[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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Britdan
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Post » 01 Mar 2020, 11:43

p-block.png
p-block.png (956 Bytes) Viewed 47073 times
For both p-block's
switch.png
switch.png (1.13 KiB) Viewed 47081 times
switch2.png
switch2.png (1.02 KiB) Viewed 47081 times
For the two other switches
boo.png
boo.png (1.21 KiB) Viewed 47080 times
BOO!
switchblock.png
switchblock.png (1009 Bytes) Viewed 47074 times
Switch block and also button blocks
Last edited by Britdan on 01 Mar 2020, 15:06, edited 2 times in total.

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Evan.F
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Post » 01 Mar 2020, 12:06

New page new gif

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alesan99
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Post » 01 Mar 2020, 15:17

Wanted: Entity tooltip thumbnails
Image
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
ImageImage
--------------------------------------------
Quoting for visibility.
Really good tooltips Aidan, thanks
Last edited by alesan99 on 01 Mar 2020, 16:08, edited 1 time in total.

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legobouwer9
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Post » 01 Mar 2020, 16:00

turret tooltip
turret.png
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legobouwer9
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Post » 01 Mar 2020, 16:39

pelette.png
pelette.png (1.24 KiB) Viewed 47066 times
and also pelette launcher

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Britdan
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Post » 01 Mar 2020, 18:56

UPDATE, here are the ones that are still missing
entity's done.png
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jermboy27
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Post » 01 Mar 2020, 19:58

alesan99 wrote:
01 Mar 2020, 15:17
Wanted: Entity tooltip thumbnails
Speaking of which, The conveyer belts need to have a addition of a slope. Also, the Tanooki Suit when turning into a statue doesn't compare to the one in Mario 3. It looks like you can stay in statue mode forever as you like, while in Mario 3, it seems to last for a short time before going back to the Tanooki suit. Plus, which is wanted is if you have already got a Yoshi, the yoshi egg will hatch a 1-up mushroom instead of another Yoshi.
Last edited by jermboy27 on 01 Mar 2020, 20:20, edited 1 time in total.

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legobouwer9
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Post » 01 Mar 2020, 20:01

GLaDOS.png
GLaDOS.png (1.81 KiB) Viewed 47033 times
GLaDOS
r turret.png
r turret.png (1.02 KiB) Viewed 47031 times
rocket turret

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Evan.F
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Post » 01 Mar 2020, 20:34

jermboy27 wrote:
01 Mar 2020, 19:58
alesan99 wrote:
01 Mar 2020, 15:17
Wanted: Entity tooltip thumbnails
Speaking of which, The conveyer belts need to have a addition of a slope. Also, the Tanooki Suit when turning into a statue doesn't compare to the one in Mario 3. It looks like you can stay in statue mode forever as you like, while in Mario 3, it seems to last for a short time before going back to the Tanooki suit. Plus, which is wanted is if you have already got a Yoshi, the yoshi egg will hatch a 1-up mushroom instead of another Yoshi.
The tanooki suit goes for about 8 seconds. In every version,

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alesan99
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Post » 01 Mar 2020, 22:48

Thanks guys for all the tool tips. All lot of work has been done on the stabyourself discord
They got done a lot faster than I expected.
If you still want to have your own tooltip in the game you can submit it and ill add it in if its better than the current one.
Once V13 comes out in a few months you will be able to see them when you hover over entities
jermboy27 wrote:
01 Mar 2020, 19:58
alesan99 wrote:
01 Mar 2020, 15:17
Wanted: Entity tooltip thumbnails
Speaking of which, The conveyer belts need to have a addition of a slope
I'm wondering, is this the correct grammatical use of the phrase "speaking of which"? Typically it's used to refer to something that was previously mentioned...

On an unrelated note, I will finally be adding quicksand in V13

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Evan.F
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Post » 01 Mar 2020, 23:56

alesan99 wrote:
01 Mar 2020, 22:48
Thanks guys for all the tool tips. All lot of work has been done on the stabyourself discord
They got done a lot faster than I expected.
If you still want to have your own tooltip in the game you can submit it and ill add it in if its better than the current one.
Once V13 comes out in a few months you will be able to see them when you hover over entities
jermboy27 wrote:
01 Mar 2020, 19:58
alesan99 wrote:
01 Mar 2020, 15:17
Wanted: Entity tooltip thumbnails
Speaking of which, The conveyer belts need to have a addition of a slope
I'm wondering, is this the correct grammatical use of the phrase "speaking of which"? Typically it's used to refer to something that was previously mentioned...

On an unrelated note, I will finally be adding quicksand in V13
*V13/0
Is that a correct use of division, I’m used to using the symbol as opposed to the slashes

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alesan99
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Post » 02 Mar 2020, 00:14

It's called v13 officially

jermboy27
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Post » 02 Mar 2020, 00:19

alesan99 wrote:
02 Mar 2020, 00:14
It's called v13 officially
Aren't you going to showcase the progress to us on YouTube?

