[UPDATE 13.1] Alesan99's Entities (Clear Pipes, Tracks, & more!)

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Ormalawayo
Posts: 101
Joined: 02 Oct 2020, 15:53

Post » 05 Sep 2021, 14:42

A json formatter said my code is invalid, is this true?

Image

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Ormalawayo
Posts: 101
Joined: 02 Oct 2020, 15:53

Post » 05 Sep 2021, 14:51

Do I even have to say it
you thought I was gonna just say “new page” here didn’t you?

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

Post » 05 Sep 2021, 17:45

Ormalawayo wrote:
05 Sep 2021, 14:42
A json formatter said my code is invalid, is this true?

Image
yes, the way Maurice did bases is stupid, it goes against JSON because funne.

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Ormalawayo
Posts: 101
Joined: 02 Oct 2020, 15:53

Post » 05 Sep 2021, 22:15

Aidan wrote:
05 Sep 2021, 17:45
Ormalawayo wrote:
05 Sep 2021, 14:42
A json formatter said my code is invalid, is this true?

Image
yes, the way Maurice did bases is stupid, it goes against JSON because funne.
I 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

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

Post » 05 Sep 2021, 23:23

Aidan wrote:
05 Sep 2021, 17:45
Ormalawayo wrote:
05 Sep 2021, 14:42
A json formatter said my code is invalid, is this true?

[IMAGE]
yes, the way Maurice did bases is stupid, it goes against JSON because funne.
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:
image.png
image.png (28.29 KiB) Viewed 177641 times

MinDC
Posts: 81
Joined: 17 Aug 2021, 00:47

Post » 06 Sep 2021, 01:39

Yay New Page(So close to 100)

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

Post » 06 Sep 2021, 04:16

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.

MinDC
Posts: 81
Joined: 17 Aug 2021, 00:47

Post » 06 Sep 2021, 15:47

Ormalawayo wrote:
05 Sep 2021, 14:42
A json formatter said my code is invalid, is this true?

Image
Weird
Ormalawayo wrote:
05 Sep 2021, 14:51
you thought I was gonna just say “new page” here didn’t you?
Yep

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Britdan
Posts: 680
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Post » 06 Sep 2021, 19:20

At 100 pages alesan adds girl mode

MinDC
Posts: 81
Joined: 17 Aug 2021, 00:47

Post » 07 Sep 2021, 06:23

Weird mushshroom is weird!.png
Weird mushshroom is weird!.png (24.24 KiB) Viewed 177581 times

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SankeySMM2
Posts: 230
Joined: 13 Feb 2021, 20:12
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Post » 07 Sep 2021, 13:38

I LÖVE LUA wrote:
05 Sep 2021, 23:23
Aidan wrote:
05 Sep 2021, 17:45
Ormalawayo wrote:
05 Sep 2021, 14:42
A json formatter said my code is invalid, is this true?

[IMAGE]
yes, the way Maurice did bases is stupid, it goes against JSON because funne.
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: image.png
What app (or website) is this captured from?

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

Post » 07 Sep 2021, 21:53

Meculus wrote:
06 Sep 2021, 04:16
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.
Any way I can get around this bug?

User avatar
Ormalawayo
Posts: 101
Joined: 02 Oct 2020, 15:53

Post » 08 Sep 2021, 15:15

I LÖVE LUA wrote:
05 Sep 2021, 23:23
Aidan wrote:
05 Sep 2021, 17:45
Ormalawayo wrote:
05 Sep 2021, 14:42
A json formatter said my code is invalid, is this true?

[IMAGE]
yes, the way Maurice did bases is stupid, it goes against JSON because funne.
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: image.png
The fact that it was expecting a string hurts my brain

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Ormalawayo
Posts: 101
Joined: 02 Oct 2020, 15:53

Post » 08 Sep 2021, 15:21

SankeySMM2 wrote:
07 Sep 2021, 13:38
I LÖVE LUA wrote:
05 Sep 2021, 23:23
Aidan wrote:
05 Sep 2021, 17:45

yes, the way Maurice did bases is stupid, it goes against JSON because funne.
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: image.png
What app (or website) is this captured from?
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 typo

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Ormalawayo
Posts: 101
Joined: 02 Oct 2020, 15:53

Post » 08 Sep 2021, 15:36

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

Image

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
}
I also have this

Image

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.

User avatar
Ormalawayo
Posts: 101
Joined: 02 Oct 2020, 15:53

Post » 08 Sep 2021, 15:42

I LÖVE LUA wrote:
05 Sep 2021, 23:23
Aidan wrote:
05 Sep 2021, 17:45
Ormalawayo wrote:
05 Sep 2021, 14:42
A json formatter said my code is invalid, is this true?

[IMAGE]
yes, the way Maurice did bases is stupid, it goes against JSON because funne.
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: image.png
I just figured out what a trailing comma is, but it’s strange because the formatter I use usually removes the trailing commas

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

Post » 09 Sep 2021, 16:43

Could there maybe be a "force load" block, that keeps an area loaded? Or is there already a way to do that?

