[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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alesan99
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Post » 09 Oct 2020, 14:19

Ormalawayo wrote:
09 Oct 2020, 13:31
TheSkullCreeper! wrote:
07 Oct 2020, 14:18
You're editing the SMB mappack, not editing a custom one.
I thought he told me to edit 1-1
I specifically said to create a new mappack. and 1-1 is the first level of any mappack, not just smb
Ormalawayo wrote:
09 Oct 2020, 13:28
ok and that is... [Visible Confusion] where do they go?
Idk dude I'd tell you if I knew how to help you. unfortunately your meme doesn't help me come up with a solution.
No one else has had this much trouble

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I LÖVE LUA
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Post » 09 Oct 2020, 18:01

Maybe as a "fix", you could make it so it copies the save directory to the clipboard if you click the "Press M to open folder" (since I've read you can't open file:// schemed URLs in Android 7+).

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alesan99
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Post » 09 Oct 2020, 18:09

I LÖVE LUA wrote:
09 Oct 2020, 18:01
Maybe as a "fix", you could make it so it copies the save directory to the clipboard if you click the "Press M to open folder" (since I've read you can't open file:// schemed URLs in Android 7+).
That's a good idea but it already displays the path try to open the folder, and when he found the folders the game didn't recognize any files he put in.

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JordanBotelho323
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Post » 10 Oct 2020, 02:39

I have came back from the dead to say New Page. Also, unless it already exists, have it to be possible for a custom enemy to fire things with the speed based on the direction it is moving. If it already exists, I think the most likely candidate would be “spawnsetparameters” and then x speed and y speed or something like that.

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black toad
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Post » 10 Oct 2020, 12:24

Image
I found a bug
Last edited by black toad on 11 Oct 2020, 05:24, edited 1 time in total.

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Ormalawayo
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Post » 10 Oct 2020, 23:51

Sorry this replay was late, I didn't notice the new page
alesan99 wrote:
09 Oct 2020, 14:19
Ormalawayo wrote:
09 Oct 2020, 13:31
TheSkullCreeper! wrote:
07 Oct 2020, 14:18
You're editing the SMB mappack, not editing a custom one.
I thought he told me to edit 1-1
I specifically said to create a new mappack. and 1-1 is the first level of any mappack, not just smb
Ormalawayo wrote:
09 Oct 2020, 13:28
ok and that is... [Visible Confusion] where do they go?
Idk dude I'd tell you if I knew how to help you. unfortunately your meme doesn't help me come up with a solution.
No one else has had this much trouble
Welp, I give up. Don't know what do tell people when I realese a game with the wrong music

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Ormalawayo
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Post » 11 Oct 2020, 00:02

Ormalawayo wrote:
10 Oct 2020, 23:51
Sorry this replay was late, I didn't notice the new page
alesan99 wrote:
09 Oct 2020, 14:19
Ormalawayo wrote:
09 Oct 2020, 13:31


I thought he told me to edit 1-1
I specifically said to create a new mappack. and 1-1 is the first level of any mappack, not just smb
Ormalawayo wrote:
09 Oct 2020, 13:28
ok and that is... [Visible Confusion] where do they go?
Idk dude I'd tell you if I knew how to help you. unfortunately your meme doesn't help me come up with a solution.
No one else has had this much trouble
Welp, I give up. Don't know what do tell people when I realese a game with the wrong music
I have 1 question, does the game detect if there's a file in the folder or look for the folder?

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alesan99
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Post » 11 Oct 2020, 01:56

Ormalawayo wrote:
11 Oct 2020, 00:02
I have 1 question, does the game detect if there's a file in the folder or look for the folder?
Neither, the game sends a request for a filepath and the low-level stuff is handled by the engine and your device.
This isn't the issue, you showed in your video that you can save and load files, so it DOES work. Don't worry about the technical stuff.

Anyway, just to make sure, I'm going back to the basics.
- When you create a new mappack, it will create a folder called "custom_mappack_1". I see you've already made mappacks, so look for this folder.
-- You installed mari0 to your SD Card. You should look in your SD card first for the files.
--- In your file browser select "SD Card". Then go to android > data > love.to.mario > files > save > mari0_android > alesans_entities
-- If you can't find it or the mappacks folder is empty, then look in your internal storage (its the storage that not called "SD")
--- In your file browser select "Internal storage". Then go to android > data > love.to.mario > files > save > mari0_android > alesans_entities

- BTW When you try to click the "open folder" button in the custom tab of the level editor it will tell you where to go.

