[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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alesan99
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Post » 25 Mar 2016, 03:29

WawaTittere wrote:if in the game is implemented the "1 only" and "2 only" portals, why not the "only" blue, orange and purple gels??
I don't see many uses for this. maybe
WawaTittere wrote:and the other idea is a "gravitational changer" this activated with power (you know, with the link tool) and change the gravity, without have purple gel, this are my two ideas :v
(wath you think of this?)
Seems cool, I'll consider it for the future.

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HugoBDesigner
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Post » 25 Mar 2016, 04:32

Here's an idea that I tried implementing on my mod, but I couldn't figure out: having the repulsion gel make you bounce if you come at it from propulsion gel. You know, like it does in Portal 2.

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alesan99
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Post » 25 Mar 2016, 04:36

HugoBDesigner wrote:Here's an idea that I tried implementing on my mod, but I couldn't figure out: having the repulsion gel make you bounce if you come at it from propulsion gel. You know, like it does in Portal 2.
I think this could be done simply by checking if mario's speed is high when stepping on blue gel. Don't know if it'll work right though

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HugoBDesigner
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Post » 25 Mar 2016, 04:42

alesan99 wrote:
HugoBDesigner wrote:Here's an idea that I tried implementing on my mod, but I couldn't figure out: having the repulsion gel make you bounce if you come at it from propulsion gel. You know, like it does in Portal 2.
I think this could be done simply by checking if mario's speed is high when stepping on blue gel. Don't know if it'll work right though
Yeah, I tried doing that, but for some reason it didn't work properly. Although I think I only checked if he was on orange gel at a certain speed, not just at a certain speed regardless of gel. When I tested it out, it'd make Mario "float" if he went from left to right, and mostly stop (or bounce very lightly) when going from right to left.

Eden GT
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Post » 25 Mar 2016, 08:49

I haven't seen this post for quite a while...
Nice improvements, Alesan99.
I will (hopefully) think of more ideas I can suggest for your mod. Please give me some time....

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alesan99
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Post » 26 Mar 2016, 02:26

NEW UPDATE!
Image
New update yay.
As usual, this update has a lot of stuff so make sure to check the change list.
I focused a little bit more on entities for this update.
Also, make sure to download love 0.10.0 if you download the source version, I updated the mod to use it.
Controller Support was fixed and re-added as well.

Notable Features
  1. Entites: Thwimps, Roto-discs, bony beetles, funnels, cleansing gel.
    Custom tab in editor
    Custom Characters
    Alesan99's Entities Mappack Updated
Download
WINDOWS DOWNLOAD
OSX DOWNLOAD
LINUX DOWNLOAD
SOURCE DOWNLOAD (LOVE 0.10.0)

Changelist

Code: Select all

UPDATED FOR 0.10.0

UPDATED ALESAN99'S ENTITIES MAPPACK
ADDED thwimps
ADDED bony beetles
ADDED cleansing gel
ADDED roto-discs
ADDED funnels
ADDED down exit pipes
ADDED custom characters (change by pressing [] keys in hat options)
Redesigned tools tab in editor and added power line draw & selection tool
added ability to add custom glados sounds
added custom tab to editor
organized entities tab more by adding portal section
re-added controller/joystick support
added fire bar speed rightclick

Code: Select all

Updated for 0.10.0
Redesigned tools tab in editor
added power line draw to tools editor tab
fixed mario's hat when sliding and added hat when dead
fixed underwater noteblocks
fixed raccoon mario sprite being off sometimes
fixed button blocks' draw layer
fixed fire mario laser death
made custom colors more nes
sleeping fish now have bubbles
centered boomboom's level ball
added ability too add custom glados sounds
added custom tab to editor
merged text tab with custom tab
custom castle text is now more centered
fixed peach sometimes showing up as toad
fixed portals staying when removing tiles with tiletool
organized entities tab more by adding portal section
made ice more slippery
fixed minimushroom problems
added selection tool to tools editor tab
improved angry sun's behavior (follows camera, does circles before attacking)
added chasing hammerbros in worlds >= 7
added rocket turrets link ability
fixed region triggers outputting every frame
added cleansing gel
added roto-discs
fixed portal in tile related bugs
added funnels
added custom characters (change by pressing [] keys in hat options)
added down pipe exits
re-added controller/joystick support
added fire bar speed rightclick
fixed down plant collision
added thwimps
fixed collisions an sprite placements of many entities
fixed some yoshi bugs (jumping, walking on munchers, etc)
added bone beetles
mario jumps automatically when running from orange to blue gel
UPDATED ALESAN99'S ENTITIES MAPPACK
Make sure to report bugs and crashes.

