[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
Posts: 2335
Joined: 30 May 2013, 21:42
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Post » 08 Sep 2013, 20:06

UPDATE #13.1 (4/18/23)
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Alesan99's entities adds many entities to Mari0! From Enemies to power ups you'll never run out of entities to make levels now!
It even has bonus features like online multiplayer, custom characters, custom enemies/powerups, animated tiles, infinite levels and music, vertical scrolling, tile properties, and more!
Features
  • Poison Mushroom
  • Upside Down pirahna plants
  • Banzai bill
  • King Bill
  • Sidestepper
  • Barrel
  • Small icicles from SMBS
  • Angry Sun
  • Splunkin
  • Splunkin half
  • 3-up moon
  • Giant Goomba
  • Giant Koopa
  • Giant Spikey
  • Koopa shell
  • Goombrat
  • Fire Bro
  • Clock from SMBS
  • Green springs
  • Red Piranha Plant
  • Upside Down Piranha Plant
  • Thwomps
  • Fish bones
  • Drybones
  • Muncher
  • Giant Beetle
  • Meteors from NSMB
  • Dry Goomba
  • Dry Piranha Plant
  • Donut
  • Boomerang Bro
  • Para Beetle
  • Ninji
  • hammer suit
  • boo
  • bomb-omb
  • monty mole
  • mega mole
  • venus firetrap (AKA fire piranha plant)
  • upside down venus firetrap
  • rotating block
  • torpedo ted
  • frog suit
  • boomboom
  • ? ball
  • Raccoon leaf
  • Blue koopa
  • Koopa Paratroopa that flies left and right
  • Wind from Lost Levels
  • Left & Up pipe
  • SMB3 door
  • Ice
  • companion cube
  • High energy pellet launcher & catcher
  • adhesion gel (Call it whatever you want, It's called purple gel in-game anyway)
  • turrets
  • defective turrets
  • ! buttons
  • ! blocks
  • rip van fish
  • square waves
  • delayer
  • coin entity
  • amp milk
  • green parabeetle
  • fire thing from SMB3
  • cannon ball
  • mini mushroom
  • rocket launcher
  • GLaDOS
  • Portal gun pedestal
  • pre-placed portals
  • text entity
  • region trigger
  • ice flower
  • tile tool
  • enemy tool
  • shy guys
  • randomizer
  • yoshi
  • big ! button from SMW
  • beetle shell
  • music changer
  • spiketop
  • P-Switch
  • pokey
  • snow pokey
  • fighter fly
  • swim wing
  • DK hammer
  • vine stop
  • chain chomp
  • sledge bro
  • edgeless cube
  • rocky wrench
  • cleansing gel
  • excursion funnels
  • roto-discs
  • down exit pipe
  • thwimps
  • bony beetle
  • tiny goomba
  • koopalings
  • big mushroom
  • smb3 bowser
  • ice bro
  • Bulls eye bill
  • Wiggler
  • Goomba Shoe
  • Magikoopa
  • P button Door
  • Key door and Key
  • Blooper Nanny
  • Circle Boos
  • Weird Mushroom
  • Carrot Powerup
  • Tanooki Suit
  • Cape Mario
  • Horizontal Pipe exit
  • Skewers
  • Conveyor Belts
  • Lakitu Cloud
  • Stretch
  • Upsidedown beetles and spinys
  • Spiny shells
  • Ceiling blocker
  • Cube and Sphere buttons
  • That one star from SMBS
  • And Gate
  • Or Gate
  • RS Flip Flop
  • Animation Trigger
  • Input Block
  • Collectables
  • Collectable Lock
  • Superball Flower
  • Switch Blocks
  • Rising Water
  • Snake Blocks
  • Small Springs
  • Pow Blocks
  • Small Springs
  • POW Blocks
  • Big Icicles
  • Side Thwomps
  • ! Switch Conveyor Belts
  • Dry Bones Shells
  • Red See Saws
  • Animation Output
  • Spikes And Spike Balls
  • Frozen Coins
  • P-Blocks
  • Clear Pipes
  • Tracks
  • Propeller Box
  • Cannon Box
  • Piranha Creepers
  • Blue Shell Powerup
  • Boomerang Flower
  • Checkpoint Flag
  • Big Mushroom (Mario Maker)
  • Cannon Ball Cannon
  • Camera Stop
  • Pneumatic Diversity Vents
  • Grinders & Bumpers
  • Bowser Jr.
  • Super-size Mushroom
  • Fuzzies
  • Track Switch

Coming soon
idk
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Put a pixel next to your tiles in tiles.png to change how it acts. The color of the pixel doesn't matter except for slopes.
(half slants are color coded: 0,0,200 0,0,100)
(upsidedown slants are color coded: 100,0,0)
(have both left and right slants enabled to make a slab)
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DOWNLOADS (current version: v13.1 (4/18/23))
LATEST:
Windows Download (.exe)
OSX Download (.app)
Linux Download (.love)
Android Download (.apk)
Source Download (.love)


Latest Changes:

Code: Select all

-----Mari0 AE 13.1 (2/12/23)-----
ADDED Track Switches
ADDED Custom enemy properties
	"reflectsFireBalls": true, (Fireballs don't explode when it hits them)
	"maxYSpeed": number, (Maximum speed the enemy is allowed to go)
	"minYSpeed": number,
	"maxXSpeed": number,
	"minXSpeed": number,
	"stopSoundOnDeath": true,
	"collectsCoins": true,
	"collectsCollectables": [true,false,...]
	"collectsCoinsInShell": true,
	"collectsCollectablesInShell": true,
	"noCombo": true, (disables koopa shell combos)
	"platformChecktable": ["player",...], (What entities can it carry when it has "platform" enabled?)
	"trackplatformchecktable": ["player",...], (What entities can it carry when on track?)
ADDED Animations
	ADDED Conditions:
		"If couns/points/collectables"
		"Requires players" condition (Requires a certain number of players)
	ADDED Actions:
		"Set available portals"
		"Stop sound"
		"Make invincible"
		"Change Switch State" action (Changes switch blocks)
ADDED nitpicks (nitpicks.json)
	"centerCamera": true, (Forces mappacks to always use a centered camera)
	"forceDropShadow": true, (Forces mappacks to use drop shadows)
	"NoExitConfirmation": true, (Disables unsaved level prompt)
ADDED Animations folder support
ADDED Proper slope collision (Better performance and physics)
ADDED Background folder support
ADDED Trailing comma support in .JSON arrays
ADDED Editor exit confirmations when exiting a level without saving
ADDED Searchbar in the mappack select menu
ADDED More start directions for snake blocks
ADDED Horizontal two-way pipes
ADDED Time limit input
ADDED saving of editor tools and menu
ADDED Support for custom GLaDOS sounds
TWEAKED Character switching to only load character if you select it
TWEAKED Camera stop entity to allow half-tile selections
TWEAKED SMBS clocks time selector to use a slider
TWEAKED Color selectors to use drop downs instead
TWEAKED Link tool to automatically link entities with only one linkable input
TWEAKED Timer entities right click menu to use inputs instead of sliders
TWEAKED "HitBoxDebug" nitpick to show region triggers
TWEAKED Frozen enemies to now collect collectables
TWEAKED Buttons, faithplates, and funnels to interact with more entities
FIXED Being able to grab enemies from far away in multiplayer
FIXED Thwomps flying when being redirected with portals
FIXED Certain platform tile collisions
FIXED Quicksand speed changing with different framerates
FIXED Boo stretches being hit by fireballs when hiding
FIXED Tiletool Grouping bug with coins and blocks
FIXED Seesaw platforms not being semisolid in mario maker physics
FIXED Angry sun in tall levels
FIXED Rip Van Fish glitching when near flag
FIXED Current animation resetting in editor
FIXED Bullet time affecting title screen
FIXED Standing on falling snakeblocks with Vsync
FIXED Custom enemy koopas not having combos
FIXED Custom enemies not killing eachother if both "killsEnemies"
FIXED Koopa shells not dying when hitting eachother
FIXED Hidden enemies appearing in box dispenser rightclick
FIXED Being able to see credits when beating mappack in level editor
FIXED Running into koopa shells when flipping them with raccoon tail
FIXED not being able to enter pipes from a light bridge
FIXED Suspended games not loading mappack settings
FIXED Drop shadows appearing when switching mappacks
FIXED Character colores being reset when loading a suspended game
FIXED Certain linkable entities not being highlighted
FIXED King Bill softlock
FIXED Online menu crashing with certain characters
FIXED Links not being dragged with selections
FIXED Player being pushed through some entities with wind
FIXED Rocket Turrest despawning
FIXED Earthquakes being different with different scales
FIXED Animations being overriden when saving them
FIXED player becoming invisible on "stopPlayerAnimation"
FIXED Turrets having knockback in old mappacks
FIXED some issues with "clampToLevelWidth" property for backgrounds
FIXED Grate slab tiles
FIXED "customTriggers"
FIXED Conveyor belt speed resetting
FIXED Raccoon tail not triggering switch blocks and POW blocks
FIXED Not being able to enter up-pipes when not jumping
FIXED brushshize working when the editor menu is open
FIXED Enemies running into grinders
FIXED Fuzzies not being portalable while falling
FIXED "waitfortrigger"
FIXED fence climbing off-screen
FIXED custom enemy "rightclick"

Other Bugfixes and minor tweaks
Everything:

Code: Select all

--Release--
Added poison mushroom
Fixed poison mushroom bugs
Added Upside Down Pirahna Plants
Added Paragoombas
Added Banzai bills
Added [SURPRISE}
--Version 1.00--
Made Paragoombas Slower
Fixed Upside Down plant not moving
Added Sidestepper
Added Barrel
Added Icicle
--Version 1.01--
Added MY NAME to the title screen
Fixed Sidestepper's sprite
--Version 2.00--
Fixed Upside down plant crash
More loading screen text
ANGRY SUN
Angry sun end
Better sprites
--Version 2.01--
right click [SUPRISE] to change speed
--Version 3.00--
Added Icicle sound
Minor tweaks to be more polished
--Version 3.01--
Added Splunkin (normal and half)
--Version 3.02--
Fixed Crash with [SUPRISE]
--Version 4.00--
Added 3-up moon,
Giant Goomba,
Giant Koopa,
Giant Spikey,
Koopa shell,
Goombrat,
Goombrat half,
and Fire Bro
Right click the icicle for gravity
--Version 5.05--
Added clocks,
green springs,
red plants,
down red plants,
thwomps,
fish bones,
dry bones,
dry bones half,
munchers,
and big beetles
--Version 5.07--
Fixed Crash with drybones
--Version 6.05--
Added Meteor Start,
Meteor End,
Dry Goomba,
Dry Goomba Half,
Dry Piranha Plant,
Upside down dry piranha plant,
Donut,
Boomerang Bro,
Para Beetle,
and Ninji
Added thwomp and Boomerang sounds
Made barrel have two frames
icicle falls when near
angry suns attack by going down
Big bills collision and scissor (where it is cut when launched) are fixed
--Version 6.13--
Added hammersuit
boo
bomb-omb
bomb-omb half
monty mole
mega mole
venus firetrap
upside down venus firetrap
rotating block and
torpedo ted
fixed bullet's underground palette
lowered icicle sound volume
--Version 7.10--
added frog suit
parabeetle right
boom boom
? ball
and raccoon leaf
parabeetles act like parabeetles
powerup sprites
added sidescrolling
added thousands of bugs
--8.11--
TOO MANY THINGS TO LIST
BUG FIXES
New portal tiles
--9.09--
vvvvvv gel
turrets
defective turrets
! buttons
! block off
! block on
fixed beetle bobs
more tile properties
animated tiles!
--10.2--
added rip van fish,
square waves,
delayer,
coin,
amp,
green parabeetle,
and green parabeetle right
foreground tiles
bridge tiles
forgrounds
paragoombas tweaked
side vvvvvv gels work
--Version 11.0--
added fire thing from SMB3,
cannon ball,
mini mushroom,
GLaDOS,
Portal gun pedestal,
pre-placed portal 1,
pre-placed portal 2,
text entity,
region trigger
changeable mappack folder
customizable graphics
customizable text
improved autoscrolling
fixed some crashes and bugs
--12.0--
tile tools
enemy tools
shy guys
beetle shells
music changer
randomizer
ice flower
yoshi
big button
VERTICAL SCROLLING
MULTIPLE CUSTOM MUSIC
improved sprite loading
edited error screens
some features from better editor
slants
Some other stuff I might've forgotten (look through my old posts)
--LOVE 0.9.0 v2--
faster map selection screen
10% more organized entity tab
animated tiles are now shown in the minimap with their correct colors (SE doesn't do this)
airship fire things can now face up and down
fixed the horrible button blocks
improved boos' movement
fixed beetle shells getting killed by fireballs
region trigger's right click menu is cooler
you can type more text into input bars
other minor tweaks
--LOVE 0.9.0 v3--
bug fixes
every mod related file has been moved to the "alesans_entities" folder
crashes are now saved as .txts
added dark mode cheat
some menus have been rounded
navigate menu with mouse
download mappacks
p button
resizable window
fixed minor mistake in rip van fish's animation
rotating block now bounces when hit
added spiketops
menu tips
press f11 to display fps
probably more stuff I forgot
--LOVE 0.9.0 v4--
- some minor bug fixes and improvements
- added daily challenges
- added pokeys
- finished spiketops
- fixed region trigger drag not scrolling
- fixed no portal gun hammer mario climbing sprites
- fixed big hat emblem color
- fixed enemy tool not being able to spawn newer enemies
- improved king bill sprites a bit
- improved yoshi
- improved angry sun
- improved coin entity, now acts exactly like normal coins
--LOVE 0.9.0 v5--
bug fixes
climbing property
updated level screen customization
fighter fly added
quickmenu added
portal gun drop down (pedestal supported multiple portalguns but you could no tstart with them)
foreground scroll bar (also foreground scrolling is more realistic)
koopas and shell enemies "wake up" after being stomped and get flipped when hit from below
custom boom boom and intermission music (you can also turn on custom music in intermissions (old feature))
improved dlc (mappacks hosted on imgur by converting files to images)
yoshi tounge
added swim wing from smbs
bowser has right click option to make him into an enemy not a boss
added dk hammer from smbs
more worlds and redesigned map selection menu
added vinestop
--LOVE 0.9.0 v6--
added chain chomp
added sledge bros
added edgeless cube
added noteblocks
added rocky wrench
added offsetted thwomp & new graphic
3-up moon appears even when not in block
ability to use letters for worlds over 9
enemytool can spawn every entity
right click menus improved
music changer can choose specific custom music
meteors improved
added moving springs (spawn with enemytool "moving spring")
vertical scrolling improved
more ways to defeat glados (rocketurrets + bulletbills,cannonballs,mario hammers)
big enemies merged with small counterparts (can now be frozen, big koopas come out of shell and be flipped)
different types of goombas in goomba attack cheat
