[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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Evan.F
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Post » 22 Jun 2019, 15:19

Detronicle wrote:
22 Jun 2019, 14:19
Evan.F wrote:
21 Jun 2019, 21:05
What about spikes that have no collision, well other than damaging the player.
And maybe adding the axe bridge tile property from SE too.

(other message parts...)
I'm pretty sure you can make no-collision spike blocks by adding lava property as well (lava+spike properties=hurt mario without instant death).
Also, bridge property is also doable. Make sure to look those up on tile property reference at the main post of this thread.
Thank you for telling me about the spikes. The bridge property doesn't seem to work

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alesan99
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Post » 24 Jun 2019, 14:21

Evan.F wrote:
22 Jun 2019, 15:19
The bridge property doesn't seem to work
It works like the regular bridge tiles, which only work if you place them in a specific way (see the smb mappack)
Evan.F wrote:
21 Jun 2019, 21:05
There are also a lot of things I don't Like about backgrounds. It would be great ( and also probably a pain to code) if there could be an options to have the vertical scrolling move at with no parallax (directly on the action (0.00) or infinite parallax (where the layer doesn't scroll making it look infinitely far away (9.00). An example of this is Green Hill from Sonic The Hedgehog. While the zone is well known for the use of parallax scrolling, the background never moves vertically, which stops the parallax messing up the background (sonic games seem to do both of these constantly).
Technically I implemented this last update, I just didn't finish making the gui for it because I wasn't sure how to fit it into the editor.
If you open the .txt file of your level and add ";scrollfactory=9" to the end of it the background won't scroll vertically.
However the scrollfactor will be reset if you save the level, so don't do it until your finished with it.

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Evan.F
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Post » 24 Jun 2019, 21:02

alesan99 wrote:
24 Jun 2019, 14:21
Technically I implemented this last update, I just didn't finish making the gui for it because I wasn't sure how to fit it into the editor.
If you open the .txt file of your level and add ";scrollfactory=9" to the end of it the background won't scroll vertically.
However the scrollfactor will be reset if you save the level, so don't do it until your finished with it.
How about scrolling is moved to another area in the editor for things like auto-scrolling and parallaxes (along with other things that alter entire level areas)

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alesan99
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Post » 25 Jun 2019, 01:59

Evan.F wrote:
24 Jun 2019, 21:02
How about scrolling is moved to another area in the editor for things like auto-scrolling and parallaxes (along with other things that alter entire level areas)
I don't want to keep on adding pages to the editor, but I think I can make the scroll factor bars thinner and squeeze them in there.
I might move the auto scrolling option to the animation menu also.

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Evan.F
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Post » 25 Jun 2019, 20:41

In that case maybe make the wind effect part of the animations, including things like wind directions and speed. Also a fan entity that can be triggered could allow for puzzles and platforming obstacles using wind in a single area, as opposed to a whole level until Mario reaches the wind end block.

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Rufus_Injirov
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Post » 26 Jun 2019, 19:56

Evan.F wrote:
21 Jun 2019, 21:05
come to think of it, there are a lot of small changes that, although being nightmare to put in, would make things better, like making dark-mode look better and making it an option in the level editor, adding a way to animate backgrounds(even if it means it has to be one layer), adding fire and ice Mario sprites or creating custom characters that don't fit the palette function ( not saying remove the palettes entirely, just add the option to use fire and ice sprites), having some new bosses ( Hiyoihoi, Reznor, the koopaling fights from super Mario world any of the bosses from SMB2, SML2, and NSMBDS would work really well, particularly SMB2 bosses, as their fights require picking up their projectiles or items in the arena, which could allow for bosses that make good use of the portal gun if the objects are portable), adding the celebrities from All Night Nippon SMB along with a way of choosing who is the captive at the end of each axe, along with choosing bowser's behavior and what the captive says in each world (as opposed to just choosing what Toad an Peach can say), amongst other things.
I support this man with all of my hands

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Evan.F
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Post » 29 Jun 2019, 16:02

Another Idea... add the frame to Thwomps where they notice Mario but don't fall.
Thwomps.PNG
Thwomps.PNG (6.41 KiB) Viewed 18012 times

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alesan99
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Post » 29 Jun 2019, 17:21

