[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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Dr. Waluigi
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Post » 20 Jan 2020, 01:33

Evan.F wrote:
19 Jan 2020, 23:13
Dr. Waluigi wrote:
19 Jan 2020, 22:04
Hi! I've been a lurker on this thread for years and just recently gotten into making custom characters.bombshellkoopa.pngbombshell.png explosion.png Here are one of my creations, something everyone has been wanting for a long time. The Bombshell Koopa! It took me a couple of weeks to get it down correctly, but I eventually got it. The explosion entity was made by Aiden, not me. I'll post more enemies when they're polished.

Here's the code:
{
"quadcount": 2,

"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.2,

"killsonsides": true,
"killsonbottom": true,
"portalable": true,

"transforms": true,
"transformsinto": "bombshell",
"transformtrigger": ["stomp", "shot"],
"stompable": true,

"movement": "truffleshuffle",
"truffleshufflespeed": 2,
"truffleshuffleacceleration": 8,

"width": 0.75,
"height": 0.75,
"static": false,
"active": true,
"category": 4,

"mask": [ true,
false, false, false, false, true,
false, true, false, true, false,
false, false, false, false, false,
true, true, false, false, true,
false, true, true, false, false,
true, false, true, true, true],

"turnaroundoncliff": true,
"emancipatecheck": false,
"autodelete": true,
"smallquad": 2,

"offsetx": 6,
"offsety": 0,
"quadcenterX": 8,
"quadcenterY": 19
}
{
"quadcount": 2,

"speedx": 0,

"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.10,
"nospritesets": false,

"killsonsides": true,
"killsonbottom": true,
"killsontop": true,
"portalable": true,
"resistsfire": true,
"freezable": true,

"movement": "truffleshuffle",
"truffleshufflespeed": 0,
"truffleshuffleacceleration": 8,

"width": 0.75,
"height": 0.75,
"static": false,
"active": true,
"category": 4,

"lifetime": 1.25,

"mask": [ true,
true, false, true, true, true,
true, true, true, true, true,
false, false, true, false, false,
true, true, false, false, true,
false, true, true, false, false,
true, false, true, true, true],

"emancipatecheck": true,
"autodelete": true,

"gravity": 0,

"offsetx": 6,
"offsety": 3,
"quadcenterX": 8,
"quadcenterY": 8,

"transforms": true,
"transformsinto": "explosion",
"transformtrigger": "lifetime"

}
{
"quadcount": 3,

"animationtype": "frames",
"animationframes": 3,
"animationstart": 1,
"animationspeed": 1,

"nospritesets": true,
"resistsfire": true,

"stompable": false,
"killsonsides": true,
"killsonbottom": true,
"killsontop": true,

"movement": "none",

"lifetime": 0.12,

"spawnsound": "boom",

"width": 0.75,
"height": 0.75,
"static": true,
"active": true,
"category": 5,

"mask": [ true,
false, false, false, false, true,
false, true, false, true, false,
false, false, false, false, false,
true, true, false, false, true,
false, true, true, false, false,
true, false, true, true, true],

"emancipatecheck": true,
"autodelete": true,

"offsetx": 6,
"offsety": 3,
"quadcenterX": 8,
"quadcenterY": 8,

"KillsEnemies": true
}
fixed it. You add the collapse in the [collapse=] box next to the equals for collapses to work.

It's always nice to see a new face on this website, probably because there is so little of us active, mostly on this thread specifically. I can't wait to see what you create in the future. Also, enemies for Mari0, regardless of Mod are posted here viewtopic.php?f=12&t=4009.

If you need help with anything, let me know. I'm happy to help!
Thanks, Evan!

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Britdan
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Post » 20 Jan 2020, 11:39

new page!

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Evan.F
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Post » 20 Jan 2020, 17:53

Aidan wrote:
20 Jan 2020, 11:39
new page!
NEW GIF ALESAN!!!!!!