seesaw visible when right clicking in editor
wind sound added
right click flag to remove border (you can jump over flag)
change physics in tool section (mari0, smb, smb2j-mari0, smb2j)
recoded thwomp (less buggy, actually portalable, also new graphic)
bug fixes and improvments
--0.10.0 7--
UPDATED FOR 0.10.0
UPDATED ALESAN99'S ENTITIES MAPPACK
ADDED thwimps
ADDED bony beetles
ADDED cleansing gel
ADDED roto-discs
ADDED funnels
ADDED down exit pipes
ADDED custom characters (change by pressing [] keys in hat options)
Redesigned tools tab in editor and added power line draw & selection tool
added ability to add custom glados sounds
added custom tab to editor
organized entities tab more by adding portal section
re-added controller/joystick support
added fire bar speed rightclick
bug fixes and improvments
--0.10.0 8--
added koopalings
added bowser from super mario bros 3
added big mushroom
added ice bros
added mappack icon in editor (drag file into square to add icon)
added classic cheat mode
added new level button
added custom sounds
added super mario maker bomb-ombs
added super mario maker fish bones
fixed controller support
fixed checkpoints in sublevels (You can also link them now)
fixed portalable surface indicator on button blocks, slopes, nocollision pipe
minimap in editor can now scroll vertically
made camera in vertical levels better
sorted custom tab dropdown alphabetically
region triggers can be set to half-tiles
fighting multiple boom booms and koopalings works now
moles bounce off of walls and spawn normally if not on top of a block
characters now have config files with colors (these allow custom colors and hats)
springs work in intermissions
boomboom can be turned into an enemy
mapheight txt files are no longer used
fire and ice bros can hurt other enemies
Other minor tweaks and many bugfixes
-----0.10.0 9-----
ADDED ONLINE MULTIPLAYER
ADDED CUSTOM SE ENEMIES
ADDED Bulls eye Bills
ADDED Wigglers
ADDED Goomba Shoe
ADDED Magikoopa
ADDED Mario Maker Doors
ADDED P-button Doors
ADDED Key doors and keys
ADDED Blooper Nanny
ADDED Circle Boos
ADDED Weird Mushroom
ADDED Carrot Powerup
ADDED Tanooki Suit
ADDED Cape Mario
ADDED option to teleport mario at edges of screen
ADDED left and right pipe exits
IMPROVED level size button from SE
FIXED Fireballs hitting hammer mario when ducking
FIXED Coin graphics
mario maker physics option (1-up flag, shrink to big mario)
slopes are smoother
hammers kill thwomps and bulletbills
scrolling is better for vertical levels and right of the level
fixed timer reseting
custom fire and ice colors
p-buttons look like mario maker
lava tile property doesn't instakill if spike properties are enables
flags can be placed anywhere on the y axis
improved delayers
other sprites look like mario maker
dry bones and dry beetle have more animations
enemies in vertical levels don't spawn all at once and dissappear offscreen
menus are navigatable with joysticks
Tons of Bugfixes
-----0.10.0 10-----
ADDED cappy cheat
ADDED Skewers
ADDED Conveyor Belt
ADDED Lakitu Cloud
ADDED Boo crawler
ADDED Upsidedown beetle
ADDED Upsidedown spikey and spikey shell
ADDED ceiling blocker from SE
ADDED opposite flamethrowers
ADDED cube and sphere buttons
ADDED custom hats (from SE)
ADDED Fullscreen (LeftShift + Enter)
IMPROVED Yoshi (Not buggy, dismount with runkey and up)
IMPROVED cubes, lightbridges, emancipation grills, and buttons (SE)
IMPROVED Fire plants (Maker sprites, only fire in 16 angles)
IMPROVED DLC Mappacks (Icons!)
IMPROVED Linking to be similar to SE (means you can mass-link)
IMPROVED Online Multiplayer menu (mappack select, cheats)
FIXED Mazes not working in tall levels
FIXED music changer overlapping
FIXED mario dying at the flag
FIXED frog mario not swiming
FIXED locked doors and pdoors not working with controllers
FIXED linking alternate cubes and dispensers
FIXED checkpoints not desawning enemies
FIXED minus world crashing
-----0.10.0 11-----
ADDED Animations System from SE (couple of new animations too)
ADDED Animation Trigger
ADDED Collectables (BTW you can collect them with koopa shells)
ADDED Collectable Lock (Sends output when a certain amount of collectables are collected)
ADDED Lucky Star (Kills all enemies)
ADDED Or Gate
ADDED And Gate
ADDED RS Flip Flop
ADDED Animated Tile Trigger
ADDED Action Block
ADDED ability to add custom fast music and intros (music2-fast.ogg/music-intro.mp3)
ADDED New UI Syle
ADDED Run lock, portal, and reload buttons to android
ADDED Chell character
ADDED increased level limit (up to 35 because of letters)
ADDED Same block portals (probably causes a bunch of crashes)
ADDED Noteblock warps by putting pipe entity in noteblock
ADDED Tile group selection (Hold shift when selecting a tile in the editor)
ADDED Tile replacing (e + left click)
ADDED Half slants (enable with color coded slant properties: 0,0,200 or 0,0,100)
ADDED Linkable platforms
IMPROVED Music Loading (just put music in music folder)
IMPROVED Backgrounds and Foregrounds (just put .png in the backgrounds folder)
IMPROVED Doors; option to link doors to an exit
IMPROVED Region Triggers (select what is detected) (Editing existing region triggers is broken)
IMPROVED Various right click menus
IMPROVED Koopaling Fights (new effects, win by making koopaling fall)
IMPROVED King Bill Collision
IMPROVED Torpedo teds
IMPROVED Big Bill cannons (detects if it's coming out of 2 block wide cannon, doesn't shoot in blocked direction)
