[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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SirBaconIII
Posts: 39
Joined: 04 Jul 2018, 08:58
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Post » 06 Aug 2018, 10:23

I found a bug with Yoshi.when stomping on a shell with Yoshi the shell moves for a frame and the stops. and I found a bug that, when you have a power up like the racoon leaf and fire flower , instead of sticking out Yoshi tongue, the powerup activates instead. Please fix these in the next update cause I wanna make a mappack based around Yoshi.

EDIT: also please add a button that makes you dismount Yoshi.


oh and FIRST ON PAGE 50 WOO

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alesan99
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Post » 06 Aug 2018, 17:06

Áçé Syntax Áçé wrote:I feel like you should do a sprite rework of these enemies by using the Mario Maker sprites to make the game more..uhmm..complete?
- Monty Mole
- Venus Firetrap
- Dry Bones
- Rocky Wrench
- Chain Chomp
Honestly I think they look fine, except maybe the firetrap and mole.
I only changed some sprites because they looked bad, but i'll probably change the rest for completions sake.

Custom graphics will have to do until the next update.
SirBaconIII wrote:I found a bug with Yoshi.when stomping on a shell with Yoshi the shell moves for a frame and the stops. and I found a bug that, when you have a power up like the racoon leaf and fire flower , instead of sticking out Yoshi tongue, the powerup activates instead. Please fix these in the next update cause I wanna make a mappack based around Yoshi.
I wouldn't make a mappack about yoshi yet. Even if I fix those bugs there will still be many left.
I still need to recode yoshi. I'll just make him a retextured goomba shoe or something.

Squidish
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Joined: 05 Apr 2014, 04:04

Post » 07 Aug 2018, 19:52

would it be possible to make the vines function as they do in mario maker if the mario maker physics are applied?

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alesan99
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Post » 08 Aug 2018, 04:00

Squidish wrote:would it be possible to make the vines function as they do in mario maker if the mario maker physics are applied?
You mean jumping off of vines?
I could do that.

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sgwyspeedrcr
Posts: 49
Joined: 09 Feb 2018, 04:24

Post » 08 Aug 2018, 04:06

Alesan: With your comments on recoding Yoshi, what specifically do you have in mind? Like, what would your 100% revision yoshi be?

Squidish
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Post » 08 Aug 2018, 17:30

alesan99 wrote:
Squidish wrote:would it be possible to make the vines function as they do in mario maker if the mario maker physics are applied?
You mean jumping off of vines?
I could do that.
that, and being able to fit through one-block wide crevices and getting on by press up.

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alesan99
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Post » 08 Aug 2018, 17:43

sgwyspeedrcr wrote:Alesan: With your comments on recoding Yoshi, what specifically do you have in mind? Like, what would your 100% revision yoshi be?
Visually you shouldn't see anything different, but yoshi would work much better as a "powerup".
I'll make it so you aren't actually controlling yoshi, just mario with his abilities (Of course, mario will look like he's riding yoshi).

EDIT: Android Version is now functional/less buggy

Try it out: https://www.dropbox.com/s/oshdjbn1j3uyp ... d.apk?dl=1

jermboy27
Posts: 110
Joined: 28 Oct 2012, 02:16

Post » 11 Aug 2018, 02:00

alesan99 wrote:
sgwyspeedrcr wrote:Alesan: With your comments on recoding Yoshi, what specifically do you have in mind? Like, what would your 100% revision yoshi be?
Visually you shouldn't see anything different, but yoshi would work much better as a "powerup".
I'll make it so you aren't actually controlling yoshi, just mario with his abilities (Of course, mario will look like he's riding yoshi).
Aren't you going to release the full update of your mod sometime around September 2018?

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alesan99
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Post » 11 Aug 2018, 02:07

jermboy27 wrote:Aren't you going to release the full update of your mod sometime around September 2018?
I don't know. When its finished.

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Áçé Syntax Áçé
Posts: 106
Joined: 01 Dec 2013, 09:39

Post » 11 Aug 2018, 19:46

Bugs:
Mario collides against an invisible wall whenever he walks/runs in a backward slope
Mario couldn't jump while running downward on a slope (idk if this is intentional or not)

Image

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Qwerbey
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Post » 12 Aug 2018, 04:08

Bug:
Looks like Mario is running at √(2) normal speed up slopes.

