[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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Joined: 15 Jun 2019, 21:10

Post » 10 Feb 2020, 23:24

Aidan wrote:
10 Feb 2020, 21:43
Bromaster wrote:
10 Feb 2020, 20:47
Aidan wrote:
10 Feb 2020, 20:38

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
who cares,, religion the clicc is better.

New page new Gif for Alesan to make, I'm currently making buff handio beta model as of now so things will get juicy.

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Britdan
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Post » 10 Feb 2020, 23:54

4/5ths of the way to 100 PAGES

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Evan.F
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Post » 11 Feb 2020, 00:42

He's back boys
mario's ready to break the geneva convention.png
mario's ready to break the geneva convention.png (1.45 MiB) Viewed 11769 times

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Britdan
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Post » 11 Feb 2020, 00:45

Evan.F wrote:
11 Feb 2020, 00:42
He's back boys
mario's ready to break the geneva convention.png
well it's been a good 2 years of playing mari0 but it is clear i don't fit or wanna be here so imma just head out.

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Bromaster
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Post » 11 Feb 2020, 02:20

Aidan wrote:
10 Feb 2020, 21:43
Bromaster wrote:
10 Feb 2020, 20:47
Aidan wrote:
10 Feb 2020, 20:38

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
:insert gru's mom here:
...eh

gustavocrazy55
Posts: 14
Joined: 26 Oct 2018, 04:16

Post » 11 Feb 2020, 04:01

im created a mario world character,this not finalizated
but if you want to try my idea and help finish it tell me and we talk

link to the beta: https://mega.nz/#!WjglVaII!RXv3P30ekO9M ... fNTLFt8blE

note:smb classic is finishied temporally ;D

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Evan.F
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Post » 11 Feb 2020, 18:29

eat up...
Marioquaker.png
Marioquaker.png (206.04 KiB) Viewed 11741 times

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Evan.F
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Post » 12 Feb 2020, 00:33

Aidan wrote:
11 Feb 2020, 00:45
Evan.F wrote:
11 Feb 2020, 00:42
He's back boys
mario's ready to break the geneva convention.png
well it's been a good 2 years of playing mari0 but it is clear i don't fit or wanna be here so imma just head out.
Are you still here, I'm sorry

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QÜ!/\/TÖ/\/
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Post » 12 Feb 2020, 01:17

sith and jedi skins for cape mario

(rick)
Image
Image
Image
Image

Image

my mod also currently includes sound effects and particles

im currently working on adding features such as force abilities to my mod, i want to make it so that you can click enemies to pick up and launch them from a certain distance.

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Britdan
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Post » 12 Feb 2020, 09:48

Evan.F wrote:
12 Feb 2020, 00:33
Aidan wrote:
11 Feb 2020, 00:45
Evan.F wrote:
11 Feb 2020, 00:42
He's back boys
mario's ready to break the geneva convention.png
well it's been a good 2 years of playing mari0 but it is clear i don't fit or wanna be here so imma just head out.
Are you still here, I'm sorry
i was joking, i wont be leaving anytime soon.

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

Post » 12 Feb 2020, 10:22

Aidan wrote:
12 Feb 2020, 09:48
Evan.F wrote:
12 Feb 2020, 00:33
Aidan wrote:
11 Feb 2020, 00:45

well it's been a good 2 years of playing mari0 but it is clear i don't fit or wanna be here so imma just head out.
Are you still here, I'm sorry
i was joking, i wont be leaving anytime soon.
image.png
image.png (100.68 KiB) Viewed 11713 times

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Britdan
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Post » 13 Feb 2020, 00:12

Evan.F wrote:
12 Feb 2020, 10:22
Aidan wrote:
12 Feb 2020, 09:48
Evan.F wrote:
12 Feb 2020, 00:33


Are you still here, I'm sorry
i was joking, i wont be leaving anytime soon.
image.png
ok now i have seen enough

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Evan.F
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Post » 13 Feb 2020, 00:54

Aidan wrote:
13 Feb 2020, 00:12
Evan.F wrote:
12 Feb 2020, 10:22
Aidan wrote:
12 Feb 2020, 09:48

i was joking, i wont be leaving anytime soon.
image.png
ok now i have seen enough
image.png
image.png (407.73 KiB) Viewed 11684 times
Okay I'll stop. I swear

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Bromaster
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Post » 13 Feb 2020, 20:31

Evan.F wrote:
13 Feb 2020, 00:54
Aidan wrote:
13 Feb 2020, 00:12
Evan.F wrote:
12 Feb 2020, 10:22


image.png
ok now i have seen enough
image.png
Okay I'll stop. I swear
yeah,
you butter stop with those dumb ass images

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Evan.F
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Post » 13 Feb 2020, 22:45

saltio.png
saltio.png (214.7 KiB) Viewed 11661 times

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alesan99
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Post » 14 Feb 2020, 17:47

This thread is really going down the gutter so let's try to keep it relevant please.

I don't have anything new to show so here's a chargin chuck custom enemy appreciation gif
chuck.gif
chuck.gif (100.43 KiB) Viewed 11639 times

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Evan.F
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Post » 14 Feb 2020, 20:08

alesan99 wrote:
14 Feb 2020, 17:47
This thread is really going down the gutter so let's try to keep it relevant please.