IMPROVED Effects (glados explosion, turret explosions, cannon smoke, level ball, torpedo and king bill smoke)
IMPROVED Tile tool right click (also tile coordinates appear if you type in "mod " (with a space))
IMPROVED Koopa Shell Behavior (no longer makes sounds off-screen, koopas don't kill eachother if close)
IMPROVED In-game object renaming (right click name)
IMPROVED P-buttons by adding music
IMPROVED Faithplates (Linking, Velocity options)
IMPROVED Cannon Ball (speed customization)
IMPROVED Shy guys; they can actually be picked up (I only did this because they served no purpose, ninjis will stay the same)
IMPROVED King Bills (better collision, different directions, linkable)
-----0.10.0 12-----
ADDED Super Ball Flower
ADDED Switch Blocks
ADDED Rising Water/Lava/Poison/Quicksand
ADDED Snake Blocks
ADDED Small Springs
ADDED Pow Blocks
ADDED Big Icicles
ADDED Side Thwomps
ADDED ! Switch Conveyor Belts
ADDED Dry Bones Shells (Not 100% accurate, no need to tell me)
ADDED Red Seesaws
ADDED Background Tile Layer ("-" Key)
ADDED Custom Power-Ups
 ADDED "Makesmarioshoot":{enemy,max} property to custom enemies
 ADDED "Makesmariocolor":{{r,g,b},{r,g,b},{r,g,b}}; only works if used with "makesmarioshoot"
ADDED Ice property
ADDED Upside down slopes (set red to 100 and green to 0)
ADDED Platform Slopes (Don't use them unless you have to)
ADDED QUICK TEST button to test from mario's posistion ("\" Key)
ADDED Animation Actions: "play sound", "toggle wind", "center camera", "remove shoe"
ADDED Animation Triggers: "button pressed", "time below"
ADDED Lights out
ADDED Low gravity
ADDED Full Minimap to Editor (Press "m" OR swipe down on the minimap)
ADDED Axis-Independent Background Scroll Factor
ADDED Animated Backgrounds/Foregrounds (.json in the background folder with "quadcountx", "quadcounty", "delay", optional: "speedx", "speedy", "frames")
ADDED Reverse link to conveyor belts
ADDED New Custom Enemies Properties
	"light":number (how much light is made in the dark),
	"float":true (floats in water, can also be number to set how fast it rises),
	"shakesground": true,
	"ignoreleftcollide": true (and other directions),
	"regiontriggerexlcude": true,
	"platform": true,
	"platformchecktable": ["player", "entitynames"],
	"weight": 1,
	"movement": "circle", ("circleradius": 1, "circletime": 1),
	"movement":"homing", ("homingrotation": 0, "homingturnspeed": 1, "homingspeed": 1, "rotationishomingrotation": true),
	"transformtrigger": ["trigger1", "trigger2"...],
	"transformsinto": ["name1","name2"...],
	"givecoinondeath": 1,
	"playsoundondeath": "stomp",
ADDED Linked Pipes
ADDED Server Commands (/nextlevel, /reload, /level WORLD LEVEL SUBLEVEL, /infinitelives, /infinitetime, /disablecheats)
ADDED Autoscroll speeds (btw you can do advanced autoscrolling with the camerapan animation)
ADDED Undo With Ctrl Z
ADDED Toad and Toadette Courtesy of NH1507
ADDED Upside Down Spiketops and boo crawlers (place them under a tile)
-----0.10.0 12.1-----
ADDED Animation Output
ADDED Spikes and Spike Balls
ADDED Frozen Coins
ADDED P-blocks
ADDED Flying Boom Boom
ADDED Shell Helmets
ADDED Custom block debris (This means you can make hard breakable blocks)
ADDED Background .json property "staticx", "staticy", "static". Will stop layer from scrolling
ADDED Button release animation
ADDED A variety of new animations as well
ADDED Custom enemy editor tab
ADDED Custom enemy "rightclickmenu": ["property", 1, 2, 3, 4..],
	"rightclickmenudisplay": ["pretty display name", 1, 2, 3, 4..]
ADDED Custom enemy path movement
ADDED Custom enemy grabbing
ADDED Custom enemy spawning other enemies on spawn
ADDED Custom enemy shell waking up sprites option 
ADDED Custom enemy crawl movement (spiketops) (*BUGGY*)
ADDED custom enemy transformation trigger ""
ADDED custom enemy property "resistsenemykill"
ADDED "noshotsound"
ADDED "ignoreplatform" (will not be carried by platform enemies)
ADDED "solidkill" so mario doesn't go through enemys after he's hurt (think munchers)
ADDED "transformtrigger": "damage", "stompdamage", and "shotdamage" for use with "health", "stomphealth", and "shothealth"
ADDED "smallanimationstart", "smallanimationframes", "smallanimationspeed"
ADDED Default circle movement rotation "circletimer:" 0.5
ADDED "transformtrigger": "animation", "transformanimation": ""
ADDED "startawayfromplayerhorizontal"
ADDED new mask catergory 32: for bombs. exactly like category 4 except with fire collisions
ADDED "dontspawnenemyonplayernear" and "dontspawnenemydist"
ADDED "rotationanimation" and "rotationanimationspeed" (remember to use with doesntunrotate)
ADDED "rollanimation"
ADDED "resistsshoe", "resistspow" and "resistseverything"
ADDED "killsonpassive" and "killsonpassiveignorestar" (think of how blocks kill when they squish mario in mm)
ADDED "platformpush" and "noplatformcarrying" (pushing like snakeblocks)
ADDED "dontloopcustomtimer"
ADDED New customtimer format
	"customtimer": [
		[1, ["set", "speedx"], 2],
		[0.5, "playsound", "stomp"],
		[1, ["reverse", "speedx"]]
		]
ADDED additional options for custom powerups
	"makesmarioshoot": {
		"enemy": "enemy",
		"max": 2,
		"speed": 10,
		"fireatangle": false,
		"offsetx": 0},
ADDED "spawnpassedparameters", works like transformpassedparameters
ADDED "spawnsetparameters": [["parametername", "parametervalue"]..]
ADDED "animationspeed": [1, 2, 3 ..]
ADDED transformtrigger: "freeze"
ADDED enemy kicking (think bombombs)
	"kickable": true,
	"kickspeed": 2,
	"kickspeedy" -10,

