[UPDATE 13.1] Alesan99's Entities (Clear Pipes, Tracks, & more!)
- SirBaconIII
- Posts: 39
- Joined: 04 Jul 2018, 08:58
- Contact:
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
EDIT: also please add a button that makes you dismount Yoshi.
oh and FIRST ON PAGE 50 WOO
Honestly I think they look fine, except maybe the firetrap and mole.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
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.
I wouldn't make a mappack about yoshi yet. Even if I fix those bugs there will still be many left.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 still need to recode yoshi. I'll just make him a retextured goomba shoe or something.
You mean jumping off of vines?Squidish wrote:would it be possible to make the vines function as they do in mario maker if the mario maker physics are applied?
I could do that.
- sgwyspeedrcr
- Posts: 49
- Joined: 09 Feb 2018, 04:24
Alesan: With your comments on recoding Yoshi, what specifically do you have in mind? Like, what would your 100% revision yoshi be?
that, and being able to fit through one-block wide crevices and getting on by press up.alesan99 wrote:You mean jumping off of vines?Squidish wrote:would it be possible to make the vines function as they do in mario maker if the mario maker physics are applied?
I could do that.
Visually you shouldn't see anything different, but yoshi would work much better as a "powerup".sgwyspeedrcr wrote:Alesan: With your comments on recoding Yoshi, what specifically do you have in mind? Like, what would your 100% revision yoshi be?
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
Aren't you going to release the full update of your mod sometime around September 2018?alesan99 wrote:Visually you shouldn't see anything different, but yoshi would work much better as a "powerup".sgwyspeedrcr wrote:Alesan: With your comments on recoding Yoshi, what specifically do you have in mind? Like, what would your 100% revision yoshi be?
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).
I don't know. When its finished.jermboy27 wrote:Aren't you going to release the full update of your mod sometime around September 2018?
- Áçé Syntax Áçé
- Posts: 106
- Joined: 01 Dec 2013, 09:39
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)
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)
Bug:
Looks like Mario is running at √(2) normal speed up slopes.
Looks like Mario is running at √(2) normal speed up slopes.
- CatMaster8232
- Posts: 7
- Joined: 23 Jul 2018, 00:10
You should add walls that do this: The hidden passages. You like copy the dark cheat.
this tool isn't that complicated ,so you could make them yourself.CatMaster8232 wrote:You should add walls that do this: The hidden passages. You like copy the dark cheat.
Also,it would be pretty cool to see AND and OR gates.
So you could make nultiple triggers using them.
- CatMaster8232
- Posts: 7
- Joined: 23 Jul 2018, 00:10
I don't know how to code. Or anything like that. I barely use scratch
- Áçé Syntax Áçé
- Posts: 106
- Joined: 01 Dec 2013, 09:39
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?alesan99 wrote:Honestly I think they look fine, except maybe the firetrap and mole.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
I only changed some sprites because they looked bad, but i'll probably change the rest for completions sake.
- 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
-
- Posts: 41
- Joined: 07 Aug 2017, 07:18
- Contact:
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!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. Also, if you wouldn't mind, could you add these to the sprite rework list?alesan99 wrote:Honestly I think they look fine, except maybe the firetrap and mole.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
I only changed some sprites because they looked bad, but i'll probably change the rest for completions sake.
- 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
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 limitÁçé 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.
(i mean i don't either haha).
But I'll still be replacing some of the sprites.
Those bone beetles look nice.
- Áçé Syntax Áçé
- Posts: 106
- Joined: 01 Dec 2013, 09:39
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.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.
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.
- sgwyspeedrcr
- Posts: 49
- Joined: 09 Feb 2018, 04:24
How do I add slopes in this game? Clearly am not paying attention O.oÁçé 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)
It's in the main post in tile property referencesgwyspeedrcr wrote:How do I add slopes in this game? Clearly am not paying attention O.o
- sgwyspeedrcr
- Posts: 49
- Joined: 09 Feb 2018, 04:24
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.alesan99 wrote:It's in the main post in tile property referencesgwyspeedrcr wrote:How do I add slopes in this game? Clearly am not paying attention O.o
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?
No, not a the moment.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?
- Áçé Syntax Áçé
- Posts: 106
- Joined: 01 Dec 2013, 09:39
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
Luigi's colors
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)
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.
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;
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;
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)
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.
I don't think i should change them. They make it very easy to tell who is who.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)
During hectic gameplay it'll be difficult to tell apart the shades, especially for more casual players.
Characters dont really work in multiplayer yet. So when they do the colors will be fixed.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.
And I think i know what's causing the checkpoint bug, ill fix it.
I don't think i should change them. They make it very easy to tell who is who.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)
During hectic gameplay it'll be difficult to tell apart the shades, especially for more casual players.
Characters dont really work in multiplayer yet. So when they do the colors will be fixed.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.
And I think i know what's causing the checkpoint bug, ill fix it.
Not harder than scratch,just some commands and ids.CatMaster8232 wrote:I don't know how to code. Or anything like that. I barely use scratch
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
- noveltyman
- Posts: 11
- Joined: 20 Aug 2018, 18:01
I'm getting error when trying to add animated tiles folder.
- CatMaster8232
- Posts: 7
- Joined: 23 Jul 2018, 00:10
Also I dont know how to make custom tiles thanks for the help!
Post the error or use the guide in the main post.noveltyman wrote:I'm getting error when trying to add animated tiles folder.
Go to the "custom" tab in the editor and click on "tiles"CatMaster8232 wrote:Also I dont know how to make custom tiles thanks for the help!
Try (Make sure it starts in a new line)noveltyman wrote:collision=truedelay=128
Code: Select all
collision=true
delay=128
- noveltyman
- Posts: 11
- Joined: 20 Aug 2018, 18:01
I still get the error.alesan99 wrote:Try (Make sure it starts in a new line)noveltyman wrote:collision=truedelay=128Code: Select all
collision=true delay=128
My final guess is that your image doesn't have a width with a multiple of 16.noveltyman wrote:I still get the error.
If it still doesn't work pm me a download for the tile.
The music has to be an .ogg file and it has to be located in "..mappack/sounds/boss.ogg"The Snivy wrote:Bug: Boom Boom's boss music plays the default music even when there is custom music in the sounds folder.
Look up the better editor mod. It has the same key shortcuts.DadsamG wrote:I found One Key. Press The Key "=" And Open The Assist Mode
I Need Found More Keys. One Can Help Me?
I think holding 'ctrl' brings up some of the shortcuts.
I used the foreground tile property and custom graphics.DadsamG wrote:I Need One Help. How To Hide The Circuits. In Example:"The Witch Village"
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
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
I don't see what you mean, both thwomps and thwimps trigger buttons for me.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'll consider adding the other features
yep, its working, i must have done it wrong yesterdayalesan99 wrote:I don't see what you mean, both thwomps and thwimps trigger buttons for me.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'll consider adding the other features
- sgwyspeedrcr
- Posts: 49
- Joined: 09 Feb 2018, 04:24
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.
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.
It has to be done manually. There is a "classic" cheat which removes the portal gun though.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?
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.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.
- CatMaster8232
- Posts: 7
- Joined: 23 Jul 2018, 00:10
If you want to speed things up just type the konami code.alesan99 wrote:It has to be done manually. There is a "classic" cheat which removes the portal gun though.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?
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.
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.
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.
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.