Yeah the most powerful system in the entire game is overrated.
[UPDATE 13.1] Alesan99's Entities (Clear Pipes, Tracks, & more!)
You're really sleeping on custom enemies with that dismissive attitude; I can tell you that Twisters, along with many other objects, would be less useful as stock entities, because they wouldn't have nearly the amount of customization. Honestly, I think all entities should be custom enemies, but unfortunately that's not feasible to implement at this stage.
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I have been thinking about a new movement type that you could add. It based on how the double cherry works.
lets take all of the custom character properties including frames, friction, speed, health, portals and more and put them here.
"portalid": integer - the id of their portals
"portalColor": array[array[integer]] - the color of their portals[/list]
"portalgunDirection": string - changes how the enemy's portalgun faces directions while holding a portal gun[/list]
"portalgunYOffset": decimal - the y offset of where the portals come out of
"portalgunAngleOffset": decimal - how much to add to the angle of the portal gun
"xMovementFlip": boolean - if it flips the left and right keys for the enemy
"yMovementFlip": boolean - if it flips the up and down keys for the enemy
"keyMap": array[array[string, string]] - what keys it uses for its actions (the first string is for the key you need to press and the second one is for what action it will do, custom actions can be added and used with fire enemy to make a super complex enemy's)
If I think of any more stuff for "cherry", I will add it.
lets take all of the custom character properties including frames, friction, speed, health, portals and more and put them here.
"portalid": integer - the id of their portals
"portalColor": array[array[integer]] - the color of their portals[/list]
"portalgunDirection": string - changes how the enemy's portalgun faces directions while holding a portal gun[/list]
- "mouse" - follows the mouse
- "copy" - copy's the players direction
- "keys" - uses the keyboard keys for a direction
- "set" - points a set direction
- "direction" - points a set direction, flips depending on which way it is facing
"portalgunYOffset": decimal - the y offset of where the portals come out of
"portalgunAngleOffset": decimal - how much to add to the angle of the portal gun
"xMovementFlip": boolean - if it flips the left and right keys for the enemy
"yMovementFlip": boolean - if it flips the up and down keys for the enemy
"keyMap": array[array[string, string]] - what keys it uses for its actions (the first string is for the key you need to press and the second one is for what action it will do, custom actions can be added and used with fire enemy to make a super complex enemy's)
If I think of any more stuff for "cherry", I will add it.
"all 1" or whatever color id you want
You can also use multiple tiletools and move the region onto the same tile.
EDIT:
I ported over some of 1.6 kexaihami's shaders and made a couple of my own!
Look at the end of the video if you need instructions on how to install them.
Last edited by alesan99 on 11 Feb 2021, 18:51, edited 1 time in total.
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Can you please make a character-attribute for classic big (16 in defaultsize), that we can disable breaking blocks, that are no bricks, if we don´t want that for our custom character?
And another thing:
how about a property, that sets the timespan for the customframe for fireenemy.
so we can keep that custom frame longer active, if we want.
Foe sample so a character with a long flicking tongue like Yoshi can keep it´s mouth open as long as the tongue-enemy lives.
And another thing:
how about a property, that sets the timespan for the customframe for fireenemy.
so we can keep that custom frame longer active, if we want.
Foe sample so a character with a long flicking tongue like Yoshi can keep it´s mouth open as long as the tongue-enemy lives.
Last edited by Drachenbauer on 13 Feb 2021, 19:19, edited 1 time in total.
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Another thing for fireenemy:
custom frames for this should have higher priority than ducking.
I cannot play a custom animation-frame to fire things while ducking...
And i notice, that it´s very hard to make a custom character with fully functional yoshi tongue ability.
That means catching enemies with the tongue and pull them back into the mouth.
i think there should be som specific properties for this behavior.
andThere should be three ways to handle caught things:
- swallow instantly (most common for powerup-items and tiny enemies)
- carry in mouth, swallow with down button or spit out with run button (common for most normal enemies in games of the Yoshi´s island series)
- carry in mouth, only spit out with run button (common for koopa-shells and useable objects like p-switches and mobile platforms)
at cheating a character, it should be possible to set, wich enemy to handle wich of theese ways.
custom frames for this should have higher priority than ducking.
