Did someone say...LANGUAGES?!alesan99 wrote: ↑13 Dec 2020, 22:42UPDATE 13B (BUG FIXES)
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
Downloads: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
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
[UPDATE 13.1] Alesan99's Entities (Clear Pipes, Tracks, & more!)
- SankeySMM2
- Posts: 230
- Joined: 13 Feb 2021, 20:12
- Contact:
Did someone say...LANGUAGES?!alesan99 wrote: ↑13 Dec 2020, 22:42UPDATE 13B (BUG FIXES)
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
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
Last edited by SankeySMM2 on 08 Aug 2022, 09:10, edited 2 times in total.
- SankeySMM2
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Concept: New animation to make player hold or release a specific button
- Britdan
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controls are pretty much hardcoded into keyboard input functions, making something like this would require serious reworking and I can't see any use in this. walking and jumping are all you would really ever need and those exist.SankeySMM2 wrote: ↑25 Jul 2022, 12:12Concept: New animation to make player hold or release a specific button
- SankeySMM2
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I mean, what if you want the game to make the player hold run and right, it would be like the animation makes the player complete a hard course in the game.Aidan wrote: ↑27 Jul 2022, 22:02controls are pretty much hardcoded into keyboard input functions, making something like this would require serious reworking and I can't see any use in this. walking and jumping are all you would really ever need and those exist.SankeySMM2 wrote: ↑25 Jul 2022, 12:12Concept: New animation to make player hold or release a specific button
- Britdan
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Just use animate to walk with speed at run. No need for a new feature. Alesan has a lot on his plate right now.SankeySMM2 wrote: ↑30 Jul 2022, 09:06I mean, what if you want the game to make the player hold run and right, it would be like the animation makes the player complete a hard course in the game.Aidan wrote: ↑27 Jul 2022, 22:02controls are pretty much hardcoded into keyboard input functions, making something like this would require serious reworking and I can't see any use in this. walking and jumping are all you would really ever need and those exist.SankeySMM2 wrote: ↑25 Jul 2022, 12:12Concept: New animation to make player hold or release a specific button
- SankeySMM2
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What about making the player automatically carry a cube?Aidan wrote: ↑01 Aug 2022, 09:03Just use animate to walk with speed at run. No need for a new feature. Alesan has a lot on his plate right now.SankeySMM2 wrote: ↑30 Jul 2022, 09:06I mean, what if you want the game to make the player hold run and right, it would be like the animation makes the player complete a hard course in the game.
- Britdan
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I've never met a person in my life that needed to have the player automatically pick up a cube. You're asking alesan to rewrite hundreds of lines of code for a feature that is so niche it could never be useful.SankeySMM2 wrote: ↑01 Aug 2022, 16:09What about making the player automatically carry a cube?Aidan wrote: ↑01 Aug 2022, 09:03Just use animate to walk with speed at run. No need for a new feature. Alesan has a lot on his plate right now.SankeySMM2 wrote: ↑30 Jul 2022, 09:06
I mean, what if you want the game to make the player hold run and right, it would be like the animation makes the player complete a hard course in the game.
- SankeySMM2
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No, I'm just askingAidan wrote: ↑01 Aug 2022, 18:44I've never met a person in my life that needed to have the player automatically pick up a cube. You're asking alesan to rewrite hundreds of lines of code for a feature that is so niche it could never be useful.
- SankeySMM2
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I have a question, what should I put for a new animation to collect all remaining time and add 50 points per second collected and move to the next level after the time reaches zero? Also when the time reaches below 100 seconds, how do I ensure it doesn't play the low time sound? I tried it myself but it wouldn't work.
- Ormalawayo
- Posts: 101
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What do you mean a redraw of a oneup? I'm making a custom charecterFunnyGame wrote: ↑23 Mar 2022, 15:27This is NOT a custom character. This is a redraw of the oneup. What the heck do you not understand?Ormalawayo wrote: ↑22 Mar 2022, 03:11So I put a png named “shoeframe” in the enemies and it will work?
- Ormalawayo
- Posts: 101
- Joined: 02 Oct 2020, 15:53
So, my tablet is broke and no longer works, .apk isn’t for IPads so, I can no longer play Mari0 until I get a laptop which will be a very long time
- GameMasterPDX
- Posts: 11
- Joined: 27 Mar 2022, 21:47
Or you could get a new android deviceOrmalawayo wrote: ↑13 Sep 2022, 13:18So, my tablet is broke and no longer works, .apk isn’t for IPads so, I can no longer play Mari0 until I get a laptop which will be a very long time
- SankeySMM2
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I know I shouldn't be here but has anyone made Tic-Tac-Toe in this game?
