Thanks, Evan!Evan.F wrote: ↑19 Jan 2020, 23:13fixed it. You add the collapse in the [collapse=] box next to the equals for collapses to work.Dr. Waluigi wrote: ↑19 Jan 2020, 22:04Hi! 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:
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!
[UPDATE 13.1] Alesan99's Entities (Clear Pipes, Tracks, & more!)
- Dr. Waluigi
- Posts: 17
- Joined: 19 Jan 2020, 21:52
- Contact:
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 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.
- sgwyspeedrcr
- Posts: 49
- Joined: 09 Feb 2018, 04:24
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 programjesper251 wrote: ↑24 Jan 2020, 03:12So 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.
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).
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).
- JordanBotelho323
- Posts: 63
- Joined: 04 Sep 2018, 17:17
How many people have suggested the Wheatley boss fight from Portal 2 in Mari0?
no body, your the first.JordanBotelho323 wrote: ↑25 Jan 2020, 05:19How many people have suggested the Wheatley boss fight from Portal 2 in Mari0?
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.
Version 12.1a Patch
(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.
Downloads:
Windows Download (.exe)
OSX Download (.app)
Linux Download (.love)
Android Download (.apk)
Source Download (.love)
(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.
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.alesan99 wrote: ↑02 Feb 2020, 23:11Version 12.1a Patch
(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.Downloads:
Windows Download (.exe)
OSX Download (.app)
Linux Download (.love)
Android Download (.apk)
Source Download (.love)
I guess with 12.1A being released, now both sides of the Super Hammer could be created.
- JordanBotelho323
- Posts: 63
- Joined: 04 Sep 2018, 17:17
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?JordanBotelho323 wrote: ↑03 Feb 2020, 04:05Things with 0 or low gravity doesn't work properly with low gravity, and I am not just talking about Custom Enemies.
- JordanBotelho323
- Posts: 63
- Joined: 04 Sep 2018, 17:17
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.alesan99 wrote: ↑03 Feb 2020, 04:29Can you be more specific?JordanBotelho323 wrote: ↑03 Feb 2020, 04:05Things with 0 or low gravity doesn't work properly with low gravity, and I am not just talking about Custom Enemies.
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.
- Alexis0159
- Posts: 24
- Joined: 02 Jan 2020, 23:41
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.Alexis0159 wrote: ↑04 Feb 2020, 22:55I have tried the latest version of mari0 and when loading a mappack that I made, the fps decrease
Turn off vsync,. Load v12.1 and v12.1a side by side to see the fps difference (f11)
- QÜ!/\/TÖ/\/
- Posts: 63
- Joined: 24 Sep 2019, 01:51
- Contact:
messing around with my mod and made an infinite chain of fireballs!!!!
everything about this is amazingQÜ!/\/TÖ/\/ wrote: ↑05 Feb 2020, 21:51
messing around with my mod and made an infinite chain of fireballs!!!!
Also by the way SM16 demo 4.0 is here now, viewtopic.php?f=12&t=5293
From what I can tell, it works.
From what I can tell, it works.
- Dr. Waluigi
- Posts: 17
- Joined: 19 Jan 2020, 21:52
- Contact:
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.
- QÜ!/\/TÖ/\/
- Posts: 63
- Joined: 24 Sep 2019, 01:51
- Contact:
also upsidedown smb is in the dlc
Custom enemies is false, i would go further and call them custom entities since most entities i wanted can be made with them
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.QwertymanO07 wrote: ↑10 Feb 2020, 05:59Yeah but then you have to rewrite every line of code that references them.