I cannot play a custom animation-frame to fire things while ducking...
And i notice, that it´s very hard to make a custom character with fully functional yoshi tongue ability.
That means catching enemies with the tongue and pull them back into the mouth.
i think there should be som specific properties for this behavior.
andThere should be three ways to handle caught things:
- swallow instantly (most common for powerup-items and tiny enemies)
- carry in mouth, swallow with down button or spit out with run button (common for most normal enemies in games of the Yoshi´s island series)
- carry in mouth, only spit out with run button (common for koopa-shells and useable objects like p-switches and mobile platforms)
at cheating a character, it should be possible to set, wich enemy to handle wich of theese ways.
- Cerulean AL
- Posts: 139
- Joined: 01 Nov 2015, 17:51
I posted a question relating to this about Mari0 SE before, but I was wondering if this mod could do it already or with less modification. Basically, I was wondering if there was a way to make a collectibles system that kind of works like colored gems in Crash Bandicoot; you get the colored item, and doing so allows for platforms of that color to appear in stages. And I would like for the information of whether or not you've already collected the colored items to be saved within the game (like how data on what worlds you've reached so far is saved) and possibly have the option to clear said data. But yeah, I was just wondering if something like that is in this mod or at least possible with a smaller amount of modding.
You can use animations to detect if you have a certain number of a type of collectible and use an animation output to trigger something in the stage. You can also use animation numbers to store variables if you prefer that.Cerulean AL wrote: ↑07 Feb 2021, 01:27I posted a question relating to this about Mari0 SE before, but I was wondering if this mod could do it already or with less modification. Basically, I was wondering if there was a way to make a collectibles system that kind of works like colored gems in Crash Bandicoot; you get the colored item, and doing so allows for platforms of that color to appear in stages. And I would like for the information of whether or not you've already collected the colored items to be saved within the game (like how data on what worlds you've reached so far is saved) and possibly have the option to clear said data. But yeah, I was just wondering if something like that is in this mod or at least possible with a smaller amount of modding.
When your mappack has collectibles there is an option to save your game when you pause.
- Cerulean AL
- Posts: 139
- Joined: 01 Nov 2015, 17:51
- Cerulean AL
- Posts: 139
- Joined: 01 Nov 2015, 17:51
So far, everything is going accordingly. My only real problem is making enemies transform via animation. I've tried out "transformEnemyAnimationOnDeath", but there's something I'm probably just misunderstanding. To give some context, I've created two enemies that act as tiles. One of them is an outline of a tile that the player isn't supposed to have any collision with (works fine) while the other is a tile that acts like a normal tile (also works fine, aside from the player being visibly behind the first couple pixels of it). The way it's supposed to work is that the outline transforms into the normal tile when the player collects something (this part also works fine, as I've tested it in different circumstances). So I'm just convinced that I'm missing something with the transform trigger itself. I've tried linking them by putting the animation-name after the colon, but it just hasn't worked. Any help with this would be appreciated. And if any more information is needed, just let me know. I tried to give as much information from the situation as I could.
Animation: Create the action "TRANSFORM ENEMY:"Cerulean AL wrote: ↑08 Feb 2021, 00:36So far, everything is going accordingly. My only real problem is making enemies transform via animation. I've tried out "transformEnemyAnimationOnDeath", but there's something I'm probably just misunderstanding. To give some context, I've created two enemies that act as tiles. One of them is an outline of a tile that the player isn't supposed to have any collision with (works fine) while the other is a tile that acts like a normal tile (also works fine, aside from the player being visibly behind the first couple pixels of it). The way it's supposed to work is that the outline transforms into the normal tile when the player collects something (this part also works fine, as I've tested it in different circumstances). So I'm just convinced that I'm missing something with the transform trigger itself. I've tried linking them by putting the animation-name after the colon, but it just hasn't worked. Any help with this would be appreciated. And if any more information is needed, just let me know. I tried to give as much information from the situation as I could.