I don't have anything new to show so here's a chargin chuck custom enemy appreciation gif
chuck.gif
what do you meme, it's perfect

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

Post » 15 Feb 2020, 00:21

Anyway here's an Idea for a new feature, layer 3, or Action Layer.

Action layer has properties while also being able to be moved in different ways (sort of like the yellow cave rocks in SMW)

What this adds
Huge moving parts of levels.
Accurate tanks.
Alternatives for rising water, lava and poison. (for when there is too many water sprites to add
and more.

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Britdan
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Post » 15 Feb 2020, 13:11

Evan.F wrote:
15 Feb 2020, 00:21
Anyway here's an Idea for a new feature, layer 3, or Action Layer.

Action layer has properties while also being able to be moved in different ways (sort of like the yellow cave rocks in SMW)

What this adds
Huge moving parts of levels.
Accurate tanks.
Alternatives for rising water, lava and poison. (for when there is too many water sprites to add
and more.
that could be intertesting

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Evan.F
Posts: 842
Joined: 15 Jun 2019, 21:10

Post » 15 Feb 2020, 13:18

Aidan wrote:
15 Feb 2020, 13:11
Evan.F wrote:
15 Feb 2020, 00:21
Anyway here's an Idea for a new feature, layer 3, or Action Layer.

Action layer has properties while also being able to be moved in different ways (sort of like the yellow cave rocks in SMW)

What this adds
Huge moving parts of levels.
Accurate tanks.
Alternatives for rising water, lava and poison. (for when there is too many water sprites to add
and more.
that could be intertesting
Thanks, the idea comes from Super Mario Flash 2.

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Qwerbey
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Post » 15 Feb 2020, 13:28

Mari3 be like:

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Evan.F
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Post » 15 Feb 2020, 15:52

If anyone wants more ideas, then

1. Chest: container, works like SMB3.

2. Pipe cannon transitions.

3. Phanto.

4. Pushblocks: can be pushed by walking into it, can't be picked up. could be used for puzzles.

5. Picking stuff up underwater makes Mario float, like in other Mario games.

6. Spikes can be set to stay still and/or be affected by gravity.

7. Bouncer.

8. Options to set night versions of some of the enemies (not as a night mode, as an option in the right-click menu) (we can do without goombas and goombrats, as I feel the extra sprites is more effort then I ask for this.

9. Roulette blocks (SMW)

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Evan.F
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Post » 16 Feb 2020, 19:49

slope glitch.gif
slope glitch.gif (441.4 KiB) Viewed 11576 times
footage of a glitch where Mario falls off a semi solid ledge. Mario also walks into the bridge and collides with the sides.

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alesan99
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Post » 16 Feb 2020, 20:00

its common knowledge that slopes don't work without really high frame rates at this point

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Evan.F
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Post » 16 Feb 2020, 23:16

alesan99 wrote:
16 Feb 2020, 20:00
its common knowledge that slopes don't work without really high frame rates at this point
oh

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SubPixuru
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Post » 17 Feb 2020, 02:20

could we possibly have actual bumpers in the game

because that would be pretty cool

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Evan.F
Posts: 842
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Post » 17 Feb 2020, 09:51

Evan.F wrote:
15 Feb 2020, 15:52
If anyone wants more ideas, then

1. Chest: container, works like SMB3.

2. Pipe cannon transitions.

3. Phanto.

4. Pushblocks: can be pushed by walking into it, can't be picked up. could be used for puzzles.

5. Picking stuff up underwater makes Mario float, like in other Mario games.

6. Spikes can be set to stay still and/or be affected by gravity.

7. Bouncer. (I mean bumper)

8. Options to set night versions of some of the enemies (not as a night mode, as an option in the right-click menu) (we can do without goombas and goombrats, as I feel the extra sprites is more effort then I ask for this.

9. Roulette blocks (SMW)

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alesan99
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Post » 17 Feb 2020, 13:35

one more time for the people in the back

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Evan.F
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Post » 17 Feb 2020, 16:24

Evan.F wrote:
17 Feb 2020, 09:51
Evan.F wrote:
15 Feb 2020, 15:52
If anyone wants more ideas, then

1. Chest: container, works like SMB3.

2. Pipe cannon transitions.

3. Phanto.

4. Pushblocks: can be pushed by walking into it, can't be picked up. could be used for puzzles.

5. Picking stuff up underwater makes Mario float, like in other Mario games.

6. Spikes can be set to stay still and/or be affected by gravity.

7. Bouncer. (I mean bumper)

8. Options to set night versions of some of the enemies (not as a night mode, as an option in the right-click menu) (we can do without goombas and goombrats, as I feel the extra sprites is more effort then I ask for this.

