to make your mappack
All you have to do is this:
Image
Note: paint bucket is set to global

Hope this helps :)

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Post » 18 Jun 2015, 12:05

alesan99 wrote:
Eden GT wrote:You forget to change the bullet bill, underground hammers palette, castle palette question blocks, vine palette, 1-up and poison mushroom palette, SMB2J wind palette, lakitu palette, bowser palette, bla bla bla......

(sorry...and did you use paint.net? I use that often.)

It wasn't supposed to be a complete palette change. You never said anything about the underground and castle pallets so I didn't change them.
and yes, I used paint.net.

Just change the enemies you need to make your mappack
All you have to do is this:
Image
Note: paint bucket is set to global

Hope this helps :)


After I finished fixing the enemies' palette, I will send you the download link for the sprites.
And I am typing this while having a bloody nose and a nail stabbed to my leg. OWWW!!!

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Post » 21 Jun 2015, 05:52

Finally, I had finished re-colouring all of the enemies, Thanks to my hard work. The 'extended sprites' folder is that I extended the palettes, And it won't work in-game.
http://www.mediafire.com/download/8g37h ... te+fix.zip

And here's a mappack, only compatible on this mod, is based on a SMB Hack named マリオマフィア2(Mario Mafia 2). It is SMB2J like, very hard level design, and it also includes the hack.
http://www.mediafire.com/download/k0hdz ... %BC%92.zip

Also, can you put this speed option in the level editor? Note that I use paint.net to edit the picture.
Image

alesan99
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Post » 21 Jun 2015, 15:52

Eden GT wrote:Finally, I had finished re-colouring all of the enemies, Thanks to my hard work. The 'extended sprites' folder is that I extended the palettes, And it won't work in-game.
http://www.mediafire.com/download/8g37h ... te+fix.zip

Also, can you put this speed option in the level editor? Note that I use paint.net to edit the picture.
[image]

Thank you very much for the sprites. I'll work on making the extended sprite sets work once I start working on the mod again. The speed option would require some right click work so it might take a little bit longer.


Also I added Mario Mafia 2 as online DLC so everyone make sure to check it out.
I fixed the title screen for the mappack too

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Post » 22 Jun 2015, 00:02

Asides from making extended skins, I was wondering if we could make skins larger. This would probably be a lot of work, but it would make things easier.

Eden GT
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Post » 24 Jun 2015, 10:13

If I got time, I will rip out the SMB2J Wind sound.
My 22-year old cousin said that I am banned from the computer for 6 MONTHS!!! (I not even kidding)
I'll had to do it when he's not at home.

Eden GT
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Post » 30 Jun 2015, 11:47

My cousin had hid my laptop, so I had to do it in library. It is looped many times, but you have to trim out the last bit.
http://www.mediafire.com/listen/0g49s2r ... +SOUND.wav
I have forgotten to edit the cheep-cheep sprites, so here it is.
http://www.mediafire.com/view/69yr79ch4 ... eepred.png
http://www.mediafire.com/view/dc6qyd8rd ... epgrey.png

Eden GT
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Post » 05 Jul 2015, 09:01

Here's something that I read from Justin's blog:
http://superjustintheblog.blogspot.co.n ... mari0.html

Murphmario
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Post » 05 Jul 2015, 19:06

Eden GT wrote:Here's something that I read from Justin's blog:
http://superjustintheblog.blogspot.co.n ... mari0.html



I agree with him. Other than adding new stuff, this mod should also fix what Mari0 did wrong.

alesan99
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Post » 05 Jul 2015, 22:14

Eden GT wrote:Here's something that I read from Justin's blog:
http://superjustintheblog.blogspot.co.n ... mari0.html

I'll try my best to do some of those things.
All of those are possible (Löve doesn't really have any harsh limitations) but some aren't worth the effort to fix, like the collision related ones which would probably need the physics engine to have some major makeovers.

Murphmario wrote:I agree with him. Other than adding new stuff, this mod should also fix what Mari0 did wrong.

I've already been fixing some stuff mari0 did wrong.
For example the last update I fixed the koopa flipping behavior.

goodbot16
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Post » 14 Jul 2015, 23:27

Hey alesan99 you should add chain chomps to ur mod!