EDIT: More Downloads
Last edited by alesan99 on 26 Mar 2016, 18:54, edited 2 times in total.

jermboy27
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Post » 26 Mar 2016, 13:00

I just found out that when my joystick is plugged in it causes an error when trying to press enter to change the controls.

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alesan99
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Post » 26 Mar 2016, 15:19

jermboy27 wrote:I just found out that when my joystick is plugged in it causes an error when trying to press enter to change the controls.
What's the error

jermboy27
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Post » 26 Mar 2016, 15:37

alesan99 wrote:
jermboy27 wrote:I just found out that when my joystick is plugged in it causes an error when trying to press enter to change the controls.
What's the error
Image

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alesan99
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Post » 26 Mar 2016, 17:07

jermboy27 wrote:
Ah dang, looks like my joystick fix didn't work...
Redownload it and see if it works, I tried to do some fixes.
https://www.dropbox.com/s/0i3ptbk33v5fx ... .love?dl=0

EDIT
New youtube video:

EDIT #2:
More Downloads
WINDOWS DOWNLOAD
OSX DOWNLOAD
LINUX DOWNLOAD
SOURCE DOWNLOAD (LOVE 0.10.0)

jermboy27
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Post » 26 Mar 2016, 19:37

alesan99 wrote:
jermboy27 wrote:
Ah dang, looks like my joystick fix didn't work...
Redownload it and see if it works, I tried to do some fixes.
https://www.dropbox.com/s/0i3ptbk33v5fx ... .love?dl=0
It still doesn't work on the buttons.

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alesan99
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Post » 26 Mar 2016, 20:12

jermboy27 wrote:It still doesn't work on the buttons.
But it doesn't crash and the rest works right?
I'll have to work on it later, for now joytokey will work

Squidish
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Post » 26 Mar 2016, 22:05

The update looks great so far. Is there a template for custom characters?

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alesan99
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Post » 26 Mar 2016, 22:25

Squidish wrote:The update looks great so far. Is there a template for custom characters?
https://www.dropbox.com/s/bfe08lgq2sn7e ... e.zip?dl=0
Simply place in the "characters" folder in the alesan's entities directory

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WawaTittere
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Post » 27 Mar 2016, 02:01

alesan99 wrote:
jermboy27 wrote:It still doesn't work on the buttons.
But it doesn't crash and the rest works right?
I'll have to work on it later, for now joytokey will work
how??? Image

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alesan99
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Post » 27 Mar 2016, 02:19

WawaTittere wrote:how??? Image
Redownload the mod, that's an older version.

If that doesn't work just use http://joytokey.net/en/

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FuriousTH
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Post » 27 Mar 2016, 02:54

Here's a question, I forgot to put this: "[] keys" and I modded the mod for to do this more easy, now I can't put the custom characters, explain me this.

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alesan99
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Post » 27 Mar 2016, 03:22

FuriousHedgehog wrote:Here's a question, I forgot to put this: "[] keys" and I modded the mod for to do this more easy, now I can't put the custom characters, explain me this.
I don't know how you modded it so I can't really help unless you show me your code.
Or do you want to know how to add characters?

And I plan on making custom characters more user-friendly and customize-able in a later update (custom colors, characters for co-op, hats, abilities, etc.). I don't think they work well currently so that's why I kind of hid them.

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FuriousTH
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Post » 27 Mar 2016, 03:23

alesan99 wrote:Or do you want to know how to add characters?
This, how?

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alesan99
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Post » 27 Mar 2016, 03:34

FuriousHedgehog wrote:This, how?
There's a characters folder in the mod folder.
alesan99 wrote:https://www.dropbox.com/s/bfe08lgq2sn7e ... e.zip?dl=0
Simply place in the "characters" folder in the alesan's entities directory

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FuriousTH
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Post » 27 Mar 2016, 03:42

Don't work.

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alesan99
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Post » 27 Mar 2016, 03:55

FuriousHedgehog wrote:Don't work.
Oh I messed up the template.
Redownload it or just remove "mario" from the titles

Eden GT
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Post » 27 Mar 2016, 12:07

Have you ever noticed when Mario grabs the flagpole it looks like he's grabbing the inside of the pole instead of the outside of the pole?
If you don't get what I'm saying then compare it with SMB.

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WawaTittere
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Post » 28 Mar 2016, 13:49

em... i have a question, what does the "physycs" of the tools tab???