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

Post » 09 Sep 2021, 16:58

Meculus wrote:
07 Sep 2021, 21:53
Meculus wrote:
06 Sep 2021, 04:16
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.
Any way I can get around this bug?
Tiles don't work either, they ignore the enabled state of tracks when they load in as well.

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Ryboy111
Posts: 12
Joined: 08 Sep 2021, 23:56
Contact:

Post » 09 Sep 2021, 17:27

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
Where do i find the tiny pipe and blocks

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Ryboy111
Posts: 12
Joined: 08 Sep 2021, 23:56
Contact:

Post » 09 Sep 2021, 17:37

I was wondering because I am gonna make a mappack, and the whole mappack, you are tiny.

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Ryboy111
Posts: 12
Joined: 08 Sep 2021, 23:56
Contact:

Post » 09 Sep 2021, 18:04

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.

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
}

User avatar
Ormalawayo
Posts: 101
Joined: 02 Oct 2020, 15:53

Post » 10 Sep 2021, 06:32

Ryboy111 wrote:
09 Sep 2021, 18:04
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.

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 wanna try it out so I can figure it out but I need a sprite so I don’t know how I can help

User avatar
Ormalawayo
Posts: 101
Joined: 02 Oct 2020, 15:53

Post » 10 Sep 2021, 06:32

Ormalawayo wrote:
08 Sep 2021, 15:36
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

Image

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
}
I also have this

Image

Edit: just realized I made the game think it had more run frames then it actually has
I solved it, had to many animations

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

Post » 10 Sep 2021, 14:40

Meculus wrote:
09 Sep 2021, 16:58
Meculus wrote:
07 Sep 2021, 21:53
Meculus wrote:
06 Sep 2021, 04:16
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.
Any way I can get around this bug?
Tiles don't work either, they ignore the enabled state of tracks when they load in as well.
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.

MinDC
Posts: 81
Joined: 17 Aug 2021, 00:47

Post » 10 Sep 2021, 15:57

MinDC wrote:
23 Aug 2021, 12:33
GIF 23-08-2021 5-28-07 CH.gif
I don't khow what is happened but power up is mix together
I think I use a old vision, sorry Alesan

MinDC
Posts: 81
Joined: 17 Aug 2021, 00:47

Post » 10 Sep 2021, 17:55

Ormalawayo wrote:
05 Sep 2021, 22:15
I 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
You didn't know who Maurice is?
Maurice is the guy made Mari0

User avatar
Ryboy111
Posts: 12
Joined: 08 Sep 2021, 23:56
Contact:

Post » 10 Sep 2021, 18:31

Ormalawayo wrote:
10 Sep 2021, 06:32
Ryboy111 wrote:
09 Sep 2021, 18:04
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.

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 wanna try it out so I can figure it out but I need a sprite so I don’t know how I can help
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.

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

Post » 10 Sep 2021, 18:39

Am I able to force-load an object, even if it's outside the camera?

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Ryboy111
Posts: 12
Joined: 08 Sep 2021, 23:56
Contact:

Post » 10 Sep 2021, 20:04

I do not think so, but i might be wrong.

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

Post » 10 Sep 2021, 20:30

Meculus wrote:
06 Sep 2021, 04:16
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.
Mostly, I want to get around this, as I really worked hard on a bunch of elevators.

User avatar
Ryboy111
Posts: 12
Joined: 08 Sep 2021, 23:56
Contact:

Post » 10 Sep 2021, 21:01

Me sucking at tileset making go brrrrr
Me sucking at tileset making go brrrrr
tiles.png (10.49 KiB) Viewed 177412 times
also i made a tiny pipe tileset, and it works.

MinDC
Posts: 81
Joined: 17 Aug 2021, 00:47

Post » 11 Sep 2021, 04:40

I turn on cheat cappy
I play the game
I get a Portal Gun Pedestal => I have portal gun
I shoot two portal on to the wall
I throw cappy go in a portal and this is happen:
Screenshot 2021-09-11 093922.jpg
Screenshot 2021-09-11 093922.jpg (98.93 KiB) Viewed 177396 times

User avatar
Ormalawayo
Posts: 101
Joined: 02 Oct 2020, 15:53

Post » 12 Sep 2021, 06:59

Ryboy111 wrote:
10 Sep 2021, 18:31
Ormalawayo wrote:
10 Sep 2021, 06:32
Ryboy111 wrote:
09 Sep 2021, 18:04
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.