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Post » 07 Aug 2015, 22:50

Latest version (0.9.0 v5) does not work on OS X 10.10.3.
The application just doesn't launch. It says that it is incompatible for this version of OS X.
However, Mari0 1.6 and 0.8.0 works perfectly fine. (Haven't tested SE yet.)

EDIT: Never mind, I downloaded the source and manually launched it from LOVE 0.9.0. The OS X app still doesn't work though.

alesan99
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Post » 08 Aug 2015, 16:15

SasukeVip wrote:Latest version (0.9.0 v5) does not work on OS X 10.10.3.
The application just doesn't launch. It says that it is incompatible for this version of OS X.
However, Mari0 1.6 and 0.8.0 works perfectly fine. (Haven't tested SE yet.)

EDIT: Never mind, I downloaded the source and manually launched it from LOVE 0.9.0. The OS X app still doesn't work though.

It's probably my fault because it's my first time making an OSX app
Did the v4 download work? http://www.mediafire.com/download/867lr12t1t9yzkq/alesan99s_entities_0-9-0_4_osx.zip

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Post » 09 Aug 2015, 01:42

alesan99 wrote:
SasukeVip wrote:Latest version (0.9.0 v5) does not work on OS X 10.10.3.
The application just doesn't launch. It says that it is incompatible for this version of OS X.
However, Mari0 1.6 and 0.8.0 works perfectly fine. (Haven't tested SE yet.)

EDIT: Never mind, I downloaded the source and manually launched it from LOVE 0.9.0. The OS X app still doesn't work though.

It's probably my fault because it's my first time making an OSX app
Did the v4 download work? http://www.mediafire.com/download/867lr12t1t9yzkq/alesan99s_entities_0-9-0_4_osx.zip

Yes, v4 works fine without any issues.
It turns out I can't launch anything (including Mari0 SE) from LOVE 0.9.2 or 0.9.1. Everything works when I launch it from 0.9.0.

alesan99
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Post » 09 Aug 2015, 02:00

That's probably it because I used love 0.9.2 to make it

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Post » 11 Aug 2015, 06:14

hey Alesan99 i have a question... how do you beat glados that you made? also i have a request, can you make mini blocks sence you made a mini mushroom? just a request but still, how to beat glados? also can you can wheathly into the game to? like he helps you in any type of map ( includding costom maps ) too? you dont half to but still good idea? also with this mod i can use these costom giant blocks to match with your giant entities! see
click it to see full image

Technochips
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Post » 11 Aug 2015, 11:00

to beat glados you need to destroy the cores by throwing them to the void

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Post » 11 Aug 2015, 18:12

Julien12150 wrote:to beat glados you need to destroy the cores by throwing them to the void

. . . . . . . . . . . . . . . . . . . ________
. . . . . .. . . . . . . . . . . ,.-‘”. . . . . . . . . .``~.,
. . . . . . . .. . . . . .,.-”. . . . . . . . . . . . . . . . . .“-.,
. . . . .. . . . . . ..,/. . . . . . . . . . . . . . . . . . . . . . . ”:,
. . . . . . . .. .,?. . . . . . . . . . . . . . . . . . . . . . . . . . .\,
. . . . . . . . . /. . . . . . . . . . . . . . . . . . . . . . . . . . . . ,}
. . . . . . . . ./. . . . . . . . . . . . . . . . . . . . . . . . . . ,:`^`.}
. . . . . . . ./. . . . . . . . . . . . . . . . . . . . . . . . . ,:”. . . ./
. . . . . . .?. . . __. . . . . . . . . . . . . . . . . . . . :`. . . ./
. . . . . . . /__.(. . .“~-,_. . . . . . . . . . . . . . ,:`. . . .. ./
. . . . . . /(_. . ”~,_. . . ..“~,_. . . . . . . . . .,:`. . . . _/
. . . .. .{.._$;_. . .”=,_. . . .“-,_. . . ,.-~-,}, .~”; /. .. .}
. . .. . .((. . .*~_. . . .”=-._. . .“;,,./`. . /” . . . ./. .. ../
. . . .. . .\`~,. . ..“~.,. . . . . . . . . ..`. . .}. . . . . . ../
. . . . . .(. ..`=-,,. . . .`. . . . . . . . . . . ..(. . . ;_,,-”
. . . . . ../.`~,. . ..`-.. . . . . . . . . . . . . . ..\. . /\
. . . . . . \`~.*-,. . . . . . . . . . . . . . . . . ..|,./.....\,__
,,_. . . . . }.>-._\. . . . . . . . . . . . . . . . . .|. . . . . . ..`=~-,
. .. `=~-,_\_. . . `\,. . . . . . . . . . . . . . . . .\
. . . . . . . . . .`=~-,,.\,. . . . . . . . . . . . . . . .\
. . . . . . . . . . . . . . . . `:,, . . . . . . . . . . . . . `\. . . . . . ..__
. . . . . . . . . . . . . . . . . . .`=-,. . . . . . . . . .,%`>--==``
. . . . . . . . . . . . . . . . . . . . _\. . . . . ._,-%. . . ..`\
oh ok sorry about that