Evan.F wrote:
29 Jun 2019, 16:02
Another Idea... add the frame to Thwomps where they notice Mario but don't fall.
Thwomps are based off the ones in mario maker and they fall right away without a delay.
Thwomps are pretty simple movement-wise so you could make a custom enemy if you want different behavior

EDIT: Some discord gifs of the new custom powerup system
Image Image

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Evan.F
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Post » 29 Jun 2019, 22:40

alesan99 wrote:
29 Jun 2019, 17:21
Thwomps are based off the ones in mario maker and they fall right away without a delay.
Thwomps are pretty simple movement-wise so you could make a custom enemy if you want different behavior
They do that in Mario Maker 2 now ( I'm talking about the sprite where the thwomp notices Mario without falling),As seen in this picture (sprites by Tarkan809)
thwomp extra frame.png
thwomp extra frame.png (971 Bytes) Viewed 17992 times
alesan99 wrote:
29 Jun 2019, 17:21
Some discord gifs of the new custom powerup system
Image Image
that looks fantastic. I cant wait to make Mario shoot any projectile I want!, and I never thought I wanted this. I wonder if there could be an option for what skin it uses or even custom skins, but the latter doesn't seem all that likely.

P.S since you mentioned custom enemies, Is it possible to perfectly recreate SMB1 Bowsers behaviour so it can have the shape of SMB3's Bowser using custom enemies?

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Britdan
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Post » 30 Jun 2019, 20:51

now that mario maker 2 shows what true iceicals look like will you make them 1x2 instead of just 1x1 also could we get a on/off block instead of just a switch.

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alesan99
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Post » 30 Jun 2019, 22:06

Aidan wrote:
30 Jun 2019, 20:51
now that mario maker 2 shows what true iceicals look like will you make them 1x2 instead of just 1x1 also could we get a on/off block instead of just a switch.
I'll make a seperate icicle entity since those are based off of special mario bros

And I'll put all of the mm2 entities into consideration cause I know I'm gonna get bombarded with suggestions

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Evan.F
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Post » 01 Jul 2019, 21:39

SMM2 items for Mari0.png
SMM2 items for Mari0.png (19.87 KiB) Viewed 17891 times
Here they are, as well as some custom 3D world sprites (the toad is for the story mode exclusive toad missions). Use this as a checklist (you can use the 3D world sprites if you decide to add them.)

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alesan99
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Post » 01 Jul 2019, 22:16

Evan.F wrote:
01 Jul 2019, 21:39
Here they are, as well as some custom 3D world sprites (the toad is for the story mode exclusive toad missions). Use this as a checklist (you can use the 3D world sprites if you decide to add them.)
I using the sprites from Spriter's Resource, I'm already in the process of updating some sprites.
Sadly I have to keep any extra stuff to a minimum since my plate is already full.

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Evan.F
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Post » 01 Jul 2019, 23:44

These are (for the most part) the Spriters Resource's tiles. I don't expect all, if not any, of my ideas to get in, in fact the only thing I mentioned that I consider being a priority to add are the extra features for the axe bowser battle captives, which adds more potential for adding more story to mappacks ( eg having each toad tell you where to go), extending mappack lengths and making every castle ending unique. Oh... there is also Pinopi, but that's because I spent a day or two losing my mind attempting to make one out of the custom enemies. I never finished it.

jermboy27
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Post » 01 Jul 2019, 23:59

alesan99 wrote:
01 Jul 2019, 22:16
Evan.F wrote:
01 Jul 2019, 21:39
Here they are, as well as some custom 3D world sprites (the toad is for the story mode exclusive toad missions). Use this as a checklist (you can use the 3D world sprites if you decide to add them.)
I using the sprites from Spriter's Resource, I'm already in the process of updating some sprites.
Sadly I have to keep any extra stuff to a minimum since my plate is already full.
Speaking of sprites, You forgot to add the quicksand suggestion I was talking about earlier in the next update. And I may suggest in it: Superball Flowers, Big Piranha Plants, Birdoes, Tail Goombas, Eeries, Sideways Piranha Plants, Sideways Venus Fire Traps and Boomerang Flowers.