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 wanna try it out so I can figure it out but I need a sprite so I don’t know how I can help
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.
It’s ok

User avatar
Ormalawayo
Posts: 101
Joined: 02 Oct 2020, 15:53

Post » 12 Sep 2021, 07:03

MinDC wrote:
10 Sep 2021, 17:55
Ormalawayo wrote:
05 Sep 2021, 22:15
I 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
You didn't know who Maurice is?
Maurice is the guy made Mari0
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 support

User avatar
Ormalawayo
Posts: 101
Joined: 02 Oct 2020, 15:53

Post » 12 Sep 2021, 07:06

MinDC wrote:
11 Sep 2021, 04:40
I turn on cheat cappy
I play the game
I get a Portal Gun Pedestal => I have portal gun
I shoot two portal on to the wall
I throw cappy go in a portal and this is happen:
Image
Well something went wrong when the game rotated mario I can tell you that much

MinDC
Posts: 81
Joined: 17 Aug 2021, 00:47

Post » 12 Sep 2021, 11:37

Ormalawayo wrote:
12 Sep 2021, 07:06
MinDC wrote:
11 Sep 2021, 04:40
I turn on cheat cappy
I play the game
I get a Portal Gun Pedestal => I have portal gun
I shoot two portal on to the wall
I throw cappy go in a portal and this is happen:
Image
Well something went wrong when the game rotated mario I can tell you that much
Yah, because the portals is horizontal and vertical but cappy is not program to do that

User avatar
Ormalawayo
Posts: 101
Joined: 02 Oct 2020, 15:53

Post » 12 Sep 2021, 18:01

MinDC wrote:
12 Sep 2021, 11:37
Ormalawayo wrote:
12 Sep 2021, 07:06
MinDC wrote:
11 Sep 2021, 04:40
I turn on cheat cappy
I play the game
I get a Portal Gun Pedestal => I have portal gun
I shoot two portal on to the wall
I throw cappy go in a portal and this is happen:
Image
Well something went wrong when the game rotated mario I can tell you that much
Yah, because the portals is horizontal and vertical but cappy is not program to do that
Oh that makes more sense

MinDC
Posts: 81
Joined: 17 Aug 2021, 00:47

Post » 15 Sep 2021, 09:13

Um...How to make a hard break block

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Ryboy111
Posts: 12
Joined: 08 Sep 2021, 23:56
Contact:

Post » 15 Sep 2021, 22:53

"breakshardblocks"
"true"
It needs to be a booliean

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Ryboy111
Posts: 12
Joined: 08 Sep 2021, 23:56
Contact:

Post » 15 Sep 2021, 22:54

And if it uses a custom enemy as the base the base enemy needs to have that code

MinDC
Posts: 81
Joined: 17 Aug 2021, 00:47

Post » 16 Sep 2021, 03:10

Thanks

MinDC
Posts: 81
Joined: 17 Aug 2021, 00:47

Post » 16 Sep 2021, 08:40

Um but... where do we put the .txt file

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TipouStar
Posts: 41
Joined: 24 Apr 2014, 13:25

Post » 16 Sep 2021, 20:33

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.

MinDC
Posts: 81
Joined: 17 Aug 2021, 00:47

Post » 17 Sep 2021, 02:22

I'm talking about tileset hard break block property

AE have two bugs(I don't want double posts so I edit this post)
GIF 17-09-2021 5-04-17 CH.gif
GIF 17-09-2021 5-04-17 CH.gif (398.81 KiB) Viewed 177224 times
While I play any characters have animations system(ODYSSEY MARIO V7, Prepared Mario, Mushroom, etc) in a level has seesaw, this will happen:
Screenshot 2021-09-18 075550.jpg
Screenshot 2021-09-18 075550.jpg (172.82 KiB) Viewed 177204 times

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

Post » 20 Sep 2021, 20:03

I have another bug: when an off-camera entity is on disabled tracks, when the camera moves onto it, it starts moving.
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1-84-true,1,1,1,1,1,1,1,1,1,1,1,1,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-13-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-14-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-15-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-16-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-17-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-18-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-19-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-20-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-21-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-22-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-23-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-24-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-25-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-26-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-27-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-28-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-29-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-30-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-31-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-32-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-33-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-34-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-35-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-36-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-37-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-38-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-39-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-40-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-41-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-42-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-43-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-44-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-45-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-46-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-47-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-48-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-49-4,1-306-0:0:c:d:d`0:1:u:d:d`0:2:u:d:d`0:3:u:d:d`0:4:u:d:d`0:5:u:d:t`0:6:u:d:d`0:7:u:d:d`0:8:u:c:d|true-link-50-4,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,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This is mainly a problem because I am making a map that relies HEAVILY on enemies on tracks, mostly as elevators.

MF064DD
Posts: 719
Joined: 20 May 2014, 00:08

Post » 01 Oct 2021, 18:57

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:
Image
also see: https://github.com/pfirsich/love-appimages

MinDC
Posts: 81
Joined: 17 Aug 2021, 00:47

Post » 03 Oct 2021, 10:00

vietnamese.zip
(4.85 KiB) Downloaded 160 times
Vietnamese language (this is only for Alesan because it needs some new letters)
Last edited by MinDC on 13 Oct 2021, 16:27, edited 2 times in total.

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

Post » 04 Oct 2021, 17:07

Can I make a custom enemy collide with portals?

WilliamFrog
Posts: 229
Joined: 21 Jul 2020, 20:10
Contact:

Post » 05 Oct 2021, 00:21

Portals aren't solid

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

Post » 05 Oct 2021, 01:51

I meant the portal projectiles, not the portals themselves.

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