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alesan99
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Post » 02 Mar 2020, 00:20

jermboy27 wrote:
02 Mar 2020, 00:19
Aren't you going to showcase the progress to us on YouTube?
Only on patreon at the moment

jermboy27
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Post » 02 Mar 2020, 00:49

alesan99 wrote:
02 Mar 2020, 00:20
jermboy27 wrote:
02 Mar 2020, 00:19
Aren't you going to showcase the progress to us on YouTube?
Only on patreon at the moment
You have a Discord don't you?

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JordanBotelho323
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Post » 02 Mar 2020, 02:11

iceflower.png
iceflower.png (961 Bytes) Viewed 46986 times
pinksquid.png
pinksquid.png (838 Bytes) Viewed 46986 times

jermboy27
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Post » 03 Mar 2020, 03:58

alesan99 wrote:
01 Mar 2020, 22:48
Thanks guys for all the tool tips. All lot of work has been done on the stabyourself discord
They got done a lot faster than I expected.
When are you going to release V13?

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SubPixuru
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Post » 03 Mar 2020, 04:11

https://cdn.discordapp.com/attachments/ ... _block.zip
hey guys check out this custom light block entity i made

(it works only in the dark)


and it also drops directly down when thrown but that's not that bad of an issue

Image

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SubPixuru
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Post » 03 Mar 2020, 04:59

jermboy27 wrote:
03 Mar 2020, 03:58
alesan99 wrote:
01 Mar 2020, 22:48
Thanks guys for all the tool tips. All lot of work has been done on the stabyourself discord
They got done a lot faster than I expected.
When are you going to release V13?

lol did you even read the rest of that post

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Britdan
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Post » 03 Mar 2020, 09:17

jermboy27 wrote:
03 Mar 2020, 03:58
alesan99 wrote:
01 Mar 2020, 22:48
Thanks guys for all the tool tips. All lot of work has been done on the stabyourself discord
They got done a lot faster than I expected.
When are you going to release V13?
Capture.PNG
Capture.PNG (1.45 KiB) Viewed 46937 times

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JordanBotelho323
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Post » 06 Mar 2020, 03:15

skewer.png
skewer.png (1.76 KiB) Viewed 46873 times
iciclebig.png
iciclebig.png (1.12 KiB) Viewed 46873 times

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alesan99
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Post » 06 Mar 2020, 14:18

JordanBotelho323 wrote:
06 Mar 2020, 03:15
skewer.png

iciclebig.png
That's perfect, skewers needed one.

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Britdan
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Post » 06 Mar 2020, 14:33

alesan99 wrote:
06 Mar 2020, 14:18
JordanBotelho323 wrote:
06 Mar 2020, 03:15
skewer.png

iciclebig.png
That's perfect, skewers needed one.
wat, didn't i send one for sqewers

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alesan99
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Post » 06 Mar 2020, 23:42

Aidan wrote:
06 Mar 2020, 14:33
alesan99 wrote:
06 Mar 2020, 14:18
That's perfect, skewers needed one.
wat, didn't i send one for sqewers
If it wasn't posted on the discord or the forums I have not looked at it yet sirr

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Britdan
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Post » 09 Mar 2020, 00:27

just to let you guys know since a lot of you are not on the discord i am working on a new mappack again, this time its and updated minecraft.
it will be 6 levels long with exploration crafting and mining. here is some screenshots of what i have so far, should be out next weekend (hopefully)
Capture.PNG
Capture.PNG (82.7 KiB) Viewed 46744 times
2.PNG
2.PNG (20.83 KiB) Viewed 46744 times
3.PNG
3.PNG (92.61 KiB) Viewed 46744 times
4.PNG
4.PNG (85.04 KiB) Viewed 46744 times

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Evan.F
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Post » 09 Mar 2020, 09:45

Cant wait to try it out, are the enemies in there.

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Britdan
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Post » 09 Mar 2020, 14:19

Evan.F wrote:
09 Mar 2020, 09:45
Cant wait to try it out, are the enemies in there.
i have 1 for now but i will be adding more before release

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Evan.F
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Post » 11 Mar 2020, 00:45

Happy Mario Day, here's something to liven the forums.
Happy Mar10 day.png
Happy Mar10 day.png (3.14 MiB) Viewed 46618 times

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QÜ!/\/TÖ/\/
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Post » 12 Mar 2020, 20:16

does anyone know how i could edit the lua so that hats apear above the portal gun layer of the player? i want to turn "hats" into a bunch of cool helmets for my mod but i cant figure out how to change the hat layer to be infront of the players face, as it is drawn in the portal gun layer
Image

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alesan99
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Post » 13 Mar 2020, 17:54