JSON:
"transformtrigger": "animation"
"transformanimation": "whatever you typed into the animation (not the name of the animation)",
- Cerulean AL
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- Joined: 01 Nov 2015, 17:51
- Cerulean AL
- Posts: 139
- Joined: 01 Nov 2015, 17:51
Everything is working perfectly, aside from one very minor thing that doesn't really pose much of a problem but is still something that I'd like to at least try to fix. I have it set up so that an animation trigger is on top of the item meant to add 1 to the value that activates the platform. If you know what you're doing, it's possible to activate this animation without collecting this item. I was wondering if it was possible to link the animation to the item so that the animation is only ever triggered when that item is collected (or in this case, when Mario makes it disappear by touching it)
Instead of using the animation trigger entity, add "triggerAnimationOnDeath": "name of animation trigger"Cerulean AL wrote: ↑11 Feb 2021, 07:56Everything is working perfectly, aside from one very minor thing that doesn't really pose much of a problem but is still something that I'd like to at least try to fix. I have it set up so that an animation trigger is on top of the item meant to add 1 to the value that activates the platform. If you know what you're doing, it's possible to activate this animation without collecting this item. I was wondering if it was possible to link the animation to the item so that the animation is only ever triggered when that item is collected (or in this case, when Mario makes it disappear by touching it)
- Cerulean AL
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- Joined: 01 Nov 2015, 17:51
- bill_cipher
- Posts: 3
- Joined: 13 Feb 2021, 01:03
I dont know if it goes here but this thing is happening where if I make a custom tile have the coinblock thing then when I place it it becomes a smb1 question block can anyone help
- TheSkullCreeper!
- Posts: 186
- Joined: 12 Feb 2018, 11:09
You have to use an animated tile.bill_cipher wrote: ↑13 Feb 2021, 01:12I dont know if it goes here but this thing is happening where if I make a custom tile have the coinblock thing then when I place it it becomes a smb1 question block can anyone help
- bill_cipher
- Posts: 3
- Joined: 13 Feb 2021, 01:03
i figured that outTheSkullCreeper! wrote: ↑13 Feb 2021, 04:08You have to use an animated tile.bill_cipher wrote: ↑13 Feb 2021, 01:12I dont know if it goes here but this thing is happening where if I make a custom tile have the coinblock thing then when I place it it becomes a smb1 question block can anyone help
- bill_cipher
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- Joined: 13 Feb 2021, 01:03
thanks thobill_cipher wrote: ↑13 Feb 2021, 05:01i figured that outTheSkullCreeper! wrote: ↑13 Feb 2021, 04:08You have to use an animated tile.bill_cipher wrote: ↑13 Feb 2021, 01:12I dont know if it goes here but this thing is happening where if I make a custom tile have the coinblock thing then when I place it it becomes a smb1 question block can anyone help
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i used a custom tileset with a coinblock-tile and that stays the custon tile graphic.bill_cipher wrote: ↑13 Feb 2021, 05:01thanks tho
Now i noticed, that the update image button for backgrounds does not work...
i always have to close and reopen the game to see the results of drawing on one of theese pictures.
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Can you please add a property to set max fall spees in air and water?
i think, that will make custom gliding characters easyer.
And Yoshi-Riding should be able to set to a custom animation-frame away from vine climbing (just like it´s possible for fence climbing)
and something about yoshi:
To control, what yoshi can do with enemies there are:
"resistsYoshiTounge" : boolean
false: yoshi can lick up this enamy into his mouth.
true: yoshi´s tongue just passes this one without any effect.
"yoshiSpit": boolean
only if "resistsYoshiTounge" : false
true: yoshi can carry this enemy in his mouth and spits it out on pressing run button.
false: yoshi will swallow this one instantly (should be used for powerup items and small enemies like tiny goomba).
but there can be a third option:
"yoshiSwallowDown": boolean
only if "yoshiSpit": true
true yoshi can swallow this enemy on press down button while carrying it in his mouth (common behavior in Yoshi´s island games, good for most enemies.).
false: yoshi cannot swallow this one, just spit it out on pressing run button (for koopa-shells and mobile usable objects like the cubes for gate-switches).
i think, that will make custom gliding characters easyer.
And Yoshi-Riding should be able to set to a custom animation-frame away from vine climbing (just like it´s possible for fence climbing)
and something about yoshi:
To control, what yoshi can do with enemies there are:
"resistsYoshiTounge" : boolean
false: yoshi can lick up this enamy into his mouth.
true: yoshi´s tongue just passes this one without any effect.