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alesan99
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Post » 28 Mar 2016, 22:41

WawaTittere wrote:em... i have a question, what does the "physycs" of the tools tab???
It changes the physics.
Don't worry about it unless you are trying to remake a rom hack or game.

Mario falls slower in the original game so that's what changing it to SMB does
Mario also jumps differently in SMB2J and koopas jump higher.

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Mari0_Player
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Post » 29 Mar 2016, 00:41

Thwimps are unable to press buttons, which is too bad, because I bet it would be pretty cool for a puzzle.
Also, they can jump in midair. And there should probably be some settings for it defining which way it jumps first, and how high/far.

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WawaTittere
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Post » 30 Mar 2016, 16:20

alesan99 wrote:
WawaTittere wrote:em... i have a question, what does the "physycs" of the tools tab???
It changes the physics.
Don't worry about it unless you are trying to remake a rom hack or game.

Mario falls slower in the original game so that's what changing it to SMB does
Mario also jumps differently in SMB2J and koopas jump higher.
is there any to jump more down? or not to jump? for maps portals would be pretty cool

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alesan99
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Post » 30 Mar 2016, 16:46

WawaTittere wrote:is there any to jump more down? or not to jump? for maps portals would be pretty cool
No.
But you can use "DRA IN" entity to make mario jump lower.

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WawaTittere
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Post » 31 Mar 2016, 00:34

a ok

Chris0neilson
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Post » 31 Mar 2016, 17:46

There crash/error lua:

Code: Select all

Error

enemies/kingbill.lua:169: attempt to index a nil value


Traceback

	main.lua:2444: in function '__index'
	enemies/kingbill.lua:169: in function 'globalcollide'
	enemies/kingbill.lua:143: in function 'ceilcollide'
	physics.lua:416: in function 'vercollision'
	physics.lua:263: in function 'checkcollision'
	physics.lua:233: in function 'handlegroup'
	physics.lua:115: in function 'physicsupdate'
	game.lua:1091: in function 'game_update'
	main.lua:1206: in function 'update'
	[C]: in function 'xpcall'
When play mario with cheat: Knockback mode on, I shoot out up air after Big King Bill kill mario.

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Querock
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Post » 31 Mar 2016, 19:17

Entity Ideas: 1 Birdo 2 Tiny Goombas 3 Kuribo's Shoe.I can imagine making these would be hard, but they are just ideas

Chris0neilson
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Post » 31 Mar 2016, 20:20

Here is Add on:
• Replace all X tiles with Y tile by holding E + left click
• Switch between tiles & entites: Q key
Editor.lua for Alesan99's Entities.
Download: https://www.dropbox.com/s/sf0pw9s6c2ka6 ... r.lua?dl=0

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TurretBot
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Post » 01 Apr 2016, 22:50

having lots of fun with the online mode you added last year

Chris0neilson
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Post » 04 Apr 2016, 19:54

I fix the emancipationgrill.lua

Code: Select all

emancipationgrill = class:new()

function emancipationgrill:init(x, y, dir)
	self.x = x
	self.y = y
	self.dir = dir
	
	self.destroy = false
	if getTile(self.x, self.y) == true then
		self.destroy = true
	end
	
	for i, v in pairs(emancipationgrills) do
		local a, b = v:getTileInvolved(self.x, self.y)
		if a and b == self.dir then
			self.destroy = true
		end
	end
	
	self.particles = {}
	self.particles.i = {}
	self.particles.dir = {}
	self.particles.speed = {}
	self.particles.mod = {}
	
	self.involvedtiles = {}
	
	--find start and end
	if dir == "hor" then
		local curx = self.x
		while curx >= 1 and getTile(curx, self.y) == false do
			self.involvedtiles[curx] = self.y
			curx = curx - 1
		end
		self.startx = curx + 1
		
		local curx = self.x
		while curx <= mapwidth and getTile(curx, self.y) == false do
			self.involvedtiles[curx] = self.y
			curx = curx + 1
		end
		self.endx = curx - 1
		
		self.range = math.floor(((self.endx - self.startx + 1 + emanceimgwidth/16)*16)*scale)
	else
		local cury = self.y
		while cury >= 1 and getTile(self.x, cury) == false do
			self.involvedtiles[cury] = self.x
			cury = cury - 1
		end
		self.starty = cury + 1
		
		local cury = self.y
		while cury <= mapheight and getTile(self.x, cury) == false do
			self.involvedtiles[cury] = self.x
			cury = cury + 1
		end
		self.endy = cury - 1
		