- Britdan
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I did kinda, it doesn't work at all tho. And don't even get me started on making an AI for it.SankeySMM2 wrote: ↑18 Oct 2022, 11:08I know I shouldn't be here but has anyone made Tic-Tac-Toe in this game?
- SankeySMM2
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OkAidan wrote: ↑18 Oct 2022, 20:44I did kinda, it doesn't work at all tho. And don't even get me started on making an AI for it.SankeySMM2 wrote: ↑18 Oct 2022, 11:08I know I shouldn't be here but has anyone made Tic-Tac-Toe in this game?
-
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So i want to make a portal 2 remixed mappack and I need someone to code cutscenes and Wheatley.
- Technochips
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You could become BIG by attempting to code 'em yourself!
-
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I'm not good at coding.
- Technochips
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That's why you gotta learn and try! How else did any "good coders" get good at coding? Think big!!
-
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Also I'm using an edgeless cube (basically a sphere)Technochips wrote: ↑27 Oct 2022, 15:39That's why you gotta learn and try! How else did any "good coders" get good at coding? Think big!!
for making Wheatley.
-
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i added Wheatley crab
-
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Wheatley crab download! (Custom entity)
- JordanBotelho323
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- Joined: 04 Sep 2018, 17:17
Ayo...
It's been a while since I was here.
I am sorry to sound condescending, or annoying, or demanding... You are in school or work still I think, right?
But what may be something cool would be transformation triggers that have something to do with the parent/child.
Like a "parenttransform" trigger?
It's been a while since I was here.
I am sorry to sound condescending, or annoying, or demanding... You are in school or work still I think, right?
But what may be something cool would be transformation triggers that have something to do with the parent/child.
Like a "parenttransform" trigger?
- alesan99
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I am still busy yes, but I'll probably have time this month to release v13.1JordanBotelho323 wrote: ↑27 Nov 2022, 23:46I am sorry to sound condescending, or annoying, or demanding... You are in school or work still I think, right?
But what may be something cool would be transformation triggers that have something to do with the parent/child.
Like a "parenttransform" trigger?
I don't remember exactly but I think there are ways for enemies to have linked transformations like that. But I think adding that would help making it simpler, so I'll consider it
- SankeySMM2
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Hey, I'm thinking of an update here. If Mario hits the axe and there are multiple enemies, all enemies should freeze. If the entire bridge is broken, then all enemies should fall. Because I've tried it once with multiple enemies and only one froze.
- CatLuigiGamer
- Posts: 47
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There's a forum for custom entities.
- CatLuigiGamer
- Posts: 47
- Joined: 22 Sep 2021, 15:54
This happened when I was play PSNES demo project.
- vladimirdog2021
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Can you not play the PC version?CatLuigiGamer wrote: ↑19 Dec 2022, 19:25image.png
This happened when I was play PSNES demo project.
- CatLuigiGamer
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I'm on Android Version/Chrome OS while doing this.vladimirdog2021 wrote: ↑21 Dec 2022, 15:52Can you not play the PC version?CatLuigiGamer wrote: ↑19 Dec 2022, 19:25image.png
This happened when I was play PSNES demo project.
- SankeySMM2
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It worked perfectly fine for me until I did it in multiplayer.
- JordanBotelho323
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Axes and ? Orbs should glow in the dark...
Simple as that. They're goal objects.
Simple as that. They're goal objects.
- CatLuigiGamer
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Good for you bro.SankeySMM2 wrote: ↑22 Dec 2022, 08:36It worked perfectly fine for me until I did it in multiplayer.
- SankeySMM2
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🙄CatLuigiGamer wrote: ↑07 Jan 2023, 22:05Good for you bro.SankeySMM2 wrote: ↑22 Dec 2022, 08:36It worked perfectly fine for me until I did it in multiplayer.
- Meggu205
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I'm making a level and for some reason after walking around in the level the Energy Pellet Launchers stop working and it was only after I went and placed a cube upon a button (the button wasn't connected to the launchers at all) I don't understand
- Meggu205
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Here is the level and the custom tileset
- alesan99
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UPDATE 13.1
New Update!
Notable features: Track Switch entity and proper slope collisions
There's a bunch of bug fixes so make sure to look at the change list.
Thanks to all the github contributors
Downloads v13.1:
Windows Download (.exe)
OSX Download (.app)
Linux Download (.love)
Android Download (.apk)
Source Download (.love)
EDIT (2/13/23): New patch, fixes important bug with inputs causing crashes.
EIDT (2/26/23): New patch, fixes purple gel
New Update!
Notable features: Track Switch entity and proper slope collisions
There's a bunch of bug fixes so make sure to look at the change list.