ADDED Custom princess music option
ADDED Rolling edgeless cubes on red seesaws
ADDED Backwards circle movement "circletime": -1
ADDED Custom Character hatoffsets
ADDED Custom Character defaulthat
ADDED Ability to link collectables
ADDED Tanooki Mario Sprites
ADDED Colored Yoshis (no abilities yet)
ADDED Option to hide collectables hud in text.txt
ADDED Ability to link skewers
ADDED Portal Entity IDS
ADDED Tile Tool Region select
ADDED Tile Tool command: "group". All tiles in region will be hit when one is hit
ADDED Placeable cleansing gel (basically anti-gel surfaces)
-----0.10.0 13-----
ADDED Clear Pipes
ADDED Tracks
ADDED Propeller Box
ADDED Cannon Box
ADDED Pirnaha Creepers
ADDED Blue Shell Powerup
ADDED Boomerang Flower
ADDED Checkpoint Flag
ADDED Big Mushroom (mario maker)
ADDED Cannon Ball Cannon
ADDED Camera Stop
ADDED Pneumatic Diversity Vents
ADDED Grinders & Bumpers
ADDED Bowser Jr.
ADDED Super-Size Mushroom
ADDED Moving Tiles (Use with tracks)
ADDED Entity Tooltips
ADDED Ability to Expand Custom Character Sprites (Like SE), Size, Colors, and Stats
ADDED Custom enemy properties
ADDED Custom powerup options "makesmarioshoot"
ADDED Custom enemy icons (ex: "goomba-icon.png")
ADDED Custom enemy tool tips (ex: "goomba-tooltip.png", can be 64x64px or 128x64px)
ADDED Custom enemy folders (you can organize your custom enemies but putting them in their own folders, as long
	as they are still inside the "enemies" folder)
ADDED Animations
ADDED Fence Tile Property
ADDED Directional Platform Tile Properties
ADDED Better Ice Flower (Enemies get frozen in ice blocks, can be kicked)
ADDED Sideways Pirhana Plants
ADDED Spawner Animations (Enemies coming out of pipes)
ADDED Random cheepcheeps and Fire Flowers (yes, really)
ADDED Better Tile Selections
ADDED Lightbridge Detectors
ADDED Offset Entities (Hover over edge of tiles)
ADDED Spritesets to more sprites (Flag, Portal Entities) (Overgrown sprites by critfish)
ADDED Oscillating Platform previews in right click menu
ADDED Level Previews in the editor map selection menu
ADDED Pipe & Door Exit IDS (This means you can have multiple exits in 1 sublevel)
ADDED Pipe sizes and direction selection
ADDED Spawn option to be directly on tile
ADDED Swim pushing animation to mario
ADDED Wind Entity Adjustment
ADDED Donut respawning option
ADDED Optional Castleflag to Flag
ADDED Loading Bar to intro and multithreaded mappack list loading
ADDED Yoshi Eating
ADDED New Mask 37: Tracks
ADDED Tile Tool Function "Set Background Tile To:"
ADDED Mega mario music by MadNyle & propeller sound
ADDED More Text Colors, Big option, and Center Option
ADDED Ability to add sublevels
ADDED Animate to Walk Speeds
ADDED Jumping Through Platforms in mario maker physics
ADDED Dialouge box Speaker Colors
ADDED Ability to put more enemies inside blocks
ADDED Option to make Koopalings into enemies
ADDED Firebar smooth movement setting
ADDED "Key" type to boom boom, bowser 2, koopalings, and bowser jr. (gives key on death)
ADDED Slabs (have both slopes on) (DON'T USE THESE!!! THEY'RE CRAP!)
ADDED Camera Setting Menu
ADDED level editor disabling (put ";nofunallowed" in the end of your mappack's 1-1.txt)
ADDED invisible door option
ADDED Letterbox setting for fullscreen and resizable window (no stretching)
ADDED Option for Time to count down in real seconds
ADDED Option for lava bubbles to return to spawn
ADDED 1 New Daily Challenge
ADDED P-Switch Directions
ADDED Editor Q Key shortcut to switch between tiles and entities
ADDED Editor Tile Hotkeys (press key when over tile menu)
ADDED Portal Physics (1-block jump height)
-----Mari0 AE 13.1 (2/12/23)-----
ADDED Track Switches
ADDED Custom enemy properties
	"reflectsFireBalls": true, (Fireballs don't explode when it hits them)
	"maxYSpeed": number, (Maximum speed the enemy is allowed to go)
	"minYSpeed": number,
	"maxXSpeed": number,
	"minXSpeed": number,
	"stopSoundOnDeath": true,
	"collectsCoins": true,
	"collectsCollectables": [true,false,...]
	"collectsCoinsInShell": true,
	"collectsCollectablesInShell": true,
	"noCombo": true, (disables koopa shell combos)
	"platformChecktable": ["player",...], (What entities can it carry when it has "platform" enabled?)
	"trackplatformchecktable": ["player",...], (What entities can it carry when on track?)
ADDED Animations
	ADDED Conditions:
		"If couns/points/collectables"
		"Requires players" condition (Requires a certain number of players)
	ADDED Actions:
		"Set available portals"
		"Stop sound"
		"Make invincible"
		"Change Switch State" action (Changes switch blocks)
ADDED nitpicks (nitpicks.json)
	"centerCamera": true, (Forces mappacks to always use a centered camera)
	"forceDropShadow": true, (Forces mappacks to use drop shadows)
	"NoExitConfirmation": true, (Disables unsaved level prompt)
ADDED Animations folder support
ADDED Proper slope collision (Better performance and physics)
ADDED Background folder support
ADDED Trailing comma support in .JSON arrays
ADDED Editor exit confirmations when exiting a level without saving
ADDED Searchbar in the mappack select menu
ADDED More start directions for snake blocks
ADDED Horizontal two-way pipes
ADDED Time limit input
ADDED saving of editor tools and menu
ADDED Support for custom GLaDOS sounds
ANIMATED BACKGROUNDS EXAMPLES
CUSTOM POWERUPS EXAMPLES