		self.range = math.floor(((self.endy - self.starty + 1 + emanceimgwidth/16)*16)*scale)
	end
	
	for i = 1, self.range/16/scale do
		table.insert(self.particles.i, math.random())
		table.insert(self.particles.speed, (1-emanceparticlespeedmod)+math.random()*emanceparticlespeedmod*2)
		if math.random(2) == 1 then
			table.insert(self.particles.dir, 1)
		else
			table.insert(self.particles.dir, -1)
		end
		table.insert(self.particles.mod, math.random(4)-2)
	end
end

function emancipationgrill:update(dt)
	if self.destroy then
		return true
	end

	for i, v in pairs(self.particles.i) do
		self.particles.i[i] = self.particles.i[i] + emanceparticlespeed/(self.range/16/scale)*dt*self.particles.speed[i]
		while self.particles.i[i] > 1 do
			self.particles.i[i] = self.particles.i[i]-1
			self.particles.speed[i] = (1-emanceparticlespeedmod)+math.random()*emanceparticlespeedmod*2
			if math.random(2) == 1 then
				self.particles.dir[i] = 1
			else
				self.particles.dir[i] = -1
			end
			self.particles.mod[i] = math.random(4)-2
		end
	end
end

function emancipationgrill:draw()
	if self.destroy == false then
		if self.dir == "hor" then
			parstartleft = math.floor((self.startx-1-xscroll)*16*scale)
			parstartright = math.floor((self.endx-1-xscroll)*16*scale)
			love.graphics.setScissor(parstartleft, ((self.y-1-yscroll)*16-2)*scale, self.range - emanceimgwidth*scale, scale*4)
			
			love.graphics.setColor(unpack(emancelinecolor))
			love.graphics.rectangle("fill", math.floor((self.startx-1-xscroll)*16*scale), ((self.y-1-yscroll)*16-2)*scale, self.range, scale*4)
			love.graphics.setColor(255, 255, 255)
			
			for i, v in pairs(self.particles.i) do
				local y = ((self.y-yscroll-1)*16-self.particles.mod[i])*scale
				if self.particles.dir[i] == 1 then
					local x = parstartleft+self.range*v
					love.graphics.draw(emanceparticleimg, math.floor(x), math.floor(y), math.pi/2, scale, scale)
				else
					local x = parstartright-self.range*v
					love.graphics.draw(emanceparticleimg, math.floor(x), math.floor(y), -math.pi/2, scale, scale, 1)
				end
			end
			
			love.graphics.setScissor()
			
			--Sidethings
			love.graphics.draw(emancesideimg, parstartleft, ((self.y-1-yscroll)*16-4)*scale, 0, scale, scale)
			love.graphics.draw(emancesideimg, parstartright+16*scale, ((self.y-1-yscroll)*16+4)*scale, math.pi, scale, scale)
		else
			parstartup = math.floor((self.starty-1-yscroll)*16*scale)
			parstartdown = math.floor((self.endy-1-yscroll)*16*scale)
			love.graphics.setScissor(math.floor(((self.x-1-xscroll)*16+6)*scale), parstartup-8*scale, scale*4, self.range - emanceimgwidth*scale)
			
			love.graphics.setColor(unpack(emancelinecolor))
			love.graphics.rectangle("fill", math.floor(((self.x-1-xscroll)*16+6)*scale), parstartup-8*scale, scale*4, self.range - emanceimgwidth*scale)
			love.graphics.setColor(255, 255, 255)
			
			for i, v in pairs(self.particles.i) do
				local x = ((self.x-1-xscroll)*16-self.particles.mod[i]+9)*scale
				if self.particles.dir[i] == 1 then
					local y = parstartup+self.range*v
					love.graphics.draw(emanceparticleimg, math.floor(x), math.floor(y), math.pi, scale, scale)
				else
					local y = parstartdown-self.range*v
					love.graphics.draw(emanceparticleimg, math.floor(x), math.floor(y), 0, scale, scale, 1)
				end
			end
			
			love.graphics.setScissor()
			
			--Sidethings
			love.graphics.draw(emancesideimg, math.floor(((self.x-xscroll)*16-4)*scale), parstartup-8*scale, math.pi/2, scale, scale)
			love.graphics.draw(emancesideimg, math.floor(((self.x-xscroll)*16-12)*scale), parstartdown+8*scale, -math.pi/2, scale, scale)
		end
	end
end

function emancipationgrill:getTileInvolved(x, y)
	if self.dir == "hor" then
		if self.involvedtiles[x] == y then
			return true, "hor"
		else
			return false, "hor"
		end
	else
		if self.involvedtiles[y] == x then
			return true, "ver"
		else
			return false, "ver"
		end
	end
end
I make height map and put emancipationgrill and test, I fix it at emancipationgrill.lua scroll down line 54: change: "while cury <= 15 and getTile(self.x, cury) == false do" to: "while cury <= mapheight and getTile(self.x, cury) == false do"

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WawaTittere
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Post » 11 Apr 2016, 15:13

... .... ......... em....