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Britdan
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Post » 20 Jan 2020, 21:10

Evan.F wrote:
20 Jan 2020, 17:53
Aidan wrote:
20 Jan 2020, 11:39
new page!
NEW GIF ALESAN!!!!!!
giphy.gif
giphy.gif (1.49 MiB) Viewed 9801 times

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Evan.F
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Post » 20 Jan 2020, 21:44

Aidan wrote:
20 Jan 2020, 21:10
Evan.F wrote:
20 Jan 2020, 17:53
Aidan wrote:
20 Jan 2020, 11:39
new page!
NEW GIF ALESAN!!!!!!
giphy.gif
I said Alesan, not Aiden

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Britdan
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Post » 21 Jan 2020, 14:26

Evan.F wrote:
20 Jan 2020, 21:44
Aidan wrote:
20 Jan 2020, 21:10
Evan.F wrote:
20 Jan 2020, 17:53


NEW GIF ALESAN!!!!!!
giphy.gif
I said Alesan, not Aiden
i'm sorry, i knew i just really wanted to show that gif.

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Evan.F
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Post » 21 Jan 2020, 17:58

Aidan wrote:
21 Jan 2020, 14:26
Evan.F wrote:
20 Jan 2020, 21:44
Aidan wrote:
20 Jan 2020, 21:10


giphy.gif
I said Alesan, not Aiden
i'm sorry, i knew i just really wanted to show that gif.
I accept it

jesper251
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Joined: 06 Apr 2013, 10:38

Post » 24 Jan 2020, 03:12

So no chance on a dynamic splitscreen like the following?

I would try code it myself but I'm stupid :'(

It could just be dynamic split screen that follows the first and the last player. At least then if you get stuck somewhere in the middle you can wait for the last player to catch up to you so you can see where you are :) as it is now once the player in front gets half a screen ahead your nowhere to be seen so its pretty hard to use.

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sgwyspeedrcr
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Post » 24 Jan 2020, 16:50

jesper251 wrote:
24 Jan 2020, 03:12
So no chance on a dynamic splitscreen like the following?

I would try code it myself but I'm stupid :'(

It could just be dynamic split screen that follows the first and the last player. At least then if you get stuck somewhere in the middle you can wait for the last player to catch up to you so you can see where you are :) as it is now once the player in front gets half a screen ahead your nowhere to be seen so its pretty hard to use.
I don't want to speak for the developer but I bet that exceeds the scope of AE. I believe he wants to add entities with occasional QOL features when adding those entities. That is more a comment on the Mari0 program

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alesan99
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Post » 24 Jan 2020, 20:53

Not really, at this point the only things I won't add are non-mario and non-portal features (and quicksand of course).
Splitscreen has been suggested many times but the game isn't written to allow that. The way levels are rendered would make it really hard to do (There is some leftover code for split screen but it was abandoned a long time ago).

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JordanBotelho323
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Post » 25 Jan 2020, 05:19

How many people have suggested the Wheatley boss fight from Portal 2 in Mari0?

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Britdan
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Post » 25 Jan 2020, 12:43

JordanBotelho323 wrote:
25 Jan 2020, 05:19
How many people have suggested the Wheatley boss fight from Portal 2 in Mari0?
no body, your the first.

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alesan99
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Post » 25 Jan 2020, 14:03

Aidan wrote:
25 Jan 2020, 12:43
no body, your the first.
A lot of people have in the past actually.
I don't like making bosses but it could be a cool addition. Some basic version could be made with custom enemies though.

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Evan.F
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Post » 25 Jan 2020, 20:18

Can I suggest to be able to set weather quicksand, poison-water, poison, lava and other flowing liquids to appear in the background and foreground.

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alesan99
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Post » 25 Jan 2020, 20:46

Evan.F wrote:
25 Jan 2020, 20:18
Can I suggest to be able to set weather quicksand, poison-water, poison, lava and other flowing liquids to appear in the background and foreground.
I think there's plenty of options already. Quicksand being in the foreground is kinda bad.
If you're nitpicky a foreground can do the trick with invisible water can do the trick depending on the case.