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alesan99
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Post » 02 Jul 2019, 00:09

Evan.F wrote:
01 Jul 2019, 23:44
These are (for the most part) the Spriters Resource's tiles. I don't expect all, if not any, of my ideas to get in, in fact the only thing I mentioned that I consider being a priority to add are the extra features for the axe bowser battle captives, which adds more potential for adding more story to mappacks ( eg having each toad tell you where to go), extending mappack lengths and making every castle ending unique. Oh... there is also Pinopi, but that's because I spent a day or two losing my mind attempting to make one out of the custom enemies. I never finished it.
This is actually already done in some mappacks
You just have to add a little bit of inaccessible space to the end of the level (or replace the toad graphic and text with blank) and you can do pretty much anything from there.
Use custom tiles to have more captives and if you want something more complex make use of the other features.
Animated Tiles/Custom enemies for moving captives
Linked text tools to make text show up as normal
Animations for dialogue or other fancy stuff
etc.

You might be able to create pinopis simply by adding horizontal movement to a ninji. Renhoek made one of those if you wanna have a go at it: viewtopic.php?f=12&t=4032&p=91868#p91868
jermboy27 wrote:
01 Jul 2019, 23:59
Speaking of sprites, You forgot to add the quicksand suggestion I was talking about earlier in the next update.
im not going to add it

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Evan.F
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Post » 02 Jul 2019, 10:22

alesan99 wrote:
02 Jul 2019, 00:09
This is actually already done in some mappacks
You just have to add a little bit of inaccessible space to the end of the level (or replace the toad graphic and text with blank) and you can do pretty much anything from there.
Use custom tiles to have more captives and if you want something more complex make use of the other features.
Animated Tiles/Custom enemies for moving captives
Linked text tools to make text show up as normal
Animations for dialogue or other fancy stuff
etc.
Sounds hard and I don't have much knowledge of animations and triggers, but I'm gonna try anyway, now that I have a list of how to do this. Thank you
alesan99 wrote:
02 Jul 2019, 00:09
You might be able to create pinopis simply by adding horizontal movement to a ninji. Renhoek made one of those if you wanna have a go at it: viewtopic.php?
I cannot wait to mash it code together with the dry bones in the SMB3 mappack to make him jump ( as long as it doesn't move while grounded )

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Detronicle
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Post » 02 Jul 2019, 14:49

Saying that you may add all SMM2 entities (and that icicles from that game will be separate from current SMBS icicles), will there also be separate SMM2 Banzai Bills from the current ones?

Also, just a speculation, I won't expect dry bone shells as means to travel lava tiles, since they are pretty much like "death-from-background" tiles that need additional tile properties to make the shells float, at least their invincibility frames could make me happy.

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Britdan
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Post » 02 Jul 2019, 16:02

can i just remind everyone he said "I'll put all of the mm2 entities into consideration cause I know I'm gonna get bombarded with suggestions"
no need to remind him...

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alesan99
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Post » 02 Jul 2019, 16:28

Evan.F wrote:
02 Jul 2019, 10:22
Sounds hard and I don't have much knowledge of animations and triggers, but I'm gonna try anyway, now that I have a list of how to do this. Thank you
It's not that complicated, you don't have to use everything in the list
You can just do something simple with custom tiles if you want
Example made in vanilla mari0 (only uses custom tiles):
Image

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Evan.F
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Post » 02 Jul 2019, 22:43

I don't know how to continue this thread, so can I ask about how the axe cutscene works. Also here is 1-5 in my mappack. The flowers, bushes and water are animated
1-5.PNG
1-5.PNG (32.08 KiB) Viewed 17830 times

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alesan99
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Post » 02 Jul 2019, 23:51

Evan.F wrote:
02 Jul 2019, 22:43
I don't know how to continue this thread, so can I ask about how the axe cutscene works.
Image

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Evan.F
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Post » 02 Jul 2019, 23:56

I mean the axe falling scene.



this will come in useful however

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Technochips
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Post » 03 Jul 2019, 03:15

Haven't really touched it, but I'm pretty sure tiles which has the Bridge attribute disappears once you touch the Axe. And I think only bowser falls down.

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Evan.F
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Post » 08 Jul 2019, 22:59

*with echo* hello...

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Qwerbey
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Post » 09 Jul 2019, 04:20

Hello! Hello! Hello! Hello!