QÜ!/\/TÖ/\/ wrote:
12 Mar 2020, 20:16
does anyone know how i could edit the lua so that hats apear above the portal gun layer of the player? i want to turn "hats" into a bunch of cool helmets for my mod but i cant figure out how to change the hat layer to be infront of the players face, as it is drawn in the portal gun layer
In the drawplayer function in game.lua move the function that draws v.graphic[0] next the the one that draws the other v.graphics

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QÜ!/\/TÖ/\/
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Post » 14 Mar 2020, 16:57

thank you Alesan, ive got tons of silly helmets coming out now
Image

just one more question though, on many of the hats i can see the players hair poking through the top
Image

any way i could set a scissor to be active while a hat is worn so i can cut off the top 3 or 4 pixels of hair? kinda like the scissor used for when the player uses a cloud?
Image

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alesan99
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Post » 14 Mar 2020, 17:09

QÜ!/\/TÖ/\/ wrote:
14 Mar 2020, 16:57
any way i could set a scissor to be active while a hat is worn so i can cut off the top 3 or 4 pixels of hair? kinda like the scissor used for when the player uses a cloud?
Clouds and shoes actually use a special quad, which wouldn't be a good idea because you'd have an extra quad for each frame of animation
Something like this before the sprites are drawn would could work (you'd need to adjust the position)

Code: Select all

love.graphics.setScissor(math.floor(((px-xscroll-1)*16)*scale), math.floor(((py-yscroll+1)*16)*scale), 3, 3)
But I'd suggest to just adjust the hat offsets, the example you show could be fixed if the helmet is 2 pixels higher

CookieCookie123
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Post » 22 Mar 2020, 17:15

can you add the smb2 plants and make it have a option for ever different types of plants or put items or entities in it?

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alesan99
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Post » 22 Mar 2020, 20:17

CookieCookie123 wrote:
22 Mar 2020, 17:15
can you add the smb2 plants and make it have a option for ever different types of plants or put items or entities in it?
I already added plants look in the guides section
I even showed them in a video. (0:51)
turnip.zip
(2.05 KiB) Downloaded 168 times

CookieCookie123
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Post » 22 Mar 2020, 21:52

how do i get the dlc?

CookieCookie123
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Post » 22 Mar 2020, 21:52

like for everything else

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Evan.F
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Post » 22 Mar 2020, 22:59

CookieCookie123 wrote:
22 Mar 2020, 21:52
how do i get the dlc?
DLC levels pop-up in the DLC section of Mappacks. Go to it and press enter on the one you want.
If you want the enemies, they come with the version you download, you cannot get new enemies in versions they weren't made in. If your referring to the galoombas and turnips, they are custom enemies made with properties. Download them and put them into the enemies folder iin your mappack.

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Rufus_Injirov
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Post » 23 Mar 2020, 12:35

Make it so that when you go to a different sub-area but music is the same the music doesn't start over

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Britdan
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Post » 23 Mar 2020, 13:11

Rufus_Injirov wrote:
23 Mar 2020, 12:35
Make it so that when you go to a different sub-area but music is the same the music doesn't start over
Mari0 is based of of the OG super mario bros and is 98% accurate, that would make it more inaccurate so no probably not

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Rufus_Injirov
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Post » 23 Mar 2020, 13:22

Aidan wrote:
23 Mar 2020, 13:11
Rufus_Injirov wrote:
23 Mar 2020, 12:35
Make it so that when you go to a different sub-area but music is the same the music doesn't start over
Mari0 is based of of the OG super mario bros and is 98% accurate, that would make it more inaccurate so no probably not
you're right, but I think it would be better. Also, it can be an option, not a default thing

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alesan99
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Post » 23 Mar 2020, 16:53

Rufus_Injirov wrote:
23 Mar 2020, 13:22
you're right, but I think it would be better. Also, it can be an option, not a default thing
Use a linked pipe or door in the same sub level

jermboy27
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Post » 27 Mar 2020, 00:28

I wonder when V13 is coming out.

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NH1507
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Post » 27 Mar 2020, 03:30

jermboy27 wrote:
27 Mar 2020, 00:28
I wonder when V13 is coming out.
It's coming out soon. Just be patient :)

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Qwerbey
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Post » 27 Mar 2020, 19:14