MAKING CUSTOM ENEMIES

Custom enemies work exactly the same as they do in Mari0 SE. See the informational site here: https://web.archive.org/web/20140214172 ... nemies.php
Check out the wiki for all the enemy properties!
https://stabyourself.fandom.com/wiki/Cu ... Properties

MAKING CHARACTERS
Image
(If you don't know where your characters folder is, go to options, hover over your character and press the 'm' key)
Download this template and extract it into the 'characters' folder:
CUSTOM CHARACTER TEMPLATE
Select it in the options. After selecting the character for the first time, a config.json file will be created in your character's folder. Add the colors of your character to the .json file in order to add custom colors.

MAKING CUSTOM HATS
Download this template and extract it into the 'hats' folder inside the 'alesans_entities' folder (make the hats folder if its not there):
https://www.dropbox.com/s/jbo1eoadbetlkx0/hat.zip?dl=1
If you want to change the name, rename the files and open the .json file. Inside the json file you also have to change the names.

ONLINE MULTIPLAYER GUIDE
Multiplayer is a bit difficult because it's peer to peer, but you can follow these videos if you're so inclined:
Online Multiplayer W/Hamachi Server
Online Multiplayer W/Port Forwarding
No, I can't make online multiplayer easier. Owning a server costs a lot of money, and I make no money from this mod (Remember, nintendo can DMCA).

TILETOOLS GUIDE
Right click the tile tool entity and choose an action.
Setting the region changes which blocks the tile tool affects. Link it to something (like a button entity) to activate it.
To use tiletools you must put it on the tile you want it to use
Some actions require you to type stuff in:
change to [tile id] - tile id is a number, when you hover over a tile in the tile menu, it shows the tile id in the bottom right
set gel [side(s)][id] - The side can be up, down, left, right, and all. Id is the gel id (1: blue, 2:orange, 3:white, 4:purple)
check gel [id] [side] - Same as above

HOW TO MAKE ANIMATED TILES TUTORIAL
Go to the level editor of your mappack.
Open up the menu and go to the custom tiles tab like in the gif. Click "export template" to create the default animated tile, and open folder to open the folder.
Image
(Open folder doesn't work on android, click the button and it will say what folder you need to go to, so open up a file manager app and go to where it says)
Each animated tile needs to be called a number (1.png, 1.txt, 2.png, 2.txt, 3.png, 3.txt, etc.).
If you want to change it's tile property, put pixels next to the tiles in the .png like you would with a normal tileset.
Inside the .txt file, you can change the animation speed.
For example, this is how fast a coin block moves (in seconds).

Code: Select all

.14814
If you want to make each frame move at a different speed, add more numbers with commas inbetween.

Code: Select all

0.5,0.5,1,0.5,0.5
If you want the tile to stay still until it's activated by the "animated tile trigger" entity, add a triggered at the begining.

Code: Select all

triggered,0.5
LEVEL EDITOR SHORTCUTS
Ctrl+z: Undo/Redo
Ctrl: Tile selection
Ctrl+s: Save as tile object
Ctrl+c: Copy tiles
Ctrl+z: Paste tiles
Ctrl+e: Entity Selection (Changes or links multiple entities)
Shift+Arrow keys: Increase/Decrease brush size
F: Fill tool
E: Replace tool
Q: Switches between tile and entity eraser
Tab or -: Background tile mode
+: Assist Mode (Enables Toolbar)
\: Test level
Hold shift in tile menu + drag mouse: Select multiple tiles
Number key on tile menu: Create hotkey for tiles
Number key on level: Switches to hotkey-ed tile

I'm horrible at explaining things so if you can make a better tutorial I'd appreciate it.
Twitch Channel Youtube Channel