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alesan99
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Post » 09 Jul 2019, 21:19

more discord gifs!
Image Image Image
if they hurt your eyes, don't worry, you can change their graphics to be like mario maker 2

also you can test from mayro's position:
Image

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I LÖVE LUA
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Post » 09 Jul 2019, 23:08

You should make it so you have to press and hold the test button to test from the start

Joke aside, these look super cool, and the four separate colors can make for cool puzzles.

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Evan.F
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Post » 10 Jul 2019, 18:48

alesan99 wrote:
09 Jul 2019, 21:19
also you can test from mayro's position:
Image
FINALLY!!!

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4matsy
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Post » 11 Jul 2019, 02:37

alesan99 wrote:
09 Jul 2019, 21:19
Image
"Hey Mario? Wanna hear the most annoying sound in the world?"
*kicks the shell between the switches*
*BWEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE*
alesan99 wrote:
09 Jul 2019, 21:19
also you can test from mayro's position:
Image
Nice. Thanks. :3

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Evan.F
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Post » 11 Jul 2019, 20:32

HELLO...HELLO...HELLO...HELLO...HELLO...HELLO...

Also I'm still having trouble with Pinopi. The main problem is that Pinopis do not move while jumping. Meaning if I want to replicate the behavior I would seemingly need to have the chase variant it transform twice (once to become the standing version and once for the stomped version) I don't know how to do this.

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NH1507
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Post » 13 Jul 2019, 03:39

4matsy wrote:
11 Jul 2019, 02:37
alesan99 wrote:
09 Jul 2019, 21:19
Image
"Hey Mario? Wanna hear the most annoying sound in the world?"
*kicks the shell between the switches*
*BWEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE*
Definitely. I'll try this in SMM2 haha
alesan99 wrote:
09 Jul 2019, 21:19
also you can test from mayro's position:
Image
Is 'test level' from mario's position, or is 'quick test'?

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Britdan
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Post » 13 Jul 2019, 13:30

SMG4ISCOOL wrote:
13 Jul 2019, 03:39
4matsy wrote:
11 Jul 2019, 02:37
alesan99 wrote:
09 Jul 2019, 21:19
Image
"Hey Mario? Wanna hear the most annoying sound in the world?"
*kicks the shell between the switches*
*BWEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE*
Definitely. I'll try this in SMM2 haha
alesan99 wrote:
09 Jul 2019, 21:19
also you can test from mayro's position:
Image
Is 'test level' from mario's position, or is 'quick test'?
'quick test' is from mayro's position and 'test level' is from start


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Evan.F
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Post » 13 Jul 2019, 16:00

YES!!!!!!!!!!!

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Evan.F
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Post » 13 Jul 2019, 23:22

Since the Enemy threads are dead and Alesan seems to be one of the best with these
Evan.F wrote:
11 Jul 2019, 20:32
Also I'm still having trouble with Pinopi.
I'm using your method, but when I add a 2 frame animation to the falling sheet the game crashes, asking for Quadgroup. What should I do? I've tried Integers, Decimals and Boolean, leaving string and array? I know one of these must be the answer but I don't know what to do


Here's the code (which is an edit of SMB3ae's dry bones code)

Code: Select all

{
	"quadcount": 2,

	"movement": "none",
	"stompable": false,
	"killsonsides": false,
	"killsonbottom": false,
	
	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.1,
	
	"stompanimation": false,
	
	"quadno": 1,
	"quad": 1,
	"quadgroup": false,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,

	"category": 5,
	
	"mask": [	true, 
				false, true, true, true, true,
				true, true, true, true, true,
				true, true, false, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true],
				
   	"transforms": true,
   	"transformtrigger": "lifetime",
	"lifetime": 0.5,
	"transformsinto": "pinopifallen",
				
	"offsetx": 6,
	"offsety": 0,
	"quadcenterX": 8,
	"quadcenterY": 11
}
and here's the crash screen
Crash.PNG
Crash.PNG (59.51 KiB) Viewed 17405 times

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alesan99
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Post » 14 Jul 2019, 00:46

Evan.F wrote:
13 Jul 2019, 23:22
I'm using your method, but when I add a 2 frame animation to the falling sheet the game crashes, asking for Quadgroup. What should I do? I've tried Integers, Decimals and Boolean, leaving string and array? I know one of these must be the answer but I don't know what to do
Make sure your graphic for the enemy is evenly divisible by 2 (quad count) horizontally

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Evan.F
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Post » 14 Jul 2019, 09:55

The sheet is 54 pixels wide, with each quad 27 pixels Here's the sheet
Pinopi.png
Pinopi.png (6.8 KiB) Viewed 17372 times
I went with the 16 bit one, as that's how my mappack going to look. I'm using 32x32 now


Edit: I'VE DONE IT!!!!!!!!