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Evan.F
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Post » 25 Jan 2020, 21:18

alesan99 wrote:
25 Jan 2020, 20:46
Evan.F wrote:
25 Jan 2020, 20:18
Can I suggest to be able to set weather quicksand, poison-water, poison, lava and other flowing liquids to appear in the background and foreground.
I think there's plenty of options already. Quicksand being in the foreground is kinda bad.
If you're nitpicky a foreground can do the trick with invisible water can do the trick depending on the case.
My main problem is with poison and lava.

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NH1507
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Post » 28 Jan 2020, 01:21

Image

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alesan99
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Post » 02 Feb 2020, 23:11

Version 12.1a Patch
Image
(old screenshot)
Mostly just bug fixes.
There's going to be a new cool DLC soon and you'll need this update in order to play it.

Code: Select all

-----0.10.0 12.1a-----
ADDED New enemy properties
	"rightclickmenutable": true, --allows "rightclickmenu" to use tables
	"hidden": true, --hides enemy from entities list
	"breakshardblocks": true,
	"transformpassedparametersbeforespawn": true, --allows for some passed parameters that don't work usually
	"transformsetparametersbeforespawn": true,
	"spawnpassedparametersbeforespawn": true,
	"spawnsetparametersbeforespawn": true,
	"animationtriggerondeath": "animationname",
	"activateswitches": true,
	"bouncedelay": 1,
	"bouncedelays": [1,1,0],
	"bouncedelaysrandoms": false,
	"dontcarryifmoving": true,
	"throwncollisionignore": true,
"resistsyoshitounge": true,
ADDED Right click menu for cube dispensers, push buttons, and buttons
ADDED "return to spawn" option for thwomps
CHANGED Portal Door Sprites
FIXED Animations not being triggered by permanent on/off switch buttons
FIXED "transformtriggerenemycollide" and "transformtriggerobjectcollide"
FIXED Animated Tile Triggers
FIXED "Solidkill" not working with stars
FIXED P-switches interupting music from music changers and animations

Other Bugfixes and minor tweaks
-------
Downloads:
Windows Download (.exe)
OSX Download (.app)
Linux Download (.love)
Android Download (.apk)
Source Download (.love)


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Evan.F
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Joined: 15 Jun 2019, 21:10

Post » 02 Feb 2020, 23:37

alesan99 wrote:
02 Feb 2020, 23:11
Version 12.1a Patch
Image
(old screenshot)
Mostly just bug fixes.
There's going to be a new cool DLC soon and you'll need this update in order to play it.

Code: Select all

-----0.10.0 12.1a-----
ADDED New enemy properties
	"rightclickmenutable": true, --allows "rightclickmenu" to use tables
	"hidden": true, --hides enemy from entities list
	"breakshardblocks": true,
	"transformpassedparametersbeforespawn": true, --allows for some passed parameters that don't work usually
	"transformsetparametersbeforespawn": true,
	"spawnpassedparametersbeforespawn": true,
	"spawnsetparametersbeforespawn": true,
	"animationtriggerondeath": "animationname",
	"activateswitches": true,
	"bouncedelay": 1,
	"bouncedelays": [1,1,0],
	"bouncedelaysrandoms": false,
	"dontcarryifmoving": true,
	"throwncollisionignore": true,
"resistsyoshitounge": true,
ADDED Right click menu for cube dispensers, push buttons, and buttons
ADDED "return to spawn" option for thwomps
CHANGED Portal Door Sprites
FIXED Animations not being triggered by permanent on/off switch buttons
FIXED "transformtriggerenemycollide" and "transformtriggerobjectcollide"
FIXED Animated Tile Triggers
FIXED "Solidkill" not working with stars
FIXED P-switches interupting music from music changers and animations

Other Bugfixes and minor tweaks
-------
Downloads:
Windows Download (.exe)
OSX Download (.app)
Linux Download (.love)
Android Download (.apk)
Source Download (.love)

can't wait to play this mappack. I'm guessing the turnip crash was a problem.

