[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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I LÖVE LUA
Posts: 222
Joined: 12 Aug 2013, 13:19

Post » 12 May 2020, 21:47

jermboy27 wrote:
12 May 2020, 21:12
Super Crown power-up (From NSMBUDX)
TheSkullCreeper! wrote:
12 May 2020, 21:18
3. That power-up was exclusive to Toadette
Plus it's a reskin of the super acorn, so...

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

Post » 12 May 2020, 23:10

Alsoon new page new gif

jermboy27
Posts: 110
Joined: 28 Oct 2012, 02:16

Post » 13 May 2020, 19:53

We're posting till page 85! Woo!

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TheSkullCreeper!
Posts: 186
Joined: 12 Feb 2018, 11:09

Post » 15 May 2020, 21:18

I'm wondering if Mini Pipes are being added in V13.
'Cuz the Mini Mushroom is pretty useless.

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alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
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Post » 15 May 2020, 23:23

TheSkullCreeper! wrote:
15 May 2020, 21:18
I'm wondering if Mini Pipes are being added in V13.
'Cuz the Mini Mushroom is pretty useless.
Pipe sizes can be changed in v13

jermboy27
Posts: 110
Joined: 28 Oct 2012, 02:16

Post » 16 May 2020, 17:02

alesan99 wrote:
15 May 2020, 23:23
TheSkullCreeper! wrote:
15 May 2020, 21:18
I'm wondering if Mini Pipes are being added in V13.
'Cuz the Mini Mushroom is pretty useless.
Pipe sizes can be changed in v13
I wonder when v13 will come out.

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

Post » 16 May 2020, 18:07

Either June or July

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SubPixuru
Posts: 108
Joined: 29 Sep 2019, 20:00
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Post » 16 May 2020, 19:57

Meculus wrote:
10 May 2020, 03:20
Will there be enemy stacking in v13?
not like mario maker, but yes.

you can use that kind of enemy stacking in the current version (12.1C) but please stop asking alesan for mario maker styled stacking.

i know that alesan already did a bunch of other mario maker things, but i really don't think mario maker styled enemy stacking is a good idea.

just use the enemy stacking that's already in the game.

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

Post » 16 May 2020, 23:47

Also spoilers for Forums users, but
The AE mappack is getting a revamp

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Villager103
Posts: 506
Joined: 31 Jan 2013, 14:50
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Post » 17 May 2020, 15:04

Seeing as World Maps probably aren't getting added, can we get some kind of global trigger/global values, that remain the same across levels? Not only could they be used to make pseudo-worldmaps, they could also have a variety of other applications.

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alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
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Post » 17 May 2020, 17:58

Villager103 wrote:
17 May 2020, 15:04
Seeing as World Maps probably aren't getting added, can we get some kind of global trigger/global values, that remain the same across levels? Not only could they be used to make pseudo-worldmaps, they could also have a variety of other applications.
I've added animation variables
GIF.gif
GIF.gif (21.19 KiB) Viewed 96185 times

jermboy27
Posts: 110
Joined: 28 Oct 2012, 02:16

Post » 17 May 2020, 22:08

alesan99 wrote:
17 May 2020, 17:58
Villager103 wrote:
17 May 2020, 15:04
Seeing as World Maps probably aren't getting added, can we get some kind of global trigger/global values, that remain the same across levels? Not only could they be used to make pseudo-worldmaps, they could also have a variety of other applications.
I've added animation variables

GIF.gif
Would you add a right click option for the hammer/boomerang/fire/ice/sledge bros to chase after the player like in SMB2J?

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

Post » 17 May 2020, 23:15

You could make a custom enemy for that, Jermboy.

jermboy27
Posts: 110
Joined: 28 Oct 2012, 02:16

Post » 17 May 2020, 23:41

Evan.F wrote:
17 May 2020, 23:15
You could make a custom enemy for that, Jermboy.
All you guys care is "custom enemies this, custom enemies that". I just giving a suggestion for the mod, sheesh!

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

Post » 18 May 2020, 09:28

jermboy27 wrote:
17 May 2020, 23:41
Evan.F wrote:
17 May 2020, 23:15
You could make a custom enemy for that, Jermboy.
All you guys care is "custom enemies this, custom enemies that". I just giving a suggestion for the mod, sheesh!
Alesan CLEARLY said that he is not making anything that can't be done with custom enemies. If your having problems with custom enemies then I don't think you'll be able to make Cape Mario in Hello engine as they are easier to make than programming.