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CatMaster8232
Posts: 7
Joined: 23 Jul 2018, 00:10

Post » 13 Aug 2018, 23:54

You should add walls that do this: Image The hidden passages. You like copy the dark cheat.

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Skel3t
Posts: 47
Joined: 17 Nov 2017, 13:41

Post » 16 Aug 2018, 00:25

CatMaster8232 wrote:You should add walls that do this: Image The hidden passages. You like copy the dark cheat.
this tool isn't that complicated ,so you could make them yourself.
Also,it would be pretty cool to see AND and OR gates.
So you could make nultiple triggers using them.

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CatMaster8232
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Post » 18 Aug 2018, 02:32

I don't know how to code. Or anything like that. I barely use scratch

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Áçé Syntax Áçé
Posts: 106
Joined: 01 Dec 2013, 09:39

Post » 18 Aug 2018, 16:22

alesan99 wrote:
Áçé Syntax Áçé wrote:I feel like you should do a sprite rework of these enemies by using the Mario Maker sprites to make the game more..uhmm..complete?
- Monty Mole
- Venus Firetrap
- Dry Bones
- Rocky Wrench
- Chain Chomp
Honestly I think they look fine, except maybe the firetrap and mole.
I only changed some sprites because they looked bad, but i'll probably change the rest for completions sake.
I think they're fine too but the goal here is to make these enemies true to their SMB sprites since it is were the game was based on. Also, if you wouldn't mind, could you add these to the sprite rework list?
- Burner
- Donut Block
- Weird Mario w/ Goomba Shoe (without gun) sprite is incorrect compared to the SMB1 Maker sprite
- Other bone enemies such as Bone Goomba, Bone Beetle, etc, should have there eyes color blue to match from the Fishbones and Drybones

And one more thing, if you are still planning on adding more entities, then here are my suggestions.
- Skull Platform
- Conveyor Belt
- Grinder
- One Way Tile (idk if necessary)
- Reznor :P

Fawfuls TNT
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Joined: 07 Aug 2017, 07:18
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Post » 18 Aug 2018, 20:00

Áçé Syntax Áçé wrote:
alesan99 wrote:
Áçé Syntax Áçé wrote:I feel like you should do a sprite rework of these enemies by using the Mario Maker sprites to make the game more..uhmm..complete?
- Monty Mole
- Venus Firetrap
- Dry Bones
- Rocky Wrench
- Chain Chomp
Honestly I think they look fine, except maybe the firetrap and mole.
I only changed some sprites because they looked bad, but i'll probably change the rest for completions sake.
I think they're fine too but the goal here is to make these enemies true to their SMB sprites since it is were the game was based on. Also, if you wouldn't mind, could you add these to the sprite rework list?
- Burner
- Donut Block
- Weird Mario w/ Goomba Shoe (without gun) sprite is incorrect compared to the SMB1 Maker sprite
- Other bone enemies such as Bone Goomba, Bone Beetle, etc, should have there eyes color blue to match from the Fishbones and Drybones

And one more thing, if you are still planning on adding more entities, then here are my suggestions.
- Skull Platform
- Conveyor Belt
- Grinder
- One Way Tile (idk if necessary)
- Reznor :P
Agreed. I think something similar to this sprite sheet would work well with the bone based enemies, especially the bone beetle. i would also love to see skull platforms, conveyor belts and grinders!
Image

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alesan99
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Post » 18 Aug 2018, 22:36

Áçé Syntax Áçé wrote:I think they're fine too but the goal here is to make these enemies true to their SMB sprites since it is were the game was based on.
The thing is that they weren't in SMB. Even mario maker doesn't stay true, since it doesn't always do a good job of sticking to the nes palette/color limit
(i mean i don't either haha).
But I'll still be replacing some of the sprites.
Fawfuls TNT wrote: Agreed. I think something similar to this sprite sheet would work well with the bone based enemies, especially the bone beetle. i would also love to see skull platforms, conveyor belts and grinders!
Those bone beetles look nice.

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Áçé Syntax Áçé
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Post » 19 Aug 2018, 05:23

alesan99 wrote: The thing is that they weren't in SMB. Even mario maker doesn't stay true, since it doesn't always do a good job of sticking to the nes palette/color limit
(i mean i don't either haha).
But I'll still be replacing some of the sprites.
Yes, they weren't in SMB, but SMMaker is the only game in the original series which had the closest supposed-to-be sprites with those entities if they were in the original game in the first place. More like a recreational of what the sprites would look like while still having that "SMB style" feel to it.