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Rufus_Injirov
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Post » 14 Jul 2019, 16:37

alesan99 wrote:
21 Jun 2019, 18:59
Rufus_Injirov wrote:
21 Jun 2019, 12:49
Yesterday I got myself a new cool laptop. Today I decided to install Mari0 AE, and it doesn't go above 30 fps for some reason, and because of that, it becomes unplayable.help
Turn off vsync if it's on.
If that doesn't work just make the window smaller to make it run faster.
Neither of those work. Also, before you replied, the game was running in 60 fps for maybe 10 minutes without any problems. I have no idea what's happening. Help my sinful soul.

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Bromaster
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Post » 14 Jul 2019, 18:41

I've got a question about the Custom Powerups,
how could I use them?

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alesan99
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Post » 14 Jul 2019, 20:03

Bromaster wrote:
14 Jul 2019, 18:41
I've got a question about the Custom Powerups,
how could I use them?
The update with them isn't out yet

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Bromaster
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Post » 14 Jul 2019, 20:18

alesan99 wrote:
14 Jul 2019, 20:03
Bromaster wrote:
14 Jul 2019, 18:41
I've got a question about the Custom Powerups,
how could I use them?
The update with them isn't out yet
Oooooh, okay. Didn't know that.

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Evan.F
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Post » 15 Jul 2019, 16:34

Bromaster wrote:
14 Jul 2019, 20:18
alesan99 wrote:
14 Jul 2019, 20:03
Bromaster wrote:
14 Jul 2019, 18:41
I've got a question about the Custom Powerups,
how could I use them?
The update with them isn't out yet
Oooooh, okay. Didn't know that.
When shall we see it theoretically.

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Evan.F
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Post » 15 Jul 2019, 19:52

Also here's pinopi in action!
Pinopi.PNG
Pinopi.PNG (36.66 KiB) Viewed 17241 times

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Bromaster
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Post » 15 Jul 2019, 19:59

oooh that looks cool!

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Evan.F
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Post » 15 Jul 2019, 20:03

I moved the foreground to the backgrounds folder. It wont locate the file for foregrounds and will for backgrounds.
Crash2; electric boogaloo.PNG
Crash2; electric boogaloo.PNG (42.87 KiB) Viewed 17238 times
backgroundsfolder.PNG
backgroundsfolder.PNG (28.98 KiB) Viewed 17238 times
Edit: I've got it working, but it requires 2 versions of the same sheet

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TheSkullCreeper!
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Post » 15 Jul 2019, 23:40

Android Version Suggestions
Editor Improvements:
It's really annoying having to switch to my horrible computer to make Map Packs, since it's near impossible to do it on Android. Maybe set it so holding down the back key to toggle Edit and Move. Since when I try to place stuff on my phone, it works fine, but when having to move Mario, it either erases stuff when I don't need to, or places stuff for the same reason. And I mainly use my phone.

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TheSkullCreeper!
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Post » 15 Jul 2019, 23:44

Multiple Custom Tiles?
Main post:
viewtopic.php?f=13&t=4649

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TheSkullCreeper!
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Post » 16 Jul 2019, 00:00

SMG4ISCOOL wrote:
27 Jan 2019, 21:09
bam! get mari0, mario with his new color palette!
MARI0 DOWNLOAD
(thanks aidan!)
how to download: click on link > download > navigate to your mari0 folder, if you use windows i think you type %appdata% > Roaming > mari0
next click on alesans_entities > characters (if there isn't a 'characters' folder make one) > paste your download. change your character when you
play alesans entities next and ta da!
Thank you! Using this now!

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alesan99
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Post » 16 Jul 2019, 00:25

TheSkullCreeper! wrote:
15 Jul 2019, 23:40
Android Version Suggestions
I'm not going to support the level editor on android.
It's too much of a hassle to get working properly since it was designed for a computer (mouse, keyboard shortcuts, custom graphics, editing files, rightclicking etc.)

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