[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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QÜ!/\/TÖ/\/
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Post » 28 Oct 2019, 23:25

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

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Britdan
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Post » 28 Oct 2019, 23:32

new page!

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Evan.F
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Post » 28 Oct 2019, 23:54

WHERES THE GIF ALESAN!!11!!!!!11!!!! IF YOU DONT REALITY WILL COLAPSE IN ON HERSELF!!!!!!11111111!!!!!!!!!!!!1111!!!!


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Bromaster
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Post » 29 Oct 2019, 00:45

alesan99 wrote:
29 Oct 2019, 00:26
Image
no lol let me fix that
ah better. much retro
ah better. much retro
edaWYRu.png (5.07 KiB) Viewed 8442 times

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Evan.F
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Post » 29 Oct 2019, 10:20

Well we good were getting 4 dimensions of space to move in the game soon.

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Britdan
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Post » 29 Oct 2019, 13:30

Evan.F wrote:
29 Oct 2019, 10:20
Well we good were getting 4 dimensions of space to move in the game soon.
no 5D

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Evan.F
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Post » 29 Oct 2019, 15:13

Aidan wrote:
29 Oct 2019, 13:30
Evan.F wrote:
29 Oct 2019, 10:20
Well we good were getting 4 dimensions of space to move in the game soon.
no 5D
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

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Bromaster
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Post » 29 Oct 2019, 15:32

nobody noticed...?
look closer.
edaWYRuU.png
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Evan.F
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Post » 29 Oct 2019, 15:57

I did notice.

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Britdan
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Post » 29 Oct 2019, 21:10

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!"
Untitled.png
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Bromaster
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Post » 29 Oct 2019, 21:46

Aidan wrote:
29 Oct 2019, 21:10
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!"

Untitled.png
I still don't know why we are messing with this one photo lol

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Evan.F
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Post » 29 Oct 2019, 23:50

I think I've seen this in a creepypasta reading before
I've been ispired to do this after watching the new terminator
The marionator.png
The marionator.png (4.56 KiB) Viewed 8302 times
probably would be better if Mario was the terminator to be honest

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Bromaster
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Post » 29 Oct 2019, 23:55

lol dunno if these photos were made for this topic

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Evan.F
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Post » 30 Oct 2019, 00:09

long live the new mayro.png
long live the new mayro.png (11.32 KiB) Viewed 8297 times
And here's a JS&B one

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Evan.F
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Post » 30 Oct 2019, 00:11

maybe we should add a page for these

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Bromaster
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Post » 30 Oct 2019, 02:24

yeah like some sort of memes page within the twatter directory

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Evan.F
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Post » 30 Oct 2019, 10:13

spideir maryo.png
spideir maryo.png (15.23 KiB) Viewed 8284 times
Who's afraid of spiders, well here's spideir Mario. I couldn't find a way to add the last 2 legs in.

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Britdan
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Post » 30 Oct 2019, 13:17

Evan.F wrote:
30 Oct 2019, 10:13
spideir maryo.pngWho's afraid of spiders, well here's spideir Mario. I couldn't find a way to add the last 2 legs in.
i left for 12 hours wtf

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Evan.F
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Post » 30 Oct 2019, 20:37

What's the dealio, you scared
Handio.png
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Evan.F
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Post » 30 Oct 2019, 22:00

I'm gonna put this on MFGG's Pointless Post Palace so others make something with it, I'll have to use the first 2 handio images at least. I might also put a place for these somewhere else

Squidish
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Post » 01 Nov 2019, 06:41

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
Image
Image
Last edited by Squidish on 01 Nov 2019, 18:28, edited 1 time in total.

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Evan.F
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Post » 01 Nov 2019, 10:46

cool concept.

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Evan.F
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Post » 02 Nov 2019, 10:19

When porting it under a different name for the flower, nothing work

Squidish
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Post » 02 Nov 2019, 21:28

Evan.F wrote:
02 Nov 2019, 10:19
When porting it under a different name for the flower, nothing work
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.