As for the color palette, it's only up to you if you would stick with the nes color limit or not. But since the portal entities were not limited with the given pallette (I guess), then doing it with the SMB
entities wouldn't seem so bad.
Last edited by Áçé Syntax Áçé on 19 Aug 2018, 09:05, edited 1 time in total.

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sgwyspeedrcr
Posts: 49
Joined: 09 Feb 2018, 04:24

Post » 19 Aug 2018, 07:22

Áçé Syntax Áçé wrote:Bugs:
Mario collides against an invisible wall whenever he walks/runs in a backward slope
Mario couldn't jump while running downward on a slope (idk if this is intentional or not)
How do I add slopes in this game? Clearly am not paying attention O.o

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alesan99
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Post » 19 Aug 2018, 14:10

sgwyspeedrcr wrote:How do I add slopes in this game? Clearly am not paying attention O.o
It's in the main post in tile property reference

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sgwyspeedrcr
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Post » 19 Aug 2018, 17:24

alesan99 wrote:
sgwyspeedrcr wrote:How do I add slopes in this game? Clearly am not paying attention O.o
It's in the main post in tile property reference
Right, but I thought it wasn't working correctly. I did this and it acts more as a platform than a slope. I can walk through it but not fall through it.

EDIT Nevermind - I just realized you updated the original Mari0 program with these properties. Sweet!

Question: is there any way to break a spin block from the top? There's no spin jumping but is there some plan to have it breakable with a crouch jump or yoshi?

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alesan99
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Post » 19 Aug 2018, 18:16

sgwyspeedrcr wrote:Question: is there any way to break a spin block from the top? There's no spin jumping but is there some plan to have it breakable with a crouch jump or yoshi?
No, not a the moment.

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Áçé Syntax Áçé
Posts: 106
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Post » 20 Aug 2018, 18:57

Suggestion:
After playing Mari0 with some of my friends via offline multiplayer, I realized that the default palettes of my teammates are somewhat random (like for instance, players 3 and 4 palettes). Player 2's palettes are acceptable but since we already have a separate Luigi char, I think that it's unnecessary. So yeah, I would like to suggest that you should change the default colors of the chars by using the code below (and by change, I mean by making it default in the next update)

Mario's colors

Code: Select all

playercolors:1:224,32,0,136,112,0,252,152,56;playercolors:2:216,40,0,36,24,140,252,152,56;playercolors:3:248,56,0,0,0,0,240,208,176;playercolors:4:181,49,32,66,64,255,255,204,197;
Luigi's colors

Code: Select all

playercolors:1:255,255,255,0,160,0,252,152,56;playercolors:2:76,220,72,36,24,140,252,188,176;playercolors:3:91,219,87,0,0,0,240,208,176;playercolors:4:255,255,254,56,135,0,234,158,34;
Using the codes will change the default colors of both Mario and Luigi starting from player 1-4 with their respective colors in different games.
playercolors:1 - Super Mario Bros.
playercolors:2 - Super Mario Bros. 2 (USA)
playercolors:3 - Super Mario Bros. 3
playercolors:4 - Mario Bros.

(Since I'm bad at speaking English, here's a GIF for better understanding)
Image
Ps: Idk if these colors are 100% accurate but you got the point

Bugs:
- There's a bug when you're messing with the default chars were the colors are mixing up when your switching with them. Let's say that you are playing as Mario (Player 3) then switch to Luigi. Switching back to Mario will change his Player 3 colors to his Player 1 colors.
- In World 1-2, spawning back at the checkpoint after dying will lead you to an endless loop of dying because of poor checkpoint location.
Image

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alesan99
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Post » 20 Aug 2018, 22:59