- In one of the first screenshots you posted you put "sm3dw.mp3" in the mappacks folder. I re-read your response to this and I think you
misunderstood what I said.
-- What you did: "love.to.mario > files > save > mario_android > alesans_entities > mappacks > sm3dw.mp3"
-- Should be : "love.to.mario > files > save > mario_android > alesans_entities > mappacks > custom_mappack_1 > music > sm3dw.mp3"
--- there's going to already be a folder called music, so if that folder isn't there then you're in the wrong place

- Download a mappack so you can see how its done.
-- What if you download a mappack and put it into the "mappacks" folder, does that work?

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QÜ!/\/TÖ/\/
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Post » 12 Oct 2020, 16:04

Image

tons of fun new entities coming soon in my mod

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Ormalawayo
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Post » 12 Oct 2020, 18:46

alesan99 wrote:
11 Oct 2020, 01:56
Ormalawayo wrote:
11 Oct 2020, 00:02
I have 1 question, does the game detect if there's a file in the folder or look for the folder?
Neither, the game sends a request for a filepath and the low-level stuff is handled by the engine and your device.
This isn't the issue, you showed in your video that you can save and load files, so it DOES work. Don't worry about the technical stuff.

Anyway, just to make sure, I'm going back to the basics.
- When you create a new mappack, it will create a folder called "custom_mappack_1". I see you've already made mappacks, so look for this folder.
-- You installed mari0 to your SD Card. You should look in your SD card first for the files.
--- In your file browser select "SD Card". Then go to android > data > love.to.mario > files > save > mari0_android > alesans_entities
-- If you can't find it or the mappacks folder is empty, then look in your internal storage (its the storage that not called "SD")
--- In your file browser select "Internal storage". Then go to android > data > love.to.mario > files > save > mari0_android > alesans_entities

- BTW When you try to click the "open folder" button in the custom tab of the level editor it will tell you where to go.

- In one of the first screenshots you posted you put "sm3dw.mp3" in the mappacks folder. I re-read your response to this and I think you
misunderstood what I said.
-- What you did: "love.to.mario > files > save > mario_android > alesans_entities > mappacks > sm3dw.mp3"
-- Should be : "love.to.mario > files > save > mario_android > alesans_entities > mappacks > custom_mappack_1 > music > sm3dw.mp3"
--- there's going to already be a folder called music, so if that folder isn't there then you're in the wrong place

- Download a mappack so you can see how its done.
-- What if you download a mappack and put it into the "mappacks" folder, does that work?
I made a reply but it got ruined so now I don’t really wanna type everything all over again

Spedrn: I installed it to my device storage since it isn’t possible to move it to Sd card and then I moved it to the sd card and moved it back, also my Android only allows read in my Sd card, nothing can write to my sd and can only write to my device storage. also there wasn’t any mappack folder because I would’ve seen it in my recents, also there wasn’t a custom mappack folder in mappacks I checked while making this reply. Also the only reason I moved Mari0 to my sad card was because the time I got it was when I was running out of space. So yea don’t know what else to do
Last edited by Ormalawayo on 02 Nov 2020, 05:26, edited 1 time in total.

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alesan99
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Post » 13 Oct 2020, 01:51

Well im guessing it didn't work so its time to give up

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Bromaster
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Post » 13 Oct 2020, 02:39

that had to be the most active the forum's ever been

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alesan99
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Post » 13 Oct 2020, 14:44

Bromaster wrote:
13 Oct 2020, 02:39
that had to be the most active the forum's ever been
Ever? Nah I used to update the mod every other week and there was a lot of activity

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alesan99
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Post » 15 Oct 2020, 20:55

Today's daily challenge
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Dr. Waluigi
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Post » 15 Oct 2020, 22:03

alesan99 wrote:
15 Oct 2020, 20:55
Today's daily challenge
GIF.gif
Impressive! Will you release the breakout code?

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alesan99
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Post » 16 Oct 2020, 14:55

Dr. Waluigi wrote:
15 Oct 2020, 22:03
Impressive! Will you release the breakout code?
It would be easy to recreate with custom enemies i bet.