edited: ok, so, i destroyed the 1st core... no other cores come out and i die at end of nerotoxin thing.... am i doing something wrong? also the dlc meppacks are not downloading for me....

alesan99
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Post » 11 Aug 2015, 23:19

You have to place a rocket turret and redirect it's rockets so they hit glados


Also make sure you allowed it to use the internet so it can download dlc(I think it's in the Firewall settings?)
If the dlc still doesn't work post a screenshot.

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Post » 12 Aug 2015, 00:43

Hey alsean, i have an idea for an entity, the big hammer bros from SMB3

They shake the screen and mario when they jump and fall and throw bigger hammers

alesan99
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Post » 12 Aug 2015, 01:12

Sounds like a good idea.
I'll add it to my todo list.

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Post » 12 Aug 2015, 03:16

alesan99 wrote:You have to place a rocket turret and redirect it's rockets so they hit glados


Also make sure you allowed it to use the internet so it can download dlc(I think it's in the Firewall settings?)
If the dlc still doesn't work post a screenshot.

oh, ok thanks for the help! i have another request, why not make a new likutu that throws bob-omb's or a hammer bro throwing them? just a request also, when i click the DLC it just goes to start screen and has the same backround as i had before i clicked it...

alesan99
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Post » 12 Aug 2015, 04:06

When you downloaded the dlc you have to look for it in the mappack list/the "local" tab.

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Post » 12 Aug 2015, 04:49

i recrated the classic mario game where DK throw's barrels at you down the path? anyway's here are the pics i took of it!

and why am i posting this? its because i used alesan99's entities to make it! once agen click the pictures to see full picture

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Post » 12 Aug 2015, 05:51

alesan99, are you now busy working on your mod?

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Post » 12 Aug 2015, 16:50

I also have a bug:
If a vine gets to the top of the screen, the game crashes.

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Post » 12 Aug 2015, 17:31

that bug is also in the normal mari0 se

Murphmario
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Post » 12 Aug 2015, 18:28

Still pretty annoying.

alesan99
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Post » 12 Aug 2015, 21:37

Eden GT wrote:alesan99, are you now busy working on your mod?

Right now I am not. I'm still adding things to my to-do list so when I get the time I will start working on it.
Unfortunately I'm busy at the moment so I don't have much time to work on it.

You can expect an update in December but I'll try my best to get one out earlier.

Murphmario wrote:I also have a bug:
If a vine gets to the top of the screen, the game crashes.

Can you give me an example?
Vines are working for me.

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Post » 12 Aug 2015, 22:19

alesan99 wrote:Can you give me an example?
Vines are working for me.

when you make a vertical level, then put a vine, the vine will go up, then when its reach outside of your view, it's crash

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Post » 13 Aug 2015, 00:53

Julien12150 wrote:when you make a vertical level, then put a vine, the vine will go up, then when its reach outside of your view, it's crash

Fixed: Download Source (.love)

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Post » 13 Aug 2015, 23:52

I have two questions,
1) Can you add custom characters to this mod? (I would really like to use SMB3 Style Mario in my mappack.)
2) If not, will it happen in the future? (Like enemies, you add the sprites via the custom folder.)

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Post » 14 Aug 2015, 01:04

SasukeVip wrote:I have two questions,
1) Can you add custom characters to this mod? (I would really like to use SMB3 Style Mario in my mappack.)
2) If not, will it happen in the future? (Like enemies, you add the sprites via the custom folder.)

1) no.
2) perhaps.

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Post » 14 Aug 2015, 02:37

SasukeVip wrote:I have two questions,
1) Can you add custom characters to this mod? (I would really like to use SMB3 Style Mario in my mappack.)
2) If not, will it happen in the future? (Like enemies, you add the sprites via the custom folder.)