Áçé Syntax Áçé wrote:Suggestion:
After playing Mari0 with some of my friends via offline multiplayer, I realized that the default palettes of my teammates are somewhat random (like for instance, players 3 and 4 palettes). Player 2's palettes are acceptable but since we already have a separate Luigi char, I think that it's unnecessary. So yeah, I would like to suggest that you should change the default colors of the chars by using the code below (and by change, I mean by making it default in the next update)
I don't think i should change them. They make it very easy to tell who is who.
During hectic gameplay it'll be difficult to tell apart the shades, especially for more casual players.
Áçé Syntax Áçé wrote:]Bugs:
- There's a bug when you're messing with the default chars were the colors are mixing up when your switching with them. Let's say that you are playing as Mario (Player 3) then switch to Luigi. Switching back to Mario will change his Player 3 colors to his Player 1 colors.
- In World 1-2, spawning back at the checkpoint after dying will lead you to an endless loop of dying because of poor checkpoint location.
Image
Characters dont really work in multiplayer yet. So when they do the colors will be fixed.
And I think i know what's causing the checkpoint bug, ill fix it.

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alesan99
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Post » 20 Aug 2018, 22:59

Áçé Syntax Áçé wrote:Suggestion:
After playing Mari0 with some of my friends via offline multiplayer, I realized that the default palettes of my teammates are somewhat random (like for instance, players 3 and 4 palettes). Player 2's palettes are acceptable but since we already have a separate Luigi char, I think that it's unnecessary. So yeah, I would like to suggest that you should change the default colors of the chars by using the code below (and by change, I mean by making it default in the next update)
I don't think i should change them. They make it very easy to tell who is who.
During hectic gameplay it'll be difficult to tell apart the shades, especially for more casual players.
Áçé Syntax Áçé wrote:]Bugs:
- There's a bug when you're messing with the default chars were the colors are mixing up when your switching with them. Let's say that you are playing as Mario (Player 3) then switch to Luigi. Switching back to Mario will change his Player 3 colors to his Player 1 colors.
- In World 1-2, spawning back at the checkpoint after dying will lead you to an endless loop of dying because of poor checkpoint location.
Characters dont really work in multiplayer yet. So when they do the colors will be fixed.
And I think i know what's causing the checkpoint bug, ill fix it.

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Skel3t
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Post » 24 Aug 2018, 10:20

CatMaster8232 wrote:I don't know how to code. Or anything like that. I barely use scratch
Not harder than scratch,just some commands and ids.
just have a foreground tile that turns visible when you go farther into it

like this
f{t} K----- area trigger
Л
|
tiletool
command: change to 1

foreground tile - ft

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noveltyman
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Post » 25 Aug 2018, 16:07

I'm getting error when trying to add animated tiles folder.

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CatMaster8232
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Post » 25 Aug 2018, 20:02

Also I dont know how to make custom tiles thanks for the help!

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alesan99
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Post » 26 Aug 2018, 15:20

noveltyman wrote:I'm getting error when trying to add animated tiles folder.
Post the error or use the guide in the main post.
CatMaster8232 wrote:Also I dont know how to make custom tiles thanks for the help!
Go to the "custom" tab in the editor and click on "tiles"

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noveltyman
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Post » 27 Aug 2018, 10:30

Image

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Skel3t
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Post » 27 Aug 2018, 10:32

[Deleted]
Last edited by Skel3t on 27 Aug 2018, 15:48, edited 1 time in total.

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alesan99
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Post » 27 Aug 2018, 13:05

noveltyman wrote:
You probably didn't set the delays correctly.
Post what's inside the .txt file

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noveltyman
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Post » 27 Aug 2018, 15:10

collision=truedelay=128

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Skel3t
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Post » 27 Aug 2018, 15:49

Show the image,there might be an error there.

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alesan99
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Post » 28 Aug 2018, 13:00

noveltyman wrote:collision=truedelay=128
Try (Make sure it starts in a new line)

Code: Select all

collision=true
delay=128

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noveltyman
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Post » 28 Aug 2018, 18:17

alesan99 wrote:
noveltyman wrote:collision=truedelay=128
Try (Make sure it starts in a new line)

Code: Select all

collision=true
delay=128
I still get the error.

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alesan99
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Post » 28 Aug 2018, 22:13

noveltyman wrote:I still get the error.
My final guess is that your image doesn't have a width with a multiple of 16.
If it still doesn't work pm me a download for the tile.

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The Snivy
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Joined: 15 Jul 2016, 02:43

Post » 29 Aug 2018, 21:25

Bug: Boom Boom's boss music plays the default music even when there is custom music in the sounds folder.