BigBirdo
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Post » 20 Oct 2020, 01:03

Hey! Thanks for making the mod! There's an issue I've been having where, if you put only three levels in a world, it doesn't go to the next world. I'm trying to remake Super Mario Land in a mappack, and SML only has three levels per world.

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alesan99
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Post » 20 Oct 2020, 03:32

BigBirdo wrote:
20 Oct 2020, 01:03
Hey! Thanks for making the mod! There's an issue I've been having where, if you put only three levels in a world, it doesn't go to the next world. I'm trying to remake Super Mario Land in a mappack, and SML only has three levels per world.
You should use an animation that sends the player to the next world.
SML has different level endings already so it shouldn't be a problem. If you were using the ? balls it should be simple to create a custom enemy that acts like one and also triggers the animation.

BigBirdo
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Post » 20 Oct 2020, 18:32

I've been using the axe at the end of level 1-3, 2-3, and 3-3, and I think that's what makes the most sense.

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alesan99
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Post » 22 Oct 2020, 13:21

BigBirdo wrote:
20 Oct 2020, 18:32
I've been using the axe at the end of level 1-3, 2-3, and 3-3, and I think that's what makes the most sense.
If you don't want to make a custom axe you can make 1-4 instantly send you to the next world.

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noveltyman
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Post » 01 Nov 2020, 00:06

Can I give some entity suggestions?

Rex (SMW)
Blargg (SMW)
Nipper (SMB3)
Snifit (SMB2)
SMB2 bosses
Ostro (SMB2)

WilliamFrog
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Post » 01 Nov 2020, 03:34

You could make those with custom enemies

Meculus
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Post » 01 Nov 2020, 23:08

When I have a gelcannon in multiplayer, my friend doesn't actually have any gel on his end when I shoot some.

Meculus
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Post » 01 Nov 2020, 23:10

Also, it gets de-synced a lot.

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Ormalawayo
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Post » 02 Nov 2020, 05:26

alesan99 wrote:
13 Oct 2020, 01:51
Well im guessing it didn't work so its time to give up
I changed the reply

mariOLover63
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Post » 02 Nov 2020, 17:20

Running the latest version on android, the SMW mappack crashes
Screenshot_20201102-091613.jpg
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Meculus
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Post » 03 Nov 2020, 06:13

What are the editor keybinds?

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TheSkullCreeper!
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Post » 03 Nov 2020, 08:33

Meculus wrote:
03 Nov 2020, 06:13
What are the editor keybinds?
Not all, but some:
E - Replace all with _____
M - Minimap
Q - Switch between Tiles and Entities
+ - Assist Mode
\ - Quick Test (also saves)
0-9 - Tile Hotkeys (?)
Shift in Tile Menu to select multiple Tiles
Ctrl - You'll see :)
Minus Sign, [~ or Tab (?)] - BG Layer

mariOLover63
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Post » 03 Nov 2020, 15:54

Moblie controls dont function well with letterbox on

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TheSkullCreeper!
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Post » 03 Nov 2020, 16:54

mariOLover63 wrote:
03 Nov 2020, 15:54
Moblie controls dont function well with letterbox on
That's already known, I'm the one who issued it

Meculus
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Post » 03 Nov 2020, 18:26

TheSkullCreeper! wrote:
03 Nov 2020, 08:33
Meculus wrote:
03 Nov 2020, 06:13
What are the editor keybinds?
Not all, but some:
E - Replace all with _____
M - Minimap
Q - Switch between Tiles and Entities
+ - Assist Mode
\ - Quick Test (also saves)
0-9 - Tile Hotkeys (?)
Shift in Tile Menu to select multiple Tiles
Ctrl - You'll see :)
Minus Sign, [~ or Tab (?)] - BG Layer
Thanks a lot!

Meculus
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Post » 03 Nov 2020, 18:26

I recreated flip-swap panels! (They are on-off blocks swapped by custom jump animations, but some are switched by a custom spin thing I made.)

Meculus
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Post » 03 Nov 2020, 18:36

One more question: is there a place where all the keybinds are listed?

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TheSkullCreeper!
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Post » 04 Nov 2020, 02:55

Meculus wrote:
03 Nov 2020, 18:36
One more question: is there a place where all the keybinds are listed?
I don't think so. Someone could make it tho.