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alesan99
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Post » 11 Apr 2016, 23:02

WawaTittere wrote:... .... ......... em....
What?

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WawaTittere
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Post » 11 Apr 2016, 23:29

how i can have more than 10 musics?? or just i can't?

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alesan99
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Post » 12 Apr 2016, 01:28

WawaTittere wrote:how i can have more than 10 musics?? or just i can't?
I forgot to add that. Next update I guess.

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WawaTittere
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Post » 12 Apr 2016, 16:30

alesan99 wrote:
WawaTittere wrote:how i can have more than 10 musics?? or just i can't?
I forgot to add that. Next update I guess.
:D thank you

Eden GT
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Post » 19 Apr 2016, 05:34

Can you please put an option where it makes sounds when Mario skids? Like in SMB2J.
And an option that temporary stops the music playing in the level editor, because all that noise makes me go crazy, and I can't be bothered muting the sound.

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alesan99
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Post » 19 Apr 2016, 12:21

Eden GT wrote:Can you please put an option where it makes sounds when Mario skids? Like in SMB2J.
And an option that temporary stops the music playing in the level editor, because all that noise makes me go crazy, and I can't be bothered muting the sound.
Alright.
I'll put the skid in the physics options and add a checkbox for the music

Waterflux
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Post » 21 Apr 2016, 21:13

How do I add custom stuff? I don't get how I use the folder to add stuff.

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alesan99
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Post » 21 Apr 2016, 23:14

Waterflux wrote:How do I add custom stuff? I don't get how I use the folder to add stuff.
You can add custom stuff in two ways

1. First click the "Export Template", then click the "open folder" button, and edit the picture/file that appeared in the folder.

OR

2. Drag a file into the Mari0 window.

Waterflux
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Post » 22 Apr 2016, 03:08

thanks

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Superjustinbros
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Post » 30 Apr 2016, 16:09

Well then, it's been a while since I've checked this out. And my, has it improved. Like, a lot.
It has a much better interference than I remember in the last version of SE I used (the ones with unnecessary (for the most part) level thumbnails) when switching through maps in the current mappack.


The only thing that kinda urks me is that you can't use the mouse in the Select Mappack screen.

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alesan99
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Post » 30 Apr 2016, 16:37

Thanks!
Superjustinbros wrote:The only thing that kinda urks me is that you can't use the mouse in the Select Mappack screen.
I'll fix this in the next update.

Eden GT
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Post » 02 May 2016, 07:06

Could suggest to place the enemies and entitles in alphabetical order?

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alesan99
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Post » 02 May 2016, 12:53

Eden GT wrote:Could suggest to place the enemies and entitles in alphabetical order?
I prefer bunching up entities in groups (powerups in one place etc.) but I know your problem so I'll probably add an option for that.

WanderingTedium
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Joined: 05 Mar 2012, 13:54

Post » 10 May 2016, 13:27

Okay, got a really weird and crippling bug here.

I set my controller's D-pad to the arrow keys via JoyToKey yet the mod refuses to recognize such. Thing is, the arrow keys function just fine when I press them directly; the game just doesn't register such if I'm doing it through my controller.

I doubt the problem lies in the controller, as this same exact setup works perfectly with vanilla Mari0. Quite frustrating.

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alesan99
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Post » 10 May 2016, 22:49

WanderingTedium wrote:Okay, got a really weird and crippling bug here.

I set my controller's D-pad to the arrow keys via JoyToKey yet the mod refuses to recognize such. Thing is, the arrow keys function just fine when I press them directly; the game just doesn't register such if I'm doing it through my controller.

I doubt the problem lies in the controller, as this same exact setup works perfectly with vanilla Mari0. Quite frustrating.
Don't know if i can help much because JoytoKey should treat the arrow keys exactly the same as if they were being pressed.
You could try making sure you set the controls for player 1 to use the arrow keys. Settings don't carry over from unmodded mari0 so you might have just forgotten to change them.

If that doesn't work I'll try to fix the controller support in the update.

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