Thanks to all the github contributors
Windows Download (.exe)
OSX Download (.app)
Linux Download (.love)
Android Download (.apk)
Source Download (.love)
EDIT (2/13/23): New patch, fixes important bug with inputs causing crashes.
EIDT (2/26/23): New patch, fixes purple gel
Last edited by alesan99 on 26 Feb 2023, 17:00, edited 2 times in total.
- Marlee_Goat
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would you look at that the one day i decide to get back into mari0 there's a new update. pretty freakin' pog
- JordanBotelho323
- Posts: 63
- Joined: 04 Sep 2018, 17:17
Timer interactions currently crash the game
- alesan99
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There's a new patch now. It's been fixed.
- SankeySMM2
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When I try changing the switch state by animation, the game crashes.
Edit: Never mind.
Edit: Never mind.
Last edited by SankeySMM2 on 15 Feb 2023, 11:28, edited 1 time in total.
- SubPixuru
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i'm so glad that slopes are no longer "broken" as i had put it previouslyalesan99 wrote: ↑12 Feb 2023, 18:53UPDATE 13.1
New Update!
Notable features: Track Switch entity and proper slope collisions
There's a bunch of bug fixes so make sure to look at the change list.
Thanks to all the github contributors
Downloads v13.1:
Windows Download (.exe)
OSX Download (.app)
Linux Download (.love)
Android Download (.apk)
Source Download (.love)
EDIT (2/13/23): New patch, fixes important bug with inputs causing crashes.
- JordanBotelho323
- Posts: 63
- Joined: 04 Sep 2018, 17:17
There's still some jank with slopes, but man, actually being able to see the slope textures with their hitboxes is actually quality of life there.
Also, platform enemies (custom or not) can kill you if you run off of them, or when they climb up slopes.
Also, platform enemies (custom or not) can kill you if you run off of them, or when they climb up slopes.
- JordanBotelho323
- Posts: 63
- Joined: 04 Sep 2018, 17:17
You know what...
I was thinking.
I feel like there can be more world/level symbol customization.
Albeit it would only be visual. The data for the levels would remain the same, alike that with lettered worlds.
And also the possibility of goals to take one to different levels.
Possible instances of world/level symbol customization can include:
SP1-1 (akin to 3D land's special worlds)
1-A (secret levels like New Super Mario Bros.)
1-[Mushroom] (Imput "Mushroom" to display a little mushroom symbol. Is akin to Toad Houses)
[Crown]-1 (Imput "Crown" to display a little crown symbol. Makes the worlds/levels extra special)
And other possible imputs I am thinking can be the "Flower" and "Star" imputs, with custom symbols being imputted with their file name (Like "Luigi" would import a custom Luigi.png image as the world symbol)
I was thinking.
I feel like there can be more world/level symbol customization.
Albeit it would only be visual. The data for the levels would remain the same, alike that with lettered worlds.
And also the possibility of goals to take one to different levels.
Possible instances of world/level symbol customization can include:
SP1-1 (akin to 3D land's special worlds)
1-A (secret levels like New Super Mario Bros.)
1-[Mushroom] (Imput "Mushroom" to display a little mushroom symbol. Is akin to Toad Houses)
[Crown]-1 (Imput "Crown" to display a little crown symbol. Makes the worlds/levels extra special)
And other possible imputs I am thinking can be the "Flower" and "Star" imputs, with custom symbols being imputted with their file name (Like "Luigi" would import a custom Luigi.png image as the world symbol)
- MayomeSanz
- Posts: 10
- Joined: 18 Dec 2022, 23:40
i dont think many people would use itJordanBotelho323 wrote: ↑21 Feb 2023, 15:04You know what...
I was thinking.
I feel like there can be more world/level symbol customization.
Albeit it would only be visual. The data for the levels would remain the same, alike that with lettered worlds.
And also the possibility of goals to take one to different levels.
Possible instances of world/level symbol customization can include:
SP1-1 (akin to 3D land's special worlds)
1-A (secret levels like New Super Mario Bros.)
1-[Mushroom] (Imput "Mushroom" to display a little mushroom symbol. Is akin to Toad Houses)
[Crown]-1 (Imput "Crown" to display a little crown symbol. Makes the worlds/levels extra special)
And other possible imputs I am thinking can be the "Flower" and "Star" imputs, with custom symbols being imputted with their file name (Like "Luigi" would import a custom Luigi.png image as the world symbol)
- alesan99
- Posts: 2335
- Joined: 30 May 2013, 21:42
- Contact:
New patch 13.1 (2/26/2023).
Fixed purple gel being completely broken and certain crashes
Fixed purple gel being completely broken and certain crashes
- vladimirdog2021
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