9. Roulette blocks (SMW)
I don't remember posting this, was this a glitch, WHAT

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SubPixuru
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Post » 17 Feb 2020, 20:55

so i tried making ON/OFF coins but whenever i hit an ON/OFF switch it deems them "collected" when they still exist

is there a way i can fix this

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alesan99
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Post » 18 Feb 2020, 01:58

probably but you need to show what you're doing

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SubPixuru
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Post » 18 Feb 2020, 06:11

https://cdn.discordapp.com/attachments/ ... _buggy.zip

this should have everything that causes it

as a quick sidenote: you need to add the "givecoinondeath" action in order for the bug to occur (this applies to either state of coin)

as another quick sidenote: the MACOSX folder that might show up isn't needed: delete it (do the same with any random things that isn't a folder named "animations" or "enemies")

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alesan99
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Post » 18 Feb 2020, 14:45

Give the coin a second transform trigger set to "collide". It transforms into a coin that should be touched immediately and gives the player a coin

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SubPixuru
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Post » 18 Feb 2020, 18:32

but how do i make it so the player doesn't "collide" with the coins

EDIT: i got it to work, you don't need to answer the question

https://cdn.discordapp.com/attachments/ ... _Coins.zip (this one works flawlessly according to my testing)

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SubPixuru
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Post » 19 Feb 2020, 04:37

so it turns out i only fixed one of the issues with the ON/OFF coins

the only one left is the fact that the player can still "collide with the coins" like it was "semisolid" if you understand what i mean

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SubPixuru
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Post » 22 Feb 2020, 22:53

ok i give up trying

if anyone ends up fixing it themselves, then i'd like to see it

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alesan99
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Post » 22 Feb 2020, 23:02

SubPixuru wrote:
22 Feb 2020, 22:53
ok i give up trying

if anyone ends up fixing it themselves, then i'd like to see it
they work fine though

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SubPixuru
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Post » 23 Feb 2020, 01:14

Image

this is the issue i tried to fix

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SubPixuru
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Post » 23 Feb 2020, 05:35

am i allowed to make requests for transform triggers here?

if i am, then can i request to have "playerstate": (number) and "playernotstate": (number)

i'm asking this because it would make a lot of things way more interesting for the game, and would also make the flyingblock entity more accurate (because it only spawns a mushroom at this moment for obvious reasons)

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alesan99
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Post » 23 Feb 2020, 18:07

SubPixuru wrote:
23 Feb 2020, 01:14
this is the issue i tried to fix
Oh I see now, it's pretty hard to see with small mario.
Add "dontstopmario" so it's fixed when used in the next update
SubPixuru wrote:
23 Feb 2020, 05:35
i'm asking this because it would make a lot of things way more interesting for the game, and would also make the flyingblock entity more accurate (because it only spawns a mushroom at this moment for obvious reasons)
It's not exactly what you want but I've implemented a similar property in the next update.

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SubPixuru
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Post » 23 Feb 2020, 20:24

alesan99 wrote:
23 Feb 2020, 18:07
It's not exactly what you want but I've implemented a similar property in the next update.
i'm assuming it's gonna be similar to what the mushroom does

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alesan99
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Post » 23 Feb 2020, 22:45

SubPixuru wrote:
23 Feb 2020, 20:24
i'm assuming it's gonna be similar to what the mushroom does
i added "mushroomifmariosmall" to the next update after working on the smw mappack, so it basically does what you want but it isn't a transform trigger

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SubPixuru
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Post » 23 Feb 2020, 22:50

that makes sense

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Dr. Waluigi
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Post » 25 Feb 2020, 06:49

How about a timed property for explosions? It could reuse the bob-omb explosion.

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Qwerbey
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Post » 25 Feb 2020, 08:05

What like "lifetime"? You can already make explosions with custom enemies; there's no shortage of SE maps that do that.

Xenthio
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Joined: 06 Jul 2017, 08:00

Post » 25 Feb 2020, 09:31

can I get a map pack I'm making in dlc, I started making it bcuz dlc is kinda empty...

Xenthio
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Post » 25 Feb 2020, 09:33

its based on making levels in an original 'Super Mario Bros.' style, replicating the limitations that the NES had. Including changing all the sprites to a better NES colour palette.

Xenthio
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Post » 25 Feb 2020, 09:37

Image

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Evan.F
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Post » 01 Mar 2020, 00:46

I'm working on a short mappack. Might be nice as DLC

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alesan99
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Post » 01 Mar 2020, 04:15

ye dlc needs some longer maps
Wanted: Entity tooltip thumbnails
tooltip.png
tooltip.png (4.45 KiB) Viewed 10827 times
Much like Mari0:SE, I will be putting your entity tool-tip icons in the game.
Tool tips will pop up in the entities list and are meant to describe how certain entities are supposed to be used.
The rules are simple:
  • 1. Must be 64x64 px (you can add an extra frame by making it 128x64 if you want it to be animated)
    2. If you put mario in the picture, use the default skin
    3. Make the background transparent if possible
    4. Use x1 Scale
You will be credited alongside the people who made the tooltips for SE in the tooltip folder. If you want to improve someone elses please do
Complete Entity List

There's no deadline so ill continue to accept them for the coming months
box.png
box.png (940 Bytes) Viewed 10827 times
powerup.png
powerup.png (1.17 KiB) Viewed 10827 times

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