[UPDATE 13.1] Alesan99's Entities (Clear Pipes, Tracks, & more!)
- Ormalawayo
- Posts: 101
- Joined: 02 Oct 2020, 15:53
A json formatter said my code is invalid, is this true?
- Ormalawayo
- Posts: 101
- Joined: 02 Oct 2020, 15:53
Do I even have to say it
you thought I was gonna just say “new page” here didn’t you?
you thought I was gonna just say “new page” here didn’t you?
yes, the way Maurice did bases is stupid, it goes against JSON because funne.
- Ormalawayo
- Posts: 101
- Joined: 02 Oct 2020, 15:53
- I LÖVE LUA
- Posts: 222
- Joined: 12 Aug 2013, 13:19
There's also an issue with the "actual" JSON part itself, because there is a trailing comma after the "kills": false, and that's something most (if not all) JSON parsers don't like:Aidan wrote: ↑05 Sep 2021, 17:45yes, the way Maurice did bases is stupid, it goes against JSON because funne.Ormalawayo wrote: ↑05 Sep 2021, 14:42A json formatter said my code is invalid, is this true?
[IMAGE]
I'm getting a bug where an entity on a track, when it enters the camera, moves even though the track is disabled. I think it might be something about how it loads in?
EDIT: Yep, when it stays in camera range, it's fine, but when I start with it a bit out of camera range, when I get near it, it starts moving, even though it's on a disabled track.
EDIT: Yep, when it stays in camera range, it's fine, but when I start with it a bit out of camera range, when I get near it, it starts moving, even though it's on a disabled track.
Weird
Yep
At 100 pages alesan adds girl mode
- SankeySMM2
- Posts: 230
- Joined: 13 Feb 2021, 20:12
- Contact:
What app (or website) is this captured from?I LÖVE LUA wrote: ↑05 Sep 2021, 23:23There's also an issue with the "actual" JSON part itself, because there is a trailing comma after the "kills": false, and that's something most (if not all) JSON parsers don't like: image.pngAidan wrote: ↑05 Sep 2021, 17:45yes, the way Maurice did bases is stupid, it goes against JSON because funne.Ormalawayo wrote: ↑05 Sep 2021, 14:42A json formatter said my code is invalid, is this true?
[IMAGE]
Any way I can get around this bug?Meculus wrote: ↑06 Sep 2021, 04:16I'm getting a bug where an entity on a track, when it enters the camera, moves even though the track is disabled. I think it might be something about how it loads in?
EDIT: Yep, when it stays in camera range, it's fine, but when I start with it a bit out of camera range, when I get near it, it starts moving, even though it's on a disabled track.
- Ormalawayo
- Posts: 101
- Joined: 02 Oct 2020, 15:53
The fact that it was expecting a string hurts my brainI LÖVE LUA wrote: ↑05 Sep 2021, 23:23There's also an issue with the "actual" JSON part itself, because there is a trailing comma after the "kills": false, and that's something most (if not all) JSON parsers don't like: image.pngAidan wrote: ↑05 Sep 2021, 17:45yes, the way Maurice did bases is stupid, it goes against JSON because funne.Ormalawayo wrote: ↑05 Sep 2021, 14:42A json formatter said my code is invalid, is this true?