A few things I noticed while making ports of my SE mappacks, as well as some other testing. These are mostly collected from the Discord server:
  • Lasers and funnels don't interact with custom enemies at all, making my ports impossible. I think I've told you about lasers, but I don't know if you heard that funnels don't work either. Many other entities don't interact with them either, including things like Spikes and Dry Bones.
  • Tile tools can only break blocks with the breakable property. I guess this makes sense, but it still feels really lame. Having a wall that can only break on input sounds like a good idea.
  • Enemies, including custom enemies are not affected by pellets at all. If they vaporize Chell, I feel like they should vaporize goombas too. In fact, they don't even knock over turrets like in Portal 1.
  • Conveyers can't be painted with orange gel to make it easier to overcome them when you're moving on them backwards. I guess these ones are based on Mario Maker and not that map near the end of Portal 2, but it still seems like a good interaction to have.
I've also got some suggestions for new stuff:
  • Animation actions to:
    • Activate or deactivate a certain cheat.
    • Kill all enemies on screen, like the Lucky Star item. This could be good for level end animations, so you don't need to make a giant enemy around the player that kills everything.
  • Green pellets that have an infinite lifetime. These were used once in Testchamber 19 of Portal 1, but their main use was in the mod "Rexaura", where their launcher would could accept an input, which would destroy the existing pellet and launch a new one. I figure they could also be used to make traps, or difficult platforming sections.
  • Sounds and an animation for when pellets are destroyed.
I just have to say that, although I've been hard on this mod in the past, it's really come into its own. You've done amazing work so far!

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Britdan
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Post » 27 Mar 2020, 19:58

QwertymanO07 wrote:
27 Mar 2020, 19:14
A few things I noticed while making ports of my SE mappacks, as well as some other testing. These are mostly collected from the Discord server:
  • Lasers and funnels don't interact with custom enemies at all, making my ports impossible. I think I've told you about lasers, but I don't know if you heard that funnels don't work either. Many other entities don't interact with them either, including things like Spikes and Dry Bones.
  • Tile tools can only break blocks with the breakable property. I guess this makes sense, but it still feels really lame. Having a wall that can only break on input sounds like a good idea.
  • Enemies, including custom enemies are not affected by pellets at all. If they vaporize Chell, I feel like they should vaporize goombas too. In fact, they don't even knock over turrets like in Portal 1.
  • Conveyers can't be painted with orange gel to make it easier to overcome them when you're moving on them backwards. I guess these ones are based on Mario Maker and not that map near the end of Portal 2, but it still seems like a good interaction to have.
I've also got some suggestions for new stuff:
  • Animation actions to:
    • Activate or deactivate a certain cheat.
    • Kill all enemies on screen, like the Lucky Star item. This could be good for level end animations, so you don't need to make a giant enemy around the player that kills everything.
  • Green pellets that have an infinite lifetime. These were used once in Testchamber 19 of Portal 1, but their main use was in the mod "Rexaura", where their launcher would could accept an input, which would destroy the existing pellet and launch a new one. I figure they could also be used to make traps, or difficult platforming sections.
  • Sounds and an animation for when pellets are destroyed.
I just have to say that, although I've been hard on this mod in the past, it's really come into its own. You've done amazing work so far!
- custom enemies interacting with other stuff could be cool.
- hard blocks, ? blocks and used blocks should be able to break now as they have debris options.
- agree
- it makes scene, just put blocks under them
- yes and yes
- that could be cool, he is redoing pellet launchers
- ^

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QÜ!/\/TÖ/\/
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Post » 27 Mar 2020, 22:18

i want to post gifs to update my mod progress but i dont have a gif capture and i dont know how to do it with lua although i do know its possible. how does everyone capture screenshot gifs in game?

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Evan.F
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Post » 28 Mar 2020, 00:15

why can FIRE BROS freeze custom enemies.

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Britdan
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Post » 28 Mar 2020, 00:17

Evan.F wrote:
28 Mar 2020, 00:15
why can FIRE BROS freeze custom enemies.
that is weird

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Evan.F
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Post » 28 Mar 2020, 00:34

Aidan wrote:
28 Mar 2020, 00:17
Evan.F wrote:
28 Mar 2020, 00:15
why can FIRE BROS freeze custom enemies.
that is weird
Too weird. Here's a gif as proof.
frozen fireball.gif
frozen fireball.gif (1.95 MiB) Viewed 43989 times

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alesan99
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Post » 28 Mar 2020, 18:11

NH1507 wrote:
27 Mar 2020, 03:30
jermboy27 wrote:
27 Mar 2020, 00:28
I wonder when V13 is coming out.
It's coming out soon. Just be patient :)
I don't think he'll ever stop, hes being doing that forever. There will be a trailer on April 2nd.
Capture2.PNG
Capture2.PNG (12.52 KiB) Viewed 43966 times
How come I've never seen jermboy use amps? hmm
Evan.F wrote:
28 Mar 2020, 00:15
why can FIRE BROS freeze custom enemies.
Iceball and Fireballs are the same entity and I forgot to make them do different things to custom enemies
I'll try to release a patch for this soon
QÜ!/\/TÖ/\/ wrote:
27 Mar 2020, 22:18
i want to post gifs to update my mod progress but i dont have a gif capture and i dont know how to do it with lua although i do know its possible. how does everyone capture screenshot gifs in game?
I use gifcam.
I don't use ShareX but people recommend that too

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