"yoshiSpit": boolean
only if "resistsYoshiTounge" : false
true: yoshi can carry this enemy in his mouth and spits it out on pressing run button.
false: yoshi will swallow this one instantly (should be used for powerup items and small enemies like tiny goomba).
but there can be a third option:
"yoshiSwallowDown": boolean
only if "yoshiSpit": true
true yoshi can swallow this enemy on press down button while carrying it in his mouth (common behavior in Yoshi´s island games, good for most enemies.).
false: yoshi cannot swallow this one, just spit it out on pressing run button (for koopa-shells and mobile usable objects like the cubes for gate-switches).
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There should be a way to make yoshi actually eat custom enemies.
I noticed, that he only kills them with his tongue, if "yoshiSpit": false.
I noticed, that he only kills them with his tongue, if "yoshiSpit": false.
Yoshi can already eat custom enemies correctly if they are set up rightDrachenbauer wrote: ↑22 Feb 2021, 20:24There should be a way to make yoshi actually eat custom enemies.
I noticed, that he only kills them with his tongue, if "yoshiSpit": false.
UPDATE 13C (MORE BUG FIXES???)
Yup more bug fixes.
It has a couple of new things if you want to read the changelog
Downloads:
Windows Download (.exe)
OSX Download (.app)
Linux Download (.love)
Android Download (.apk)
Source Download (.love)
EDIT: I fixed racoon mario crashing, redownload it if you had the old patch
Yup more bug fixes.
It has a couple of new things if you want to read the changelog
Windows Download (.exe)
OSX Download (.app)
Linux Download (.love)
Android Download (.apk)
Source Download (.love)
EDIT: I fixed racoon mario crashing, redownload it if you had the old patch
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i downloaded it ans unzipped it, where the old one was, but i cannot find frozen munchers in it...
Right click a muncherDrachenbauer wrote: ↑26 Feb 2021, 17:23i downloaded it ans unzipped it, where the old one was, but i cannot find frozen munchers in it...
Neither, custom enemies can be used to give the player one of the existing helmets, and this update fixed a bug with it.
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i also wondered, that i found the sprite of the frozen muncher in the game-files, but not a matching json or code-file.
now i think, you just expanded the muncher´s file with a frozen-state
now i think, you just expanded the muncher´s file with a frozen-state
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another thing, inoticed with the frozen muncher:
I played around with a character, that flies a ridden enemy.
the ridden enemy disappears on touching the ground for landing.
to remove the ridden enemy, it transforms into one, that dies instantly.
as it was not set to "resistseverything": true,, the frozen muncher was able to kill it causing the blayer to stay invisible and fall offscreen.
after i set this property i can savely land on the frozen muncer, but every landing this way generates 200 points for the score.
I played around with a character, that flies a ridden enemy.
the ridden enemy disappears on touching the ground for landing.
to remove the ridden enemy, it transforms into one, that dies instantly.
as it was not set to "resistseverything": true,, the frozen muncher was able to kill it causing the blayer to stay invisible and fall offscreen.
after i set this property i can savely land on the frozen muncer, but every landing this way generates 200 points for the score.
- Loogi Carry
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- Joined: 12 Dec 2020, 20:54
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Uhhhhhh Alesan99 something is wreid with Mari0 AE 13🅱 version (I got just a new lapotop and downloaded it here and this happend)
The windows download works on both of my computers (and the current version is 13c btw)Loogi Carry wrote: ↑07 Mar 2021, 18:29Uhhhhhh Alesan99 something is wreid with Mari0 AE 13🅱 version (I got just a new lapotop and downloaded it here and this happend)
Download it again, and make sure everything is extracted correctly.
If not, use the source download and open it with LOVE 0.10.2 https://github.com/love2d/love/releases ... -win32.zip
- Loogi Carry
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:/ Still not working :'(alesan99 wrote: ↑08 Mar 2021, 14:56The windows download works on both of my computers (and the current version is 13c btw)Loogi Carry wrote: ↑07 Mar 2021, 18:29Uhhhhhh Alesan99 something is wreid with Mari0 AE 13🅱 version (I got just a new lapotop and downloaded it here and this happend)
Download it again, and make sure everything is extracted correctly.