[IMAGE]
- Ormalawayo
- Posts: 101
- Joined: 02 Oct 2020, 15:53
When I make code for new enemys I use this json editor, in case something is wrong with my code I can use this json formatter that can’t detect ALL problems because it will never know what json script Mario AE uses, i.e. “"teleporttospace": true,” isn’t a thing but the formatter doesn’t know that so it doesn’t detect a problem, therefore I won’t know if I made a typoSankeySMM2 wrote: ↑07 Sep 2021, 13:38What app (or website) is this captured from?I LÖVE LUA wrote: ↑05 Sep 2021, 23:23There's also an issue with the "actual" JSON part itself, because there is a trailing comma after the "kills": false, and that's something most (if not all) JSON parsers don't like: image.png
- Ormalawayo
- Posts: 101
- Joined: 02 Oct 2020, 15:53
Sorry if I’m spamming but I need help with another character (hopefully I will have at least one reply this time)
When I spawn him in (a shadow enemy) then he’s not there and the player acts weird, doesn’t walk and slides instead and falls through the ground when I use portals, I don’t know why it’s so buggy
I also have this
Edit: just realized I made the game think it had more run frames then it actually has
Also Edit: it doesn’t need this many animations
When I spawn him in (a shadow enemy) then he’s not there and the player acts weird, doesn’t walk and slides instead and falls through the ground when I use portals, I don’t know why it’s so buggy
Code: Select all
{
"animationstart":1,
"quadCount":17,
"width":32,
"height":64,
"quadcenterY":20,
"quadcenterX":9,
"offsetY":-3,
"offsetX":6,
"quadwidth":20,
"quadheight":36,
"swimpushframes":1,
"fenceframes":2,
"smallduckingframes":1,
"shadowlag":0.5,
"shadowrate":0.1,
"shadowteleportdist":16,
"shadowfromtargetbottom":true,
"nospritesets":false,
"animationtype":"character",
"facesplayer":true,
"autodelete":true,
"idleFrames":1,
"runFrames":4,
"jumpFrames":1,
"fallFrames":0,
"swimFrames":2,
"swimpushFrames":3,
"climbFrames":2,
"fenceFrames":2,
"duckframes":1
}
Edit: just realized I made the game think it had more run frames then it actually has
Also Edit: it doesn’t need this many animations
Last edited by Ormalawayo on 13 Sep 2021, 05:18, edited 3 times in total.
- Ormalawayo
- Posts: 101
- Joined: 02 Oct 2020, 15:53
I just figured out what a trailing comma is, but it’s strange because the formatter I use usually removes the trailing commasI LÖVE LUA wrote: ↑05 Sep 2021, 23:23There's also an issue with the "actual" JSON part itself, because there is a trailing comma after the "kills": false, and that's something most (if not all) JSON parsers don't like: image.pngAidan wrote: ↑05 Sep 2021, 17:45yes, the way Maurice did bases is stupid, it goes against JSON because funne.Ormalawayo wrote: ↑05 Sep 2021, 14:42A json formatter said my code is invalid, is this true?
[IMAGE]
Tiles don't work either, they ignore the enabled state of tracks when they load in as well.Meculus wrote: ↑07 Sep 2021, 21:53Any way I can get around this bug?Meculus wrote: ↑06 Sep 2021, 04:16I'm getting a bug where an entity on a track, when it enters the camera, moves even though the track is disabled. I think it might be something about how it loads in?
EDIT: Yep, when it stays in camera range, it's fine, but when I start with it a bit out of camera range, when I get near it, it starts moving, even though it's on a disabled track.
Where do i find the tiny pipe and blocksalesan99 wrote: ↑17 May 2020, 17:58I've added animation variablesVillager103 wrote: ↑17 May 2020, 15:04Seeing 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.
GIF.gif
I was wondering because I am gonna make a mappack, and the whole mappack, you are tiny.
Ok, so i need some help. I am making a tiny block enemy, but its collision is the same as the enemy i used, (the goomba)
And i set it to be static.
And i set it to be static.