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

Post » 18 May 2020, 09:29

That hammer bro can be made in about 2 seconds

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alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
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Post » 18 May 2020, 13:37

I'm not doing work for you jermboy.
If an enemy can be made with custom enemies there's no reason for me to add it myself.
You don't have to suggest stuff, just enjoy the game

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QÜ!/\/TÖ/\/
Posts: 63
Joined: 24 Sep 2019, 01:51
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Post » 19 May 2020, 00:07

hey everyone, thought i would share a fun mod!


this mod replaces the rocketturret with a flying mini helicopter! this will be featured in my mod along with tons of other new things but you can try this yourself for now!

how to install the mod incase you dont know:

1.download a source code version of alesians entities v 12.1 or higher
2.copy text in code box below and replace text in rocketturet.lua
3. swap out rocketturet graphic for the one below

Image

Code: Select all

rocketturret = class:new()

function rocketturret:init(x, y, r)
	--PHYSICS STUFF
	self.x = x-1
	self.y = y-15/16
	self.width = 0.8
	self.height = 10/16
	self.static = false
	self.active = true
	
	self.gravity = 0
	self.category = 5
	self.dir = "left"
	self.speedy = 0
	self.speedx = hammerspeed
	self.animationtimer = 0
	self.mask = {true}
	self.movedirection = "right"
	self.autodelete = true

	--IMAGE STUFF
	self.drawable = true
	self.graphic = rocketturretimage
	self.quad = rocketturretquad[1]
	self.offsetX = 8
	self.offsetY = 1
	self.quadcenterX = 8
	self.quadcenterY = 8
	self.state = "normal"
	self.quadi = 1
	
	self.timer = 0
	
	self.animationdirection = "right"
	
	self.r = r
	self.on = true
	self.outtable = {}

	self.targetangle = false
	self.targeted = false
	self.angle = false

	self.firing = false
end	

local function unwrap(a)
	while a < 0 do
		a = a + (math.pi*2)
	end
	while a > (math.pi*2) do
		a = a - (math.pi*2)
	end
	return a
end

local function angles(a1, a2)
	local a1 = unwrap(a1)-math.pi
	local a2 = unwrap(a2)-math.pi
	local diff = a1-a2
	if math.abs(diff) < math.pi then
		return a1 > a2, diff
	else
		return diff < 0, diff
	end
end

function rocketturret:update(dt)
	if self.on and (not self.targeted) and (not self.firing) then
		local closestplayer = 1 --find closest player
		for i = 2, players do
			local v = objects["player"][i]
			if math.abs(self.x - v.x) < math.abs(self.x - objects["player"][closestplayer].x) then
				closestplayer = i
			end
		end
		local v = objects["player"][closestplayer]
		if v.x+v.width/2 > self.x+self.width/2 then
			self.animationdirection = "left"
			self.dir = "right"
		else
			self.animationdirection = "right"
			self.dir = "left"
		end
		local x1, y1, x2, y2 = (self.x+self.width/2), (self.y+self.height/2-3/16), (v.x+v.width/2), (v.y+v.height/2)
		x2, y2 = x1+15, y1+(v.y-self.y)
		if v.x+v.width/2 < self.x+self.width/2 then
			x2 = x1-15
		end
		self.targetangle = math.atan2(x1-x2, y1-y2)
		
		
		
		
			if self.y > objects["player"][closestplayer].y - 5 and self.y > objects["player"][closestplayer].y - 2  then
		

		self.speedy = -hammerspeed
		
		elseif self.y < objects["player"][closestplayer].y - 5 and self.y < objects["player"][closestplayer].y - 2 then
		
		self.speedy =  hammerspeed
		
		
		
		
		end
		
		
		
		
		
			if self.x == objects["player"][closestplayer].x + 2  or self.x > objects["player"][closestplayer].x - 2 then
		
		self.movedirection = nil
		end
		
		
				if self.x > objects["player"][closestplayer].x + 2 then

			self.movedirection = "right"
			
			--self.speedx = -hammerspeed
		elseif self.x < objects["player"][closestplayer].x - 2 then

			self.movedirection = "left"
			