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SubPixuru
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Post » 03 Feb 2020, 02:02

I guess with 12.1A being released, now both sides of the Super Hammer could be created.

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JordanBotelho323
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Post » 03 Feb 2020, 04:05

Things with 0 or low gravity doesn't work properly with low gravity, and I am not just talking about Custom Enemies.

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alesan99
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Post » 03 Feb 2020, 04:29

JordanBotelho323 wrote:
03 Feb 2020, 04:05
Things with 0 or low gravity doesn't work properly with low gravity, and I am not just talking about Custom Enemies.
Can you be more specific?

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JordanBotelho323
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Post » 04 Feb 2020, 01:34

alesan99 wrote:
03 Feb 2020, 04:29
JordanBotelho323 wrote:
03 Feb 2020, 04:05
Things with 0 or low gravity doesn't work properly with low gravity, and I am not just talking about Custom Enemies.
Can you be more specific?
Custom Enemies, normal Enemies, and the likes seem has a universal gravity or something (like when an enemy is in Quicksand). Static, Piston, Flying (Vertically), Circle, and Homing movement enemies are not affected by this universal gravity.

Something tells me that this is somehow not accidental (probably for bug fixes) or probably was accidentally kept while experimenting with alternate options for low gravity. 0 gravity enemies in low gravity was working as intentional before the update.

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Alexis0159
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Post » 04 Feb 2020, 22:55

I have tried the latest version of mari0 and when loading a mappack that I made, the fps decrease

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alesan99
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Post » 05 Feb 2020, 00:12

Alexis0159 wrote:
04 Feb 2020, 22:55
I have tried the latest version of mari0 and when loading a mappack that I made, the fps decrease
That's likely not an issue with the mod.
Turn off vsync,. Load v12.1 and v12.1a side by side to see the fps difference (f11)

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QÜ!/\/TÖ/\/
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Post » 05 Feb 2020, 21:51

Image


messing around with my mod and made an infinite chain of fireballs!!!!

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Evan.F
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Post » 05 Feb 2020, 22:00

QÜ!/\/TÖ/\/ wrote:
05 Feb 2020, 21:51
Image


messing around with my mod and made an infinite chain of fireballs!!!!
everything about this is amazing

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Evan.F
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Post » 05 Feb 2020, 22:01

Also by the way SM16 demo 4.0 is here now, viewtopic.php?f=12&t=5293
From what I can tell, it works.

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Dr. Waluigi
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Post » 06 Feb 2020, 03:13

I found two issues. Powerups (Not in Boxes) won't spawn if they're far enough into the map. Also, spritesets for custom entities will work properly while editing, but not while playing the mappack.

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Evan.F
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Post » 06 Feb 2020, 22:43

Is it possible to make bulletzone with custom enemies? I want to make one for the chickens from SML

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Evan.F
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Post » 08 Feb 2020, 21:22

Is it possible to make Mario face a different direction when walking in an animation. (no portal gun).
Last edited by Evan.F on 08 Feb 2020, 21:26, edited 1 time in total.

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Bromaster
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Post » 08 Feb 2020, 21:23

dunno

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Evan.F
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Post » 08 Feb 2020, 21:27

Bromaster wrote:
08 Feb 2020, 21:23
dunno
HES BACK!!!!

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Britdan
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Post » 08 Feb 2020, 23:01

Evan.F wrote:
08 Feb 2020, 21:27
Bromaster wrote:
08 Feb 2020, 21:23
dunno
HES BACK!!!!
ALL IS WELL FOR HE HAS RETURNED!