Code: Select all
{
"active":true,
"animationspeed":0.2,
"animationstart":1,
"animationtype":"frames",
"autodelete":true,
"category":4,
"dontspawnnearcheckpoint":true,
"emancipatecheck":true,
"height":0.5,
"killsonbottom":false,
"killsonsides":false,
"mask":[
true,
false,
false,
false,
false,
true,
false,
true,
false,
true,
false,
false,
false,
false,
false,
false,
true,
true,
false,
false,
false,
false,
true,
true,
false,
false,
true,
false,
true,
true,
true,
false
],
"movement":"none",
"offsetX":6,
"offsetY":3,
"quadcenterX":8,
"quadcenterY":8,
"quadcount":2,
"quadno":1,
"static":true,
"stompable":false,
"stompanimation":true,
"stompanimationtime":0.5,
"stompedframe":2,
"width":0.5
}
- Ormalawayo
- Posts: 101
- Joined: 02 Oct 2020, 15:53
I wanna try it out so I can figure it out but I need a sprite so I don’t know how I can helpRyboy111 wrote: ↑09 Sep 2021, 18:04Ok, so i need some help. I am making a tiny block enemy, but its collision is the same as the enemy i used, (the goomba)
And i set it to be static.Code: Select all
{ "active":true, "animationspeed":0.2, "animationstart":1, "animationtype":"frames", "autodelete":true, "category":4, "dontspawnnearcheckpoint":true, "emancipatecheck":true, "height":0.5, "killsonbottom":false, "killsonsides":false, "mask":[ true, false, false, false, false, true, false, true, false, true, false, false, false, false, false, false, true, true, false, false, false, false, true, true, false, false, true, false, true, true, true, false ], "movement":"none", "offsetX":6, "offsetY":3, "quadcenterX":8, "quadcenterY":8, "quadcount":2, "quadno":1, "static":true, "stompable":false, "stompanimation":true, "stompanimationtime":0.5, "stompedframe":2, "width":0.5 }
- Ormalawayo
- Posts: 101
- Joined: 02 Oct 2020, 15:53
I solved it, had to many animationsOrmalawayo wrote: ↑08 Sep 2021, 15:36Sorry if I’m spamming but I need help with another character (hopefully I will have at least one reply this time)
When I spawn him in (a shadow enemy) then he’s not there and the player acts weird, doesn’t walk and slides instead and falls through the ground when I use portals, I don’t know why it’s so buggy
I also have thisCode: Select all
{ "animationstart":1, "quadCount":17, "width":32, "height":64, "quadcenterY":20, "quadcenterX":9, "offsetY":-3, "offsetX":6, "quadwidth":20, "quadheight":36, "swimpushframes":1, "fenceframes":2, "smallduckingframes":1, "shadowlag":0.5, "shadowrate":0.1, "shadowteleportdist":16, "shadowfromtargetbottom":true, "nospritesets":false, "animationtype":"character", "facesplayer":true, "autodelete":true, "idleFrames":1, "runFrames":4, "jumpFrames":1, "fallFrames":0, "swimFrames":2, "swimpushFrames":3, "climbFrames":2, "fenceFrames":2, "duckframes":1 }
Edit: just realized I made the game think it had more run frames then it actually has
The main issue is that my map is based around a *lot* of elevators, which won't work if they start moving the moment they load in.Meculus wrote: ↑09 Sep 2021, 16:58Tiles don't work either, they ignore the enabled state of tracks when they load in as well.Meculus wrote: ↑07 Sep 2021, 21:53Any way I can get around this bug?Meculus wrote: ↑06 Sep 2021, 04:16I'm getting a bug where an entity on a track, when it enters the camera, moves even though the track is disabled. I think it might be something about how it loads in?
EDIT: Yep, when it stays in camera range, it's fine, but when I start with it a bit out of camera range, when I get near it, it starts moving, even though it's on a disabled track.
You didn't know who Maurice is?Ormalawayo wrote: ↑05 Sep 2021, 22:15I figured it out but when I place it it keeps crashing for the offsetx being nil, and I thought it couldn’t be 0 but I keep getting the error. Also I have no idea who Maurice is
Maurice is the guy made Mari0
God, im stupid. The other day, i deleted it while messing with it. Well, i will have to try to make another one. Very sorry.Ormalawayo wrote: ↑10 Sep 2021, 06:32I wanna try it out so I can figure it out but I need a sprite so I don’t know how I can helpRyboy111 wrote: ↑09 Sep 2021, 18:04Ok, so i need some help. I am making a tiny block enemy, but its collision is the same as the enemy i used, (the goomba)
And i set it to be static.Code: Select all
{ "active":true, "animationspeed":0.2, "animationstart":1, "animationtype":"frames", "autodelete":true, "category":4, "dontspawnnearcheckpoint":true, "emancipatecheck":true, "height":0.5, "killsonbottom":false, "killsonsides":false, "mask":[ true, false, false, false, false, true, false, true, false, true, false, false, false, false, false, false, true, true, false, false, false, false, true, true, false, false, true, false, true, true, true, false ], "movement":"none", "offsetX":6, "offsetY":3, "quadcenterX":8, "quadcenterY":8, "quadcount":2, "quadno":1, "static":true, "stompable":false, "stompanimation":true, "stompanimationtime":0.5, "stompedframe":2, "width":0.5 }
I do not think so, but i might be wrong.