			--self.speedx = hammerspeed
		end
		if self.movedirection == "left" then
			if self.speedx > hammerspeed then
				self.speedx = self.speedx - friction*dt
				if self.speedx < hammerspeed then
					self.speedx = hammerspeed
					
					
				end
			elseif self.speedx < hammerspeed then
				self.speedx = self.speedx + friction*dt
				if self.speedx > hammerspeed then
					self.speedx = hammerspeed
				end
			end
		else
			if self.speedx < -hammerspeed then
				self.speedx = self.speedx + friction*dt
				if self.speedx > -hammerspeed then
					self.speedx = -hammerspeed
				end
			elseif self.speedx > -hammerspeed then
				self.speedx = self.speedx - friction*dt
				if self.speedx < -hammerspeed then
					self.speedx = -hammerspeed
				end
			end
		end
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
	end
	
	

	
	
	
	
	
	
	
	
	
	
	
	
	

	--buggy
	if self.angle then
		local pos, diff = angles(self.targetangle, self.angle)
		if pos then
			self.angle = self.angle + math.abs(diff)*3*dt
		else
			self.angle = self.angle - math.abs(diff)*3*dt
		end
	elseif self.targetangle then
		self.angle = self.targetangle
	end
	
	if self.state == "ready" then
		
		
		
		
		
		
		
	elseif self.state == "launch" then
		

	else
		
	end
	
	
	
	
	
	
			self.animationtimer = self.animationtimer + dt
		while self.animationtimer > goombaanimationspeed/4 do
			self.animationtimer = self.animationtimer - goombaanimationspeed/4
		self.quadi = self.quadi + 1
		if self.quadi == 5 then
			self.quadi = 1
		end
		end
		
	self.quad = rocketturretquad[self.quadi]
	
	if self.on and self.x > xscroll-1 and self.x < xscroll+width then
		if self.state == "normal" then
			self.timer = self.timer + dt
			if self.timer > 3 then
				self.state = "ready"
				self.timer = 0
				local closestplayer = 1 --find closest player
				for i = 2, players do
					local v = objects["player"][i]
					if math.abs(self.x - v.x) < math.abs(self.x - objects["player"][closestplayer].x) then
						closestplayer = i
					end
				end
				self.targeted = objects["player"][closestplayer].y + -self.y
			end
		elseif self.state == "ready" then
			self.timer = self.timer + dt
			if self.timer > 0.8 then
				playsound(boomsound)
				self:launchrocket()
				self.state = "launch"
				self.timer = 0
				self.targeted = false
			end
		elseif self.state == "launch" then
			self.timer = self.timer + dt
			if self.timer > 0.2 and (not self.firing) then
				self.state = "normal"
				self.timer = 0
			end
		end
	end
end

function rocketturret:draw()
	if self.angle and self.on and self.x > xscroll-1 and self.x < xscroll+width then
		local a = unwrap(self.angle)
		if a > math.pi*1.5 then --weird bugs galore
			a = a-math.pi*2
		end
		local cox, coy, side, tend, x, y = traceline(self.x+self.width/2, self.y+self.height/2-3/16, a)
		if x then
			--check if current block is a portal
			local opp = "left"
			if a > math.pi*1.25 then
			elseif a > math.pi*.75 then
				opp = "up"
			elseif a > math.pi*0.25 then
				opp = "right"
			elseif a > -math.pi*.25 then
				opp = "down"
			end
			local portalx, portaly, portalfacing, infacing = getPortal(cox, coy, opp)
		--	if portalx or portaly then
		--		love.graphics.setColor(101, 0, 0, 150)
		
		
		
		
		
		
		
		--	else
				
				
				
				
				
				
					if self.state == "ready" then
		
		
		love.graphics.setColor(236, 196, 33, 150)
		
		
		
		
	elseif self.state == "launch" then
		
love.graphics.setColor(218, 81, 39, 150)
	else
		love.graphics.setColor(255, 142, 0, 100)
	end
				
				
				
				
				
				
				