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QÜ!/\/TÖ/\/
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Post » 09 Feb 2020, 00:33

Image
Image
sneak peek at my alternate entities for AE

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Evan.F
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Post » 09 Feb 2020, 00:50

Aidan wrote:
08 Feb 2020, 23:01
Evan.F wrote:
08 Feb 2020, 21:27
Bromaster wrote:
08 Feb 2020, 21:23
dunno
HES BACK!!!!
ALL IS WELL FOR HE HAS RETURNED!
All hail Bromaster, for he is the most Borborygmus of us all!!!!!

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Evan.F
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Post » 09 Feb 2020, 10:03

Just scene the ver 13 snapshot, holy...

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Evan.F
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Post » 09 Feb 2020, 10:06

Okay, I wasn't expecting Super Mario World. Funny as I was making a Mario world mappack too.

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alesan99
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Post » 09 Feb 2020, 18:13


also upsidedown smb is in the dlc

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Evan.F
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Post » 09 Feb 2020, 18:40

alesan99 wrote:
09 Feb 2020, 18:13

also upsidedown smb is in the dlc
Ive got a question. How?

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alesan99
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Post » 09 Feb 2020, 18:51

Evan.F wrote:
09 Feb 2020, 18:40
Ive got a question. How?
A whole lot of custom enemies

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Britdan
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Post » 09 Feb 2020, 19:34

Custom enemies is false, i would go further and call them custom entities since most entities i wanted can be made with them

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Qwerbey
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Post » 10 Feb 2020, 05:59

Yeah but then you have to rewrite every line of code that references them.

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Britdan
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Post » 10 Feb 2020, 17:02

QwertymanO07 wrote:
10 Feb 2020, 05:59
Yeah but then you have to rewrite every line of code that references them.
i was saying that he should rename them custom entities, just that nowadays they can act more like entities.

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Bromaster
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Post » 10 Feb 2020, 18:02

Evan.F wrote:
09 Feb 2020, 00:50
Aidan wrote:
08 Feb 2020, 23:01
Evan.F wrote:
08 Feb 2020, 21:27


HES BACK!!!!
ALL IS WELL FOR HE HAS RETURNED!
All hail Bromaster, for he is the most Borborygmus of us all!!!!!
...
nut

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Evan.F
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Post » 10 Feb 2020, 19:50

tumblr_m2pb7xBx1e1qib9oao4_250[1].gif
tumblr_m2pb7xBx1e1qib9oao4_250[1].gif (994.63 KiB) Viewed 9289 times

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Bromaster
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Post » 10 Feb 2020, 20:22

Evan.F wrote:
10 Feb 2020, 19:50
tumblr_m2pb7xBx1e1qib9oao4_250[1].gif
messiah.png
messiah.png (636.16 KiB) Viewed 9283 times

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Britdan
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Post » 10 Feb 2020, 20:38

Bromaster wrote:
10 Feb 2020, 18:02
Evan.F wrote:
09 Feb 2020, 00:50
Aidan wrote:
08 Feb 2020, 23:01

ALL IS WELL FOR HE HAS RETURNED!
All hail Bromaster, for he is the most Borborygmus of us all!!!!!
...
nut
All hail Lord Bromaster!

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Bromaster
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Post » 10 Feb 2020, 20:47

Aidan wrote:
10 Feb 2020, 20:38
Bromaster wrote:
10 Feb 2020, 18:02
Evan.F wrote:
09 Feb 2020, 00:50


All hail Bromaster, for he is the most Borborygmus of us all!!!!!
...
nut
All hail Lord Bromaster!
remember when this was about Alesan99's Entities?

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Britdan
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Post » 10 Feb 2020, 21:43

Bromaster wrote:
10 Feb 2020, 20:47
Aidan wrote:
10 Feb 2020, 20:38
Bromaster wrote:
10 Feb 2020, 18:02

...
nut
All hail Lord Bromaster!
remember when this was about Alesan99's Entities?
your right we should change the subject, here is a bit of work from my work in progress mappack
Capture.PNG
Capture.PNG (71.3 KiB) Viewed 9276 times

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