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alesan99
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Post » 29 Aug 2018, 22:05

The Snivy wrote:Bug: Boom Boom's boss music plays the default music even when there is custom music in the sounds folder.
The music has to be an .ogg file and it has to be located in "..mappack/sounds/boss.ogg"

DadsamG
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Joined: 29 Jul 2018, 23:55

Post » 10 Sep 2018, 20:14

Hello Alesan99 Entities. I am Dadsam / Dadsam Gamer.

I Found One Key. Press The Key "=" And Open The Assist Mode
I Need Found More Keys. One Can Help Me?

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alesan99
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Post » 10 Sep 2018, 22:14

DadsamG wrote:I found One Key. Press The Key "=" And Open The Assist Mode
I Need Found More Keys. One Can Help Me?
Look up the better editor mod. It has the same key shortcuts.
I think holding 'ctrl' brings up some of the shortcuts.

DadsamG
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Post » 12 Sep 2018, 01:41

I Need One Help. How To Hide The Circuits. In Example:"The Witch Village"

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alesan99
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Post » 12 Sep 2018, 01:56

DadsamG wrote:I Need One Help. How To Hide The Circuits. In Example:"The Witch Village"
I used the foreground tile property and custom graphics.
Image

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Britdan
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Post » 15 Sep 2018, 14:58

enemies cant interact with many objects e.g. the spring
could you make them jump when they hit the springs

also we are yet to get any convener belts

also i want to add an automatic p switch so i tried using a thomp to trigger a p switch but it douse not work (linking back to the first point)

these features are small and would be a great addition.

thanks

- aidanTP

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alesan99
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Post » 15 Sep 2018, 18:18

aidanTP wrote:also i want to add an automatic p switch so i tried using a thomp to trigger a p switch but it douse not work (linking back to the first point)
I don't see what you mean, both thwomps and thwimps trigger buttons for me.

i'll consider adding the other features

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Britdan
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Post » 17 Sep 2018, 18:47

alesan99 wrote:
aidanTP wrote:also i want to add an automatic p switch so i tried using a thomp to trigger a p switch but it douse not work (linking back to the first point)
I don't see what you mean, both thwomps and thwimps trigger buttons for me.

i'll consider adding the other features
yep, its working, i must have done it wrong yesterday

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sgwyspeedrcr
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Post » 23 Sep 2018, 18:43

is it possible to switch all levels from "portal gun" to "no portal gun?" Or does it have to be done manually per level?

Also, as a general mari0 question, does mario tend to wobble a few pixels in the air when jumping/falling? I'm seeing it in my customs, so but I think I'm also seeing it in default mario sprite as well. If its in the default, most - if not all - of the mari0 community should know what I'm talking about. I've been trying to shift everything a few pixels but it's hard to figure out what the cause is.

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alesan99
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Post » 23 Sep 2018, 21:40

sgwyspeedrcr wrote:is it possible to switch all levels from "portal gun" to "no portal gun?" Or does it have to be done manually per level?
It has to be done manually. There is a "classic" cheat which removes the portal gun though.
sgwyspeedrcr wrote:Also, as a general mari0 question, does mario tend to wobble a few pixels in the air when jumping/falling? I'm seeing it in my customs, so but I think I'm also seeing it in default mario sprite as well. If its in the default, most - if not all - of the mari0 community should know what I'm talking about. I've been trying to shift everything a few pixels but it's hard to figure out what the cause is.
I haven't noticed this, it might be some issue with scaling. Can you describe it in more detail? Otherwise check if your character sprites have the exact same dimensions as mario's.

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CatMaster8232
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Post » 28 Sep 2018, 03:05

alesan99 wrote:
sgwyspeedrcr wrote:is it possible to switch all levels from "portal gun" to "no portal gun?" Or does it have to be done manually per level?
It has to be done manually. There is a "classic" cheat which removes the portal gun though.
If you want to speed things up just type the konami code.

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alesan99
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Post » 03 Oct 2018, 03:11

Progress Update
The next update is being worked on a bit.
It's mostly quality of life improvements (energy balls have sounds, dlc now has icons, portal entities were updated to their SE versions) but there are some new entities coming.
Image
Some long awaited fixes:
Music changers work now
Checkpoints don't kill you anymore
Minus World works
Mario doesn't die after completing a level

Oh yeah and the cappy cheat is going to be in it along with a short map pack.
Image

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