Thats for mari0 SE Not 1.6

Alesan's Entities run on mari0 1.6.

SasukeVip
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Post » 14 Aug 2015, 06:59

Squidish wrote:
SasukeVip wrote:I have two questions,
1) Can you add custom characters to this mod? (I would really like to use SMB3 Style Mario in my mappack.)
2) If not, will it happen in the future? (Like enemies, you add the sprites via the custom folder.)

1) no.
2) perhaps.

Well that's too bad. Kind of disappointed since you can change the enemy's textures. Hope it comes in the future.
zorua7551 wrote:Thats for mari0 SE Not 1.6

Alesan's Entities run on mari0 1.6.

Dude I already know that, I'm not that dumb okay?

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Post » 14 Aug 2015, 20:04

SasukeVip wrote:
Squidish wrote:
SasukeVip wrote:I have two questions,
1) Can you add custom characters to this mod? (I would really like to use SMB3 Style Mario in my mappack.)
2) If not, will it happen in the future? (Like enemies, you add the sprites via the custom folder.)

1) no.
2) perhaps.

Well that's too bad. Kind of disappointed since you can change the enemy's textures. Hope it comes in the future.
zorua7551 wrote:Thats for mari0 SE Not 1.6

Alesan's Entities run on mari0 1.6.

Dude I already know that, I'm not that dumb okay?


I'm just stating facts here, there's no custom folder in the source of this version.

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Post » 16 Aug 2015, 22:14

I suggest a property for Lakitu that makes him throw Green Spiny Eggs instead of red ones. The green eggs wouldn't hatch and would chase the player.

This is in SMB3, by the way.

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Post » 17 Aug 2015, 21:11

I'm working on a mod that replaces sounds from SMB with SMB3 music. It can go easy for me.

alesan99
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Post » 17 Aug 2015, 22:51

GreenCo wrote:I'm working on a mod that replaces sounds from SMB with SMB3 music. It can go easy for me.

You can already do that without changing anything.

alesan99 wrote:Place a .ogg or .mp3 file named "music[number here].ogg/.mp3" (Example: music3.ogg) in your mappack folder.
Image
In the level editor, select "custom" as the music, click the box with the number that appears, type in the number music you want and press enter.

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Post » 18 Aug 2015, 00:42

Yeah, but I also want to edit the COMPLETE! GAME OVER! and DEATH!
So that may be why I created the mod.

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Post » 18 Aug 2015, 00:43

GreenCo wrote:I'm working on a mod that replaces sounds from SMB with SMB3 music. It can go easy for me.

RANDOM REPLY!

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Post » 18 Aug 2015, 00:44

alesan99 wrote:
GreenCo wrote:I'm working on a mod that replaces sounds from SMB with SMB3 music. It can go easy for me.

You can already do that without changing anything.

alesan99 wrote:Place a .ogg or .mp3 file named "music[number here].ogg/.mp3" (Example: music3.ogg) in your mappack folder.
Image
In the level editor, select "custom" as the music, click the box with the number that appears, type in the number music you want and press enter.

Yeah, but I also want to edit the COMPLETE! GAME OVER! and DEATH!
So that may be why I created the mod.
I didnt know how to reply like that at first. So I re-replied.

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Post » 18 Aug 2015, 01:32

Don't double post please, theres have an edit button (a pen button) on the top right corner of your comment

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Post » 18 Aug 2015, 10:29

GreenCo wrote:RANDOM REPLY!

Image

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Post » 18 Aug 2015, 15:24

Julien12150 wrote:Don't double post please, theres have an edit button (a pen button) on the top right corner of your comment

I was thinking on a delete button...Why didnt I copy 'n' paste?

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Post » 29 Aug 2015, 10:51

alesan99, remember to change Mario's steering and jump height for the next update!
SMB is more easier to play than mari0 since I keep falling into pits while steering.

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Post » 29 Aug 2015, 15:52

Eden GT wrote:alesan99, remember to change Mario's steering and jump height for the next update!
SMB is more easier to play than mari0 since I keep falling into pits while steering.

You're going to need to be more specific.
Is the running or walking slide wrong, if so, how many blocks should it be? Is mario jumping too high or too low when running, walking, or standing?

Keep in mind it'll probably mess up already existing map packs that rely on mari0's current physics so there's a chance I won't change anything.


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