Github

Credits
  • ME
  • Maurice and Fakeuser for regular turrets
  • Automatik for helping me with the poison mushroom
  • Superjustinbros for some SMBS sprites
  • Qcode for some code and advice
  • Trosh for raccoon sprites from SE
  • Galas for some power up sprites
  • Bobthelawyer for mario's hammer physics code
  • KGK64 for Dry beetle sprites
  • Skysometric for animated quad cache code from Mari0 SE Community Edtion
  • Oxiriar and Toonn from the Mari0 Gang Discord for smb3 item sprites
  • NH1507 for toad and toadette character sprites
  • HansAgain for new portal sprites, new mario sprites, and pneumatic tubes
  • Subpixel for bowser3, rotodiscs, ninji, and splunkin sprites
  • Critfish for overgrown portal sprites
  • Aidan for general bugtesting and misc. contributions on github
  • MadNyle for propeller sound effect and mega mushroom
  • fußmatte for helping create a TON of new characters for the font and Esperanto Translation
  • HugoBDesigner for Portugese-Br translation
  • Los for Russian Translation
  • WilliamFr0g and Kant for contributions on github
  • All you guys for reporting bugs and making maps
Last edited by alesan99 on 19 Apr 2023, 02:00, edited 243 times in total.

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Mari0Maker
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Post » 08 Sep 2013, 20:50

Nice job!

I would just make the paragoomba's move a bit slower, and I saw a bug with the banzai bill that made the bottom right render late.
Otherwise, nice mod! :)

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alesan99
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Post » 08 Sep 2013, 20:55

Mari0Maker wrote: I would just make the paragoomba's move a bit slower, and I saw a bug with the banzai bill that made the bottom right render late.
Paragoomba's speed is a easy fix but I'm not sure about the banzai bill.

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TripleXero
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Post » 08 Sep 2013, 21:26

I really like the upside down plant, but one thing, standing under it or by it, he never goes back up. Probably left over from the original

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alesan99
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Post » 08 Sep 2013, 21:37

TripleXero wrote:I really like the upside down plant, but one thing, standing under it or by it, he never goes back up. Probably left over from the original
Yup. That not going to be too hard to fix.
EDIT: fixed

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Superjustinbros
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Post » 09 Sep 2013, 13:43

Super Mario Bros. Special enemies?
…And I got some others you could try making.

P.S. not saying this has to be followed, but your Poison Mushroom doesn't follow it's original palette from SMB2J

Also, that surprise enemy I'm guessing is a  King Bill .

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alesan99
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Post » 09 Sep 2013, 22:39

Superjustinbros wrote:Super Mario Bros. Special enemies?
…And I got some others you could try making.

P.S. not saying this has to be followed, but your Poison Mushroom doesn't follow it's original palette from SMB2J

Also, that surprise enemy I'm guessing is a  King Bill .
1. There was Super Mario Bros. Special exclusive enemies? I guess i don't know much about SMBS in the first place.

2. Already fixed for the next version.

3.Yes

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alesan99
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Post » 10 Sep 2013, 04:07

Image
Progress Update!
Barrels and Sidesteppers from Super Mario Bros. Special.
Sidesteppers are like spikeys.
Barrels roll fast and kill enemies.
These will be available in the next version.

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Jackostar10000
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Post » 12 Sep 2013, 15:08

Waddlelings from NSMBU
Pissed off sun from mario 3
Twimps? i think they're called. from mario world and mario u

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alesan99
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Post » 12 Sep 2013, 19:53

Jackostar10000 wrote:Pissed off sun from mario 3
Image
Heh Heh Heh...
EDIT:Progress Update!
That's Right! An Angry Sun!
I had no idea how easy it was to make (I copied lakito's code but keep it a secret).
  • Throws fireballls
    spawns Podoboos
    Ima add more stuff like a entity that makes it stop and a big fire ball

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Superjustinbros
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Post » 12 Sep 2013, 21:36

The graphics for the SMBS enemies look a bit sloppy... Let me fix that for you:
Image

Also, Paragoomba sprites I got directly from Transformers Mario:
Image

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alesan99
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Post » 12 Sep 2013, 22:29

Superjustinbros wrote:The graphics for the SMBS enemies look a bit sloppy...
Sloppy? You mean the colors? I ripped the sprites from SMBS then recolored them with the nes palette.

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Mari0Maker
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Post » 13 Sep 2013, 00:27

[SURPRISE] should  break brick blocks.
And if you can, fix it's hitbox, so that way you can jump in some of the transparent areas instead of the whole 200x200 area. 
Last edited by Mari0Maker on 28 Sep 2013, 04:38, edited 2 times in total.

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alesan99
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Post » 13 Sep 2013, 00:34

Mari0Maker wrote:[SURPRISE] should  break brick blocks. 
 And if you can, fix it's hitbox,  so that way you can jump in some of the transparent areas instead of the whole 200x200 area.  
1. hmm that's an interesting challenge. 
2.Too hard.

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Qcode
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Post » 13 Sep 2013, 01:05

...
Last edited by Qcode on 21 Oct 2021, 18:43, edited 1 time in total.

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Superjustinbros
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Post » 13 Sep 2013, 05:41

alesan99 wrote:
Superjustinbros wrote:The graphics for the SMBS enemies look a bit sloppy...
Sloppy? You mean the colors? I ripped the sprites from SMBS then recolored them with the nes palette.
My bad, I should've taken a look at the image files first. Keep in mind these are only recommendations and it's your choice if you decide to follow them.

*Sidesteppers are drawn differently than in SMBS; their bodies are one pixel too wide (and if you're aiming for NES color accuracy, recolor the pupils in the eyes red and the nostrils orange)
*In SMBS, Barrels have two frames of animation; here they only have one.