If not, use the source download and open it with LOVE 0.10.2 https://github.com/love2d/love/releases ... -win32.zip
Just incase: drag the .love file onto love.exe.
Other than that you should check your antivirus settings. Your new computer probably has one installed and it might be messing with the files.
- Loogi Carry
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Can you send an video how to do it, because I don't know
here: loogi.carry@gmail.com
Well I don't have an antivirus installed so I don't know.Loogi Carry wrote: ↑12 Mar 2021, 09:28Can you send an video how to do it, because I don't know
here: loogi.carry@gmail.com
You can use the search bar on windows and search for installed programs to check if you're computer came with one.
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It won't open, any help?
- Loogi Carry
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- Contact:
Well I don't have an antivirus installed so I don't know.
You can use the search bar on windows and search for installed programs to check if you're computer came with one.
[/quote]
I turned off antivirus but nothing helped (I guees I need to reset my laptop with everything)
You can use the search bar on windows and search for installed programs to check if you're computer came with one.
[/quote]
I turned off antivirus but nothing helped (I guees I need to reset my laptop with everything)
Make sure you redownloaded the game after turning off the antivirus. And maybe check if your antivirus has whitelisting settings.Loogi Carry wrote: ↑15 Mar 2021, 09:44I turned off antivirus but nothing helped (I guees I need to reset my laptop with everything)
- Loogi Carry
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I was doing everything but nothing workedeh ;'(alesan99 wrote: ↑15 Mar 2021, 16:18Make sure you redownloaded the game after turning off the antivirus. And maybe check if your antivirus has whitelisting settings.Loogi Carry wrote: ↑15 Mar 2021, 09:44I turned off antivirus but nothing helped (I guees I need to reset my laptop with everything)
it might not be an antivirus causing the game to be unplayable
- Loogi Carry
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also I frogot to say.. when I get new laptop I get Love folder and Mari0 folder from %appdata% and put them in %appdata% and then downloaded Mari0 AE 13🅱alesan99 wrote: ↑15 Mar 2021, 16:18Make sure you redownloaded the game after turning off the antivirus. And maybe check if your antivirus has whitelisting settings.Loogi Carry wrote: ↑15 Mar 2021, 09:44I turned off antivirus but nothing helped (I guees I need to reset my laptop with everything)
Well that's why we're troubleshooting. It's a brand new windows 10 laptop so there not many things that could be going wrong.
I don't think that really changes anything but you can moving the folder if you want.Loogi Carry wrote: ↑18 Mar 2021, 09:43also I frogot to say.. when I get new laptop I get Love folder and Mari0 folder from %appdata% and put them in %appdata% and then downloaded Mari0 AE 13🅱
Post exactly what type of laptop you have and maybe that'll help. And check if normal mari0 works: https://stabyourself.net/mari0/
- Loogi Carry
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I don't think that really changes anything but you can moving the folder if you want.
Post exactly what type of laptop you have and maybe that'll help. And check if normal mari0 works: https://stabyourself.net/mari0/
[/quote]
I tried Normal Mari0 same, I got Asus R540MA
Post exactly what type of laptop you have and maybe that'll help. And check if normal mari0 works: https://stabyourself.net/mari0/
[/quote]
I tried Normal Mari0 same, I got Asus R540MA
Yeah I've honestly got no idea. I've been asking around an no one else seems to know the issue either.
You can try running it in administrator mode (right click on it and the option should be there).
You can also send me the files so i can check if your computer messed them up.
If you have an android device you can play on that, or you can download an android emulator on your computer.
- Loogi Carry
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You can try running it in administrator mode (right click on it and the option should be there).
You can also send me the files so i can check if your computer messed them up.
If you have an android device you can play on that, or you can download an android emulator on your computer.
[/quote]
Ok I'm gonna send you these files on your (where beacuse I don't have your e-mail or something (do you have discord if yes here is mine Loogi Carry#7720 ) )
You can also send me the files so i can check if your computer messed them up.
If you have an android device you can play on that, or you can download an android emulator on your computer.
[/quote]
Ok I'm gonna send you these files on your (where beacuse I don't have your e-mail or something (do you have discord if yes here is mine Loogi Carry#7720 ) )