Mostly, I want to get around this, as I really worked hard on a bunch of elevators.Meculus wrote: ↑06 Sep 2021, 04:16I'm getting a bug where an entity on a track, when it enters the camera, moves even though the track is disabled. I think it might be something about how it loads in?
EDIT: Yep, when it stays in camera range, it's fine, but when I start with it a bit out of camera range, when I get near it, it starts moving, even though it's on a disabled track.
also i made a tiny pipe tileset, and it works.
- Ormalawayo
- Posts: 101
- Joined: 02 Oct 2020, 15:53
It’s okRyboy111 wrote: ↑10 Sep 2021, 18:31God, im stupid. The other day, i deleted it while messing with it. Well, i will have to try to make another one. Very sorry.Ormalawayo wrote: ↑10 Sep 2021, 06:32I wanna try it out so I can figure it out but I need a sprite so I don’t know how I can helpRyboy111 wrote: ↑09 Sep 2021, 18:04Ok, so i need some help. I am making a tiny block enemy, but its collision is the same as the enemy i used, (the goomba)
And i set it to be static.Code: Select all
{ "active":true, "animationspeed":0.2, "animationstart":1, "animationtype":"frames", "autodelete":true, "category":4, "dontspawnnearcheckpoint":true, "emancipatecheck":true, "height":0.5, "killsonbottom":false, "killsonsides":false, "mask":[ true, false, false, false, false, true, false, true, false, true, false, false, false, false, false, false, true, true, false, false, false, false, true, true, false, false, true, false, true, true, true, false ], "movement":"none", "offsetX":6, "offsetY":3, "quadcenterX":8, "quadcenterY":8, "quadcount":2, "quadno":1, "static":true, "stompable":false, "stompanimation":true, "stompanimationtime":0.5, "stompedframe":2, "width":0.5 }
- Ormalawayo
- Posts: 101
- Joined: 02 Oct 2020, 15:53
Oh, I only know about AE and not much about the actual Mari0 because I don’t have a computer so I have to use the mod because it has mobile supportMinDC wrote: ↑10 Sep 2021, 17:55You didn't know who Maurice is?Ormalawayo wrote: ↑05 Sep 2021, 22:15I figured it out but when I place it it keeps crashing for the offsetx being nil, and I thought it couldn’t be 0 but I keep getting the error. Also I have no idea who Maurice is
Maurice is the guy made Mari0
- Ormalawayo
- Posts: 101
- Joined: 02 Oct 2020, 15:53
Yah, because the portals is horizontal and vertical but cappy is not program to do thatOrmalawayo wrote: ↑12 Sep 2021, 07:06Well something went wrong when the game rotated mario I can tell you that much
- Ormalawayo
- Posts: 101
- Joined: 02 Oct 2020, 15:53
Oh that makes more senseMinDC wrote: ↑12 Sep 2021, 11:37Yah, because the portals is horizontal and vertical but cappy is not program to do thatOrmalawayo wrote: ↑12 Sep 2021, 07:06Well something went wrong when the game rotated mario I can tell you that much
"breakshardblocks"
"true"
It needs to be a booliean
"true"
It needs to be a booliean
And if it uses a custom enemy as the base the base enemy needs to have that code
What txt file are you talking about? Custom enemies use json (check this link if you don't know what is json: https://www.json.org/json-en.html) and the json files must be placed inside your mappack folder under the "enemy" folder.
I'm talking about tileset hard break block property
AE have two bugs(I don't want double posts so I edit this post)
AE have two bugs(I don't want double posts so I edit this post)
While I play any characters have animations system(ODYSSEY MARIO V7, Prepared Mario, Mushroom, etc) in a level has seesaw, this will happen:
There's this project I found that makes it really easy to create AppImages for LOVE games, so I did the bare minimum required (putting the .love file in /usr/bin) and... yeah. Too stupid to make a pkgbuild for love10 (the one on the AUR is outdated) so if anyone else wants an appimage, here you go: https://drive.google.com/file/d/1PJFLDB ... sp=sharing
GIF:
also see: https://github.com/pfirsich/love-appimages
GIF:
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- Posts: 229
- Joined: 21 Jul 2020, 20:10
- Contact:
Portals aren't solid