				
		--	end
			love.graphics.setLineWidth(2)
			love.graphics.setLineStyle("rough")
			
			if	self.animationdirection == "left" then
			love.graphics.line(((self.x+self.width/2)-xscroll+8/16)*16*scale, ((self.y+self.height/2-3/16)-yscroll-2/16)*16*scale, (x-xscroll+8/16)*16*scale, (y-yscroll-2/16)*16*scale)
			
			elseif self.animationdirection == "right" then
			love.graphics.line(((self.x+self.width/2)-xscroll-6/16)*16*scale, ((self.y+self.height/2-3/16)-yscroll-2/16)*16*scale, (x-xscroll-6/16)*16*scale, (y-yscroll-2/16)*16*scale)
			end
			
			
			
			
			if portalx then
				--let's just brute force this
				local diffx, diffy = x-(cox-1), y-(coy-1)
				local angle = a
				if portalfacing == "left" then
					portalx = portalx - 1
					portaly = portaly - 1
					if infacing == "left" then
						angle = math.pi*2-a
					elseif infacing == "right" then
						portalx = portalx - 1
					end
				elseif portalfacing == "right" then
					portalx = portalx - 1
					portaly = portaly - 1
					if infacing == "left" then
						portalx = portalx + 1
					elseif infacing == "right" then
						angle = math.pi*2-a
					end
				elseif portalfacing == "down" then
					if infacing == "left" then
						diffx = -diffy
						diffy = 0
						angle = math.pi*1.5+a
					elseif infacing == "right" then
						portalx = portalx - 1
						diffx = diffy
						diffy = 0
						angle = math.pi*.5+a
					end
				elseif portalfacing == "up" then
					portaly = portaly - 1
					portalx = portalx - 1
					if infacing == "left" then
						diffx = diffy
						diffy = 0
						angle = math.pi*.5+a
					elseif infacing == "right" then
						portalx = portalx + 1
						diffx = -diffy
						diffy = 0
						angle = math.pi*1.5+a
					end
				end
				if angle > math.pi*1.5 then --weird bugs galore
					angle = angle-math.pi*2
				end
				if infacing ~= "up" or infacing ~= "down" then
					local cox, coy, side, tend, x, y = traceline(portalx+diffx, portaly+diffy, angle)
					love.graphics.setColor(255, 142, 0, 100)
					love.graphics.line(((portalx+diffx)-xscroll)*16*scale, ((portaly+diffy)-yscroll-8/16)*16*scale, (x-xscroll)*16*scale, (y-yscroll-8/16)*16*scale)
				end
			end
		end
	end
end

function rocketturret:launchrocket()
	local obj
	if self.dir == "right" then
		obj = turretrocket:new(self.x+12/16, self.y+1/16, self.targeted, self.dir)
	else
		obj = turretrocket:new(self.x, self.y+1/16, self.targeted, self.dir)
	end
	obj.parent = self
	self.firing = true
	table.insert(objects["turretrocket"], obj)
end

function rocketturret:input(t)
	if t == "on" then
		self.on = true
	elseif t == "off" then
		self.on = false
	elseif t == "toggle" then
		self.on = not self.on
	end
end

function rocketturret:link()
	if #self.r > 2 then
		for j, w in pairs(outputs) do
			for i, v in pairs(objects[w]) do
				if tonumber(self.r[4]) == v.cox and tonumber(self.r[5]) == v.coy then
					v:addoutput(self)
					self.on = false
				end
			end
		end
	end
end

function rocketturret:leftcollide(a, b)

end

function rocketturret:rightcollide(a, b)

end

function rocketturret:passivecollide(a, b)

end

function rocketturret:globalcollide(a, b)
end

function rocketturret:floorcollide(a, b)

end

function rocketturret:ceilcollide(a, b)

end

function rocketturret:rocketready()
	self.firing = false
end

-------ROCKET TURRET BULLET THING------
turretrocket = class:new()

function turretrocket:init(x, y, gg, dir)
	--PHYSICS STUFF
	self.x = x
	self.y = y
	self.speedy = gg
	if dir == "right" then
		self.speedx = 15
	else
		self.speedx = -15
	end
	self.width = 5/16
	self.height = 5/16
	self.static = false
	self.active = true
	self.category = 4
	self.gravity = 0
	self.rotation = 0
	self.dir = dir
	
	self.mask = {true, 
				false, false, false, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, false, true,
				true, true, true, true, true,
				false}
	
	self.autodelete = true

	--IMAGE STUFF
	self.drawable = true
	self.graphic = turretrocketimage
	self.quad = turretrocketquad[1]
	self.offsetX = 3
	self.offsetY = 3
	self.quadcenterX = 4
	self.quadcenterY = 4
	