Murphmario
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Post » 26 Nov 2020, 07:07

Quick question: Is there any way to change how big a default enemy's graphic look without it getting stretched to it's original dimensions in-game?

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alesan99
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Post » 26 Nov 2020, 16:19

Murphmario wrote:
26 Nov 2020, 07:07
Quick question: Is there any way to change how big a default enemy's graphic look without it getting stretched to it's original dimensions in-game?
No, you can only do that with custom enemies

Murphmario
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Post » 26 Nov 2020, 18:37

alesan99 wrote:
26 Nov 2020, 16:19
Murphmario wrote:
26 Nov 2020, 07:07
Quick question: Is there any way to change how big a default enemy's graphic look without it getting stretched to it's original dimensions in-game?
No, you can only do that with custom enemies
Darn, would be nice if that was potentially added as a feature in a future update. Thanks for answering my question anyways.

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alesan99
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Post » 27 Nov 2020, 21:10

Murphmario wrote:
26 Nov 2020, 18:37
Darn, would be nice if that was potentially added as a feature in a future update. Thanks for answering my question anyways.
Very unlikely.
I would have to go through every single thing that has a sprite and redo them to make sure they allow for sprites of any size.

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Ormalawayo
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Post » 03 Dec 2020, 22:55

alesan99 wrote:
26 Nov 2020, 16:19
Murphmario wrote:
26 Nov 2020, 07:07
Quick question: Is there any way to change how big a default enemy's graphic look without it getting stretched to it's original dimensions in-game?
No, you can only do that with custom enemies
Just out of curiosity what happens otherwise?

A: Crops the Sprite

B: Resizes it

C: B, then A

D: The game doesn’t operate

E: The game ignores it

F: Other

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Evan.F
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Post » 04 Dec 2020, 10:17

Ormalawayo wrote:
03 Dec 2020, 22:55
alesan99 wrote:
26 Nov 2020, 16:19
Murphmario wrote:
26 Nov 2020, 07:07
Quick question: Is there any way to change how big a default enemy's graphic look without it getting stretched to it's original dimensions in-game?
No, you can only do that with custom enemies
Just out of curiosity what happens otherwise?

A: Crops the Sprite

B: Resizes it

C: B, then A

D: The game doesn’t operate

E: The game ignores it

F: Other
It resizes it to fit in the sprites boundaries

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alesan99
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Post » 13 Dec 2020, 20:19

New custom enemy properties!
"movement": "shadow"
"animationtype": "character"
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Download Here:
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Last edited by alesan99 on 14 Dec 2020, 03:31, edited 1 time in total.

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alesan99
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Post » 13 Dec 2020, 22:42

UPDATE 13B (BUG FIXES)
Image

Decided to release it today
Mostly a stability update, so just expect a lot of bugfixes
But it does have a few new things
Most importantly: LANGUAGES
Changes:

Code: Select all

-----0.10.0 13b-----
ADDED Language Translations (Go to settings :))
ADDED Custom Enemy Properties
	"airfriction": 0, (Need to have "friction" set too)
	"transformtrigger": "portaled",
	"stophomingdistrotate": true, (When using "stophomingdist" this allows the enemy to continue rotating)
	"verticalfriction": 80, (enables friction for vertical movement)
	"verticalairfriction": 0,
	"supersizeproperties": {"property1": 0,"property2": true, ...}
	"movement": "shadow" (will copy something's movement (think cosmic marios, or how keys follow in mario maker))
	 "shadowlag": 1, (seconds) (how many seconds behind the enemy is from the thing it's copying)
	 "shadowrate": 0.2, (seconds) (rate at which the enemy stores the target's position (higher = more accurate but laggier))
	 "shadowoffsetx": 0,
	 "shadowoffsety": 0,
	 "shadowtarget": "player", (can be "player", "enemy", "parent", or any object)
	 "shadowtargetenemy": "goomba" (name of custom enemy it's following)
	 "shadowtargetplayer": 1, (number of player its following (if set to nothing it will follow closest player))
	 "shadowiftargetmoving": true, (will only follow if the target moves)
	 "shadowinterpolate": true, (smooth movement, should generally be left on)
	 "shadowfromtargetbottom": true, (will copy target's ground position)
	 "shadownotactivewhenwaiting": (if its waiting it will be invisible and not be active)
	 "shadowpoof": true,
	 "shadowteleportdist": 3, (if the player moved this far, interpolation will be disabled)
	"animationtype": "character", (Will animate the enemy like a player)
	 "idleframes": 1,
	 "runframes": 3,
	 "jumpframes": 1,
	 "fallframes": 0,
	 "idleanimationspeed": 0.1,
	 "runanimationspeed": 0.1,
	 "jumpanimationspeed": 0.1,
	 "fallanimationspeed": 0.1,
	"spawnchildrenparent": true, (if using spawnchildren, the enemy will function as their parent)
	"killsenemiesonsides": true,
	"killsenemiesontop": true,
	"killsenemiesonbottom": true,
	"killsenemiesonleft": true,
	"killsenemiesonright": true
	"givekeyondeath": true,
	"jumponlyupdistfrombottom": 4, (if hammerbro movement is this close to the bottom of the level, it only jumps up)
ADDED Animated Background Properties
	"clampToLevelWidth": true, (Scroll factor will be ignored,the background scrolls from one end to the other automatically)
	"clampToLevelHeight: true,
ADDED Custom Character Properties
	"nojumpsound": true,
	"spawnenemy": "name" (spawns enemy on load)
ADDED Destroying frozen enemies from below
ADDED "showfps" nitpick
ADDED Groundpounding for dry bones shell (and custom characters but ehh don't use it)
ADDED Double Jump for characters ("doublejump" or "dbljmppls")
ADDED "InfiniteLivesMultiplayer" nitpick
ADDED Spritesets for Grinders, Red Seesaws, and Axe
IMPROVED Boo Circles (Right Click menu with many customization options)
IMPROVED font.png (WAY more characters)
IMPROVED Rip Van Fish (Stops chasing you if you're too far, swims away if you have a star)
FIXED DLC not downloading on some devices (URL is copied automatically so you can paste it in your browser)
FIXED Warp zones with letter worlds not working
FIXED Animation Deleting and Renaming
FIXED Numbers not working with animation triggers
FIXED "familyfriendly" nitpick not working correctly
FIXED Custom Enemy grab regions not deleting when enemy dies
FIXED Splunkins not being freeze-able
FIXED Crash with characters having less with 3 run frames
FIXED Propeller-Shoe infinite jump
FIXED Mario's hat not matching his animation sometimes
FIXED Spikeballs not breaking hard blocks on left
FIXED "Force Close" option not working for doors
FIXED Vines only having 6 sublevels
FIXED Capturing small enemies with big mario being hard

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



Want to make your own translation? Download the template! Send it to me if you want your language added.
languages.zip
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Last edited by alesan99 on 16 Dec 2020, 13:11, edited 1 time in total.

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Loogi Carry
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Post » 14 Dec 2020, 12:52

Nice job ;)

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alesan99
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Post » 14 Dec 2020, 17:25

Loogi Carry wrote:
14 Dec 2020, 12:52
Nice job ;)
Thanks!

Also Russian has been added (by Los) and Portugese has been finished (by HugoBDesigner). Redownload if you want them.
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Meculus
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Post » 15 Dec 2020, 19:20

What does Assist Mode in the editor do, and how do I use it?

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black toad
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Post » 16 Dec 2020, 03:59

Hello!
Can I add a metal cap? (Power-up item)
Image

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Qwerbey
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Post » 17 Dec 2020, 01:47

Yes.

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alesan99
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Post » 21 Dec 2020, 14:24

Forgot to mention yesterday that I fixed bumpers crashing the game. Re download for the fix.
Also Turkish has been added

jermboy27
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Post » 27 Dec 2020, 04:41

alesan99 wrote:
21 Dec 2020, 14:24
Forgot to mention yesterday that I fixed bumpers crashing the game. Re download for the fix.
Can you add SMM2 Twisters as default entities. I much likely see that the custom enemy thing is a bit overrated for me.

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Britdan
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Post » 27 Dec 2020, 18:13

jermboy27 wrote:
27 Dec 2020, 04:41
alesan99 wrote:
21 Dec 2020, 14:24
Forgot to mention yesterday that I fixed bumpers crashing the game. Re download for the fix.
Can you add SMM2 Twisters as default entities. I much likely see that the custom enemy thing is a bit overrated for me.
"overrated"... is this a joke

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