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Evan.F
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Post » 02 Nov 2019, 21:35

I fixed this already,

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SubPixuru
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Post » 03 Nov 2019, 20:39

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.

Darkhog
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Post » 04 Nov 2019, 14:07

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: Image

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alesan99
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Post » 04 Nov 2019, 14:32

Darkhog wrote:
04 Nov 2019, 14:07
1. Ability to put enemies in ? blocks
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.
Darkhog wrote:
04 Nov 2019, 14:07
2. One-way gates (from SMM)
viewtopic.php?f=12&t=4009&start=904
Darkhog wrote:
04 Nov 2019, 14:07
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
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.
Darkhog wrote:
04 Nov 2019, 14:07
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
You can use the mouse on the mappack selection but I see your point
Darkhog wrote:
04 Nov 2019, 14:07
5. We can download map packs - how about a way to upload them as well for others to play directly from the game?
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.
Darkhog wrote:
04 Nov 2019, 14:07
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.
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.

Darkhog
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Post » 04 Nov 2019, 15:29

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.

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Evan.F
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Post » 04 Nov 2019, 18:21

Falling In pits in vertical levels and pits in an area with ceilings.

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alesan99
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Post » 04 Nov 2019, 19:02

Darkhog wrote:
04 Nov 2019, 15:29
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).
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.
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.
Evan.F wrote:
04 Nov 2019, 18:21
Falling In pits in vertical levels and pits in an area with ceilings.
wot

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Bromaster
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Post » 04 Nov 2019, 19:10

yeah, what does that mean, Evan?

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Evan.F
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Post » 04 Nov 2019, 23:09

When Mario falls into pits in a vertical level, follow Mario mode is painful to look at, and is distracting during level creation. When there's a ceiling above a pit, Mario gets trapped, which is also annoying.

Darkhog
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Post » 05 Nov 2019, 20:18

alesan99 wrote:
04 Nov 2019, 19:02
Darkhog wrote:
04 Nov 2019, 15:29
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).
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.
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.
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.

//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?

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alesan99
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Post » 06 Nov 2019, 17:09

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
Darkhog wrote:
05 Nov 2019, 20:18
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?
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.

Darkhog
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Post » 06 Nov 2019, 21:24

alesan99 wrote:
06 Nov 2019, 17:09
I didn't make the red donuts respawn to make them destinct. I'll think about changing that
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.

Darkhog
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Post » 07 Nov 2019, 19:45

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).
eraser.png
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WanderingTedium
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Post » 07 Nov 2019, 22:14

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.

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Britdan
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Post » 07 Nov 2019, 23:07

WanderingTedium wrote:
07 Nov 2019, 22:14
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.
it's because it auto deletes when off screen to stop lag

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Evan.F
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Post » 07 Nov 2019, 23:40

WanderingTedium wrote:
07 Nov 2019, 22:14
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,

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Evan.F
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Post » 09 Nov 2019, 14:57

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.

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Rufus_Injirov
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Post » 10 Nov 2019, 18:05

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.

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NH1507
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Post » 10 Nov 2019, 18:08

that should be a thing though!

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SubPixuru
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Post » 10 Nov 2019, 18:38

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.

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Evan.F
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Post » 10 Nov 2019, 19:00

SubPixuru wrote:
10 Nov 2019, 18:38
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.
all forms he's talking about.

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alesan99
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Post » 10 Nov 2019, 22:55

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

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Evan.F
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Post » 10 Nov 2019, 23:00

alesan99 wrote:
10 Nov 2019, 22:55
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 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.

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alesan99
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Post » 10 Nov 2019, 23:28

Evan.F wrote:
10 Nov 2019, 23:00
I think he means to change the order of the 3 walking frames, as opposed to adding frames.
No I get that.
I'm saying that that's an over complicated way of changing the walking animation, changing frame count would be simpler to implement.

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QÜ!/\/TÖ/\/
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Post » 16 Nov 2019, 06:21

[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

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