	if self.dir == "right" then
		self.animationdirection = "left"
	else
		self.animationdirection = "right"
	end
end	

function turretrocket:update(dt)
	if self.rotation ~= 0 then
		if math.abs(math.abs(self.rotation)-math.pi/2) < 0.1 then
			self.rotation = -math.pi/2
		else
			self.rotation = 0
		end
	end
	if self.delete then
		return true
	end
	if self.speedx > 0 then
		self.animationdirection = "left"
	else
		self.animationdirection = "right"
	end
end

function turretrocket:hit(a, b)
	if a == "tile" then
		local x, y = b.cox, b.coy
		hitblock(x, y, {size=2})
		self.delete = true

	else
		if mariohammerkill[a] then
			b:shotted("right")
			if a ~= "bowser" then
				addpoints(firepoints[a], self.x, self.y)
			end
		end
		self.delete = true
		playsound(blockhitsound)
	end
	self:callback()
	makepoof(self.x+self.width/2, self.y+self.height/2, "poof")
end

function turretrocket:leftcollide(a, b)
	self:hit(a, b)
	return false
end

function turretrocket:rightcollide(a, b)
	self:hit(a, b)
	return false
end

function turretrocket:globalcollide(a, b)
	self:hit(a, b)
	return false
end

function turretrocket:floorcollide(a, b)
	self:hit(a, b)
	return false
end

function turretrocket:ceilcollide(a, b)
	self:hit(a, b)
	return false
end

function turretrocket:passivecollide(a, b)
	self:hit(a, b)
	return false
end

function turretrocket:autodeleted()
	self:callback()
end

function turretrocket:callback()
	if self.parent then
		self.parent:rocketready()
	end
end

User avatar
Alexis0159
Posts: 24
Joined: 02 Jan 2020, 23:41

Post » 19 May 2020, 23:19

It may be a silly suggestion, but I would like Mario to collide with a block and keep walking if possible in future versions.

User avatar
Alexis0159
Posts: 24
Joined: 02 Jan 2020, 23:41

Post » 19 May 2020, 23:21

alesan99 wrote:
17 May 2020, 17:58
Villager103 wrote:
17 May 2020, 15:04
Seeing as World Maps probably aren't getting added, can we get some kind of global trigger/global values, that remain the same across levels? Not only could they be used to make pseudo-worldmaps, they could also have a variety of other applications.
I've added animation variables

GIF.gif
Honestly it is one of the best features for Mari0

Meculus
Posts: 66
Joined: 28 Apr 2020, 22:15

Post » 20 May 2020, 00:44

Did anyone see the problem I had with the sprites? I'm still really confused about where stuff went wrong.

User avatar
TheSkullCreeper!
Posts: 186
Joined: 12 Feb 2018, 11:09

Post » 21 May 2020, 21:26

More Suggestions 1. Dry Bowser (instead of fire being his weakness, make it ICE)
2. Change the Checkpoint Flag sprites from having a C to a Mushroom (to reference the game that first introduced the Checkpoint Flag: NSMBDS (even though it functioned like it did in SMB1))
3. dropitemondeath: Spawns a built-in item (Custom Enemy Property)
- Mushroom
- 1UP
- Star
- Poison Mushroom
- Flower
- Ice Flower
- Leaf
- Feather
- Superball Flower
- Tanooki Suit
- Mini Mushroom
- Mega Mushroom
- Hammer Suit
- Frog Suit
- Blue Shell (to recreate the Blue Koopa from NSMBDS)
- Cloud
- Boot / Shoe
- Dry Bones Shell
- Penguin Suit (if added)
- Propeller Mushroom (if added)
- Super Acorn (if added)
- Carrot
- Key
4. Penguin Suit
Also, with custom enemies, do the properties have to be placed in specific locations, or can they be placed anywhere?
Is there a way to make an enemy that transforms when leaving the ground and then the enemy it was transformed into transforms back into its original form? (I want to make a Raccoon Goomba)

User avatar
Britdan
Posts: 680
Joined: 30 Sep 2017, 10:31
Contact:

Post » 21 May 2020, 22:34

TheSkullCreeper! wrote:
21 May 2020, 21:26
More Suggestions 1. Dry Bowser (instead of fire being his weakness, make it ICE)
2. Change the Checkpoint Flag sprites from having a C to a Mushroom (to reference the game that first introduced the Checkpoint Flag: NSMBDS (even though it functioned like it did in SMB1))
3. dropitemondeath: Spawns a built-in item (Custom Enemy Property)
- Mushroom
- 1UP
- Star
- Poison Mushroom
- Flower
- Ice Flower
- Leaf
- Feather
- Superball Flower
- Tanooki Suit
- Mini Mushroom
- Mega Mushroom
- Hammer Suit
- Frog Suit
- Blue Shell (to recreate the Blue Koopa from NSMBDS)
- Cloud
- Boot / Shoe
- Dry Bones Shell
- Penguin Suit (if added)
- Propeller Mushroom (if added)
- Super Acorn (if added)
- Carrot
- Key
4. Penguin Suit
Also, with custom enemies, do the properties have to be placed in specific locations, or can they be placed anywhere?
Is there a way to make an enemy that transforms when leaving the ground and then the enemy it was transformed into transforms back into its original form? (I want to make a Raccoon Goomba)
1. custom enemies
2. custom graphic
3. many can be done already or recreated
4. NO

no enemy properties can be placed in any order and probbably

User avatar
SubPixuru
Posts: 108
Joined: 29 Sep 2019, 20:00
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Post » 22 May 2020, 05:49

i think you guys will be really happy with what alesan added to v13

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SubPixuru
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Post » 24 May 2020, 18:49

ALESAN YOU NEED TO ADD QUICKSAND, TRACKS, CLEAR PIPES, MEOWSER, SMB2 MUSHROOM, SUPER ACORN, P BALLOON, BOOMERANG FLOWER, PIRANHA CREEPERS, WORLD MAPS, MEOWSER, AND EVERYTHING ELSE FROM SUPER MARIO MAKER 2!! WE NEED THEM NOW!!


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Evan.F
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Post » 24 May 2020, 19:17

:0


:D

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SubPixuru
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Post » 24 May 2020, 19:33

there. i requested everything WE NEEDED. and he said yes.

now y'all can stop

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Evan.F
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Post » 24 May 2020, 19:51

BUT WHERE'S TURN BASED BATTLE SYSTEM

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Villager103
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Post » 25 May 2020, 01:51

Can we get some way to change the max amount of coins you can collect, or disable the 1up collecting upon getting 100 coins? Coins in mappacks with infinite lives are pretty much worthless, and the small coin limit prevents using coins for much else.

Arfan Eka
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Post » 27 May 2020, 06:39

I love how this was released 2 years before Super Mario Maker, and here we are now, with this becoming Super Mario Maker 2 with its assets.

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TheSkullCreeper!
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Post » 27 May 2020, 19:46

What's the maximum height for a tileset that is 22 tiles long (374 pixels)?

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SubPixuru
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Post » 27 May 2020, 23:48

the only limits are the ones that your device has.

if that doesn't make sense, there's no limit until the application you use to make tilesets starts acting really funky. just make sure that the tileset's height is divisible by 17. (and it's not a decimal number)

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TheSkullCreeper!
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Post » 28 May 2020, 19:35

Would this work as a tileset?
For a different topic
For a different topic
Master Tileset V5.png (530.8 KiB) Viewed 95790 times

Edited graphics to follow the palettes properly.
EditedGraphics.zip
No need to thank me.
(18.45 KiB) Downloaded 178 times

Alesan, could you post the beta's new tile property file and new character template so we all can prepare our tilesets and custom characters for the new update?

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TheSkullCreeper!
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Post » 30 May 2020, 02:04

More customization for custom backgrounds. Like having a top section, a bottom section, and a normal section (so backgrounds don't look weird when making them too tall for some backgrounds like Overworld, where the hills would appear in the air and be cut off).

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Evan.F
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Post » 30 May 2020, 08:54

TheSkullCreeper! wrote:
30 May 2020, 02:04
More customization for custom backgrounds. Like having a top section, a bottom section, and a normal section (so backgrounds don't look weird when making them too tall for some backgrounds like Overworld, where the hills would appear in the air and be cut off).
V13 features are over now, Alesan said he's only doing bugfixes until the update is released

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TigerMate
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Post » 30 May 2020, 23:02

how do i change this graphic
https://i.ibb.co/XXhJMbh/asd2.png

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Evan.F
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Post » 31 May 2020, 00:05

TigerMate wrote:
30 May 2020, 23:02
how do i change this graphic
https://i.ibb.co/XXhJMbh/asd2.png
Go to the SMBtiles file in your mappack and change the sprite there.

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TigerMate
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Post » 31 May 2020, 17:53

Evan.F wrote:
31 May 2020, 00:05
TigerMate wrote:
30 May 2020, 23:02
how do i change this graphic
https://i.ibb.co/XXhJMbh/asd2.png
Go to the SMBtiles file in your mappack and change the sprite there.
it only works for a frame or maybe a couple

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SubPixuru
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Post » 02 Jun 2020, 06:56

v13 is releasing this month (at the earliest) so be prepared, gamers.

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UnoffThrower2
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Post » 06 Jun 2020, 01:49

Villager103 wrote:
25 May 2020, 01:51
Can we get some way to change the max amount of coins you can collect, or disable the 1up collecting upon getting 100 coins? Coins in mappacks with infinite lives are pretty much worthless, and the small coin limit prevents using coins for much else.
Hey Villager, I know this is off-topic but I have 2 questions for you.
First, what happened to the project shown on this image
Second, did you make the corner pipe tiles shown on the said image? if so, can I use it on my SMBX episode?

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Villager103
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Post » 06 Jun 2020, 08:44

UnoffThrower2 wrote:
06 Jun 2020, 01:49
Villager103 wrote:
25 May 2020, 01:51
Can we get some way to change the max amount of coins you can collect, or disable the 1up collecting upon getting 100 coins? Coins in mappacks with infinite lives are pretty much worthless, and the small coin limit prevents using coins for much else.
Hey Villager, I know this is off-topic but I have 2 questions for you.
First, what happened to the project shown on this image
Second, did you make the corner pipe tiles shown on the said image? if so, can I use it on my SMBX episode?
1. I lost interest in that project and eventually scrapped it. I don't know where the mappack files are anymore.

2. I did make the corner pipe tiles. Yes, you can use them if you want. No need to credit.

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UnoffThrower2
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Post » 06 Jun 2020, 16:58

Villager103 wrote:
06 Jun 2020, 08:44
UnoffThrower2 wrote:
06 Jun 2020, 01:49
Villager103 wrote:
25 May 2020, 01:51
Can we get some way to change the max amount of coins you can collect, or disable the 1up collecting upon getting 100 coins? Coins in mappacks with infinite lives are pretty much worthless, and the small coin limit prevents using coins for much else.
Hey Villager, I know this is off-topic but I have 2 questions for you.
First, what happened to the project shown on this image
Second, did you make the corner pipe tiles shown on the said image? if so, can I use it on my SMBX episode?
1. I lost interest in that project and eventually scrapped it. I don't know where the mappack files are anymore.

2. I did make the corner pipe tiles. Yes, you can use them if you want. No need to credit.
Ok, thanks.

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TheSkullCreeper!
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Post » 10 Jun 2020, 20:15

What's the maximum amount of Minus Levels that can be in a mappack?

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SubPixuru
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Post » 10 Jun 2020, 21:34

probably 26

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Britdan
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Post » 10 Jun 2020, 23:35

nostalgia 100

working on a new mappack based on one of my old favourite games.

oh i am also remaking my first mappack for fun
GIF 10-06-2020 22-32-24.gif
GIF 10-06-2020 22-32-24.gif (556.4 KiB) Viewed 95336 times

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LoggyBr0sGaming
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Post » 13 Jun 2020, 00:29

Aidan wrote:
10 Jun 2020, 23:35
nostalgia 100

working on a new mappack based on one of my old favourite games.

oh i am also remaking my first mappack for fun

GIF 10-06-2020 22-32-24.gif
Neat

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QÜ!/\/TÖ/\/
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Post » 16 Jun 2020, 02:53

deflect projectiles with your lightsaber!!!!!!!

Image

TheScatter201
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Post » 17 Jun 2020, 21:25

Hey ! For the incoming new update, you can make the famous rings from the Mario Series :

Functions :
Makes a selected number of coins appears, we can place those coins
Multiple Colors (For each item)
We can select the time before coin despawning

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Evan.F
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Post » 17 Jun 2020, 21:57

I’m sure Aid0n can do that

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