[UPDATE 13.1] Alesan99's Entities (Clear Pipes, Tracks, & more!)
- QÜ!/\/TÖ/\/
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you will need a source code version of the game which can be created by downloading AE and unzipping the main application with something like winzip or 7 zip, then open the folder containing all of the .lua files. then replace the default mario.lua with mine. then drag the whole folder into the most recent vesion of love and play
Einstein theorised that we live in 4 dimensions, 3 dimesions of space and 1 dimesion of time.
This has must have 4 dimesions of space as Mario's destroyed the 4th wall and since the hand seems off, it may have traveled through the 4th dimension as our vision would see this as a change in size
As his victims lay softly on the red floor I could see him walking towards me. He stared at me
"NO... not you!" I shouted...
He said "Yes... It's a me... MaRiO!"
"NO... not you!" I shouted...
He said "Yes... It's a me... MaRiO!"
Happy Belated Halloween.
I made a very short mappack that shows off a custom powerup I made I call the Boobud Flower.
It allows you to shoot out friendly ghosts and kill almost any enemy. Alternatively, you can jump off of them like trampolines. Be careful, though, they dissipate upon collision with the ground.
Feel free to use the powerup however you like (credit is appreciated.)
https://www.dropbox.com/s/n9odr8mwiwlm0 ... r.zip?dl=1
I made a very short mappack that shows off a custom powerup I made I call the Boobud Flower.
It allows you to shoot out friendly ghosts and kill almost any enemy. Alternatively, you can jump off of them like trampolines. Be careful, though, they dissipate upon collision with the ground.
Feel free to use the powerup however you like (credit is appreciated.)
https://www.dropbox.com/s/n9odr8mwiwlm0 ... r.zip?dl=1
Last edited by Squidish on 01 Nov 2019, 18:28, edited 1 time in total.
Because it’s still looking for whatever I named the flower before you changed it. If you absolutely have to rename it, then open the other two file associated with it (the ghosts’ and the poof that appears when the ghost disappears) and rename the necessary terms as well.
If you use Cappy mode with the Boobud Flower, it automatically captures the friendly ghost, which allows for certain tasks to be slightly easier depending on the situation.
Few things I'd like to see:
1. Ability to put enemies in ? blocks
2. One-way gates (from SMM)
3. Ability to fly in the level editor so I won't have to build scaffolding that I'll have later to get rid of
4. Proper "quit" menu option so I won't quit game accidentally if I happen to double tap ESC in options or map pack selection
5. We can download map packs - how about a way to upload them as well for others to play directly from the game?
6. "Looping" menus (e.g. if you press down on the last option, it goes to first and if you press up in the first option it goes to last.
Most of these are QoL stuff that shouldn't be too hard to add so I hope to see it in the next release.
//edit: Oh, and Pokeys, wigglers and other large enemies seems to have some issues with portals. Will post gif when I'll have time to.
//edit #2:
1. Ability to put enemies in ? blocks
2. One-way gates (from SMM)
3. Ability to fly in the level editor so I won't have to build scaffolding that I'll have later to get rid of
4. Proper "quit" menu option so I won't quit game accidentally if I happen to double tap ESC in options or map pack selection
5. We can download map packs - how about a way to upload them as well for others to play directly from the game?
6. "Looping" menus (e.g. if you press down on the last option, it goes to first and if you press up in the first option it goes to last.
Most of these are QoL stuff that shouldn't be too hard to add so I hope to see it in the next release.
//edit: Oh, and Pokeys, wigglers and other large enemies seems to have some issues with portals. Will post gif when I'll have time to.
//edit #2:
Custom enemies have full support for this (you can use the default custom enemies if you have an enemies folder in your mappack).
Legacy enemies don't have this because I would have to go through every single one and implement it individually.
viewtopic.php?f=12&t=4009&start=904
You can teleport with right click and you can move the camera independently with the arrow keys.
There's also a minimap you can toggle with m.
If you're suggesting scaffolding blocks that appear under mario when you test in midair like in mario maker those may be coming in the future.
You can use the mouse on the mappack selection but I see your point
I have to personally compress and convert mappacks to a downloadable format so I can upload them to a website for dlc, so it's not an automatable process atm. If I had a server this would be possible, but even then I don't have much experience in networking.
I use my mouse for the main menu but I can see this being useful if you need to start the game after changing settings.
1. Well, that's kinda a copout - yes, it would take some time and work to get this to legacy enemies, but you should be able to do it and it would open new possibilities (imo you should be able to put any entity in ? block aside of "special" ones like zones/triggers or spawnpoints but that's another thing). And default custom enemies don't have bob-omb anyways.
2. OK, cool, will check those out though it should be built-in
3. OK, thanks
4. OK.
5. Understandable
6. OK.
2. OK, cool, will check those out though it should be built-in
3. OK, thanks
4. OK.
5. Understandable
6. OK.
I don't mind putting in some time for a feature but I'm serious when I say it would be a long and painful process, like more than just a couple of hours.Darkhog wrote: ↑04 Nov 2019, 15:29Well, that's kinda a copout - yes, it would take some time and work to get this to legacy enemies, but you should be able to do it and it would open new possibilities (imo you should be able to put any entity in ? block aside of "special" ones like zones/triggers or spawnpoints but that's another thing).
That said, that only applies if you're talking about every entity. Just doing goomba-like enemies would be simple. If there are any specific entities you want in blocks I can do those.
wot
Enemies alone would be great. Basically everything in Enemies category, maybe with exception of icicles, bullets (any size), cannons, Angry sun and bosses. Basically, every enemy you can put in a block in say, Mario Maker.alesan99 wrote: ↑04 Nov 2019, 19:02I don't mind putting in some time for a feature but I'm serious when I say it would be a long and painful process, like more than just a couple of hours.Darkhog wrote: ↑04 Nov 2019, 15:29Well, that's kinda a copout - yes, it would take some time and work to get this to legacy enemies, but you should be able to do it and it would open new possibilities (imo you should be able to put any entity in ? block aside of "special" ones like zones/triggers or spawnpoints but that's another thing).
That said, that only applies if you're talking about every entity. Just doing goomba-like enemies would be simple. If there are any specific entities you want in blocks I can do those.
//edit: Also, would be possible to place "Inv" over invisible block tile in the editor? They're replaced with regular opened ? block tile when hit in-game anyway and it took me quite a while to locate it (in fact, I'd be still looking if I haven't checked SMB pack). Having that extra indication it's invisible block, aside of semitransparency (which doesn't show great on the black background of the level editor) would be amazing. I'm talking about the built-in SMB tileset.
Also found a bug in the editor - if you get powerup, then exit test mode and start test level (not quicktest) mario isn't being reset to small mario which should be what's happening (every level should be beatable with a small mario anyway).
Another thing is that red donut blocks (the ones that fall the second you step on them) should respawn after a while just like regular ones and, say, icicles do to avoid levels being unbeatable if player missed the jump, dropped it but somehow managed to save him or herself.
//edit #2: Also, would be SMB3 physics possible (mainly picking up objects like springs, koopa shells, p-switches, lit bob-ombs, etc.)? IMO it can since Mario can already pick up stuff (just ask the companion cube), but dunno how hard would be to implement appropriate coding for the entities that should be pickable.
//edit #3: Any chances of Mario Maker-style checkpoint (flag that you need to touch) or is it too hard with the way engine is written?
I didn't make the red donuts respawn to make them destinct. I'll think about changing that
Smb3 physics are possible I guess. The mod is based on smb1 first and foremost so I don't want to get carried making core gameplay changes from every other Mario game, especially since there aren't going to be many more updates.
However carryable custom enemies have already been implemented for the next update, they function like shy guys
I don't want to do a 100% recreation of Mario maker but since the flags in that function differently it could be interesting.
Smb3 physics are possible I guess. The mod is based on smb1 first and foremost so I don't want to get carried making core gameplay changes from every other Mario game, especially since there aren't going to be many more updates.
However carryable custom enemies have already been implemented for the next update, they function like shy guys
Making stuff come out of blocks is only hard because there's so many entities, the engine isn't actually that limited :p
I don't want to do a 100% recreation of Mario maker but since the flags in that function differently it could be interesting.
Maybe have the respawn timer for them longer/shorter than regular donuts? Or don't - I think the fact that they fall instantly is different enough. In any case they should respawn since if they don't and player managed to save himself/herself somehow, the level may become unbeatable due to too large distances.
//edit: A feature request. Ability to create a level template (for all new levels and sublevels) by creating a file called template.txt in the root of the mappack folder (the same place where lies icon and custom tileset) which would be otherwise normal level file, just with a "special" name (not dissimilar to minus world file) that would be then copied whenever new level is created. If no template.txt exists, the game will just use the default template (as does now).
This would allow us to set up a template so we won't have to change "common" settings such as map size (useful if maps are similar in size), level flags (e.g. if we're making a lights out map pack), etc. each time we create a level or a subworld. Basically a timesaver for those who need it.
Made an eraser icon to replace "missing texture" grid and the "no" symbol (tile and entity erasers). IMO it looks better and convey what the tool is for in more intuitive way (I'm often looking for eraser, then remember it doesn't even look like one).
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I noticed if you pass an enemy for a few screens and then return, the enemy despawns altogether. Can you make it that enemies respawn at their origin indefinitely until you kill them?
And also can you please give the option to change the direction enemies start moving? I noticed in right-to-left levels, enemies start walking away from you.
And also can you please give the option to change the direction enemies start moving? I noticed in right-to-left levels, enemies start walking away from you.
it's because it auto deletes when off screen to stop lagWanderingTedium wrote: ↑07 Nov 2019, 22:14I noticed if you pass an enemy for a few screens and then return, the enemy despawns altogether. Can you make it that enemies respawn at their origin indefinitely until you kill them?
And also can you please give the option to change the direction enemies start moving? I noticed in right-to-left levels, enemies start walking away from you.
You could do that with custom enemies by reversing the sprite sheet and movement speed. Facesplayer entites face the player by default,WanderingTedium wrote: ↑07 Nov 2019, 22:14And also can you please give the option to change the direction enemies start moving? I noticed in right-to-left levels, enemies start walking away from you.
Okay here's an enemy property idea
Axescenetrigger: True
makes the axe activate the bridge custscene bridge cutscene play like in a bowser fight , bowser is the only enemy in game that has this sort of behavior, so it could be fun to include. Also would have axe animation properties too.
Axescenetrigger: True
makes the axe activate the bridge custscene bridge cutscene play like in a bowser fight , bowser is the only enemy in game that has this sort of behavior, so it could be fun to include. Also would have axe animation properties too.
- Rufus_Injirov
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Totally cool idea: a new option for skins
Walking animation frame order.
In SMB1, the frame order is 123(can be alternatively called the 'regular order'), and right now, that's the only option in Mario. But what about SMB2(12) and SMB3(12321) and the skins that are based on these games?
So, the idea is that in the skin options you can select your own frame order of both small and super Mario's walking animation. You do that by typing in the name of the order ('Regular order', 'Mirrored') or using numbers (1323)
Will this be actually useful? Probably not.
Walking animation frame order.
In SMB1, the frame order is 123(can be alternatively called the 'regular order'), and right now, that's the only option in Mario. But what about SMB2(12) and SMB3(12321) and the skins that are based on these games?
So, the idea is that in the skin options you can select your own frame order of both small and super Mario's walking animation. You do that by typing in the name of the order ('Regular order', 'Mirrored') or using numbers (1323)
Will this be actually useful? Probably not.
Actually, the SMB3 walking style that you mentioned is actually the super form. So that would actually be the All-Stars SMB1 walking style, assuming that what you were talking about was the small forms.
Ehhh that seems over complicated, SE does that by simply defining that frame count
I've stated my reasons as to why characters are limited before
I've stated my reasons as to why characters are limited before
I remember, it was that 1.6 uses completely different character rendering to SE. I think he means to change the order of the 3 walking frames, as opposed to adding frames.
- QÜ!/\/TÖ/\/
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[iframe width="853" height="480" src="https://www.youtube.com/embed/4x31WvhtLIo" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" ][/iframe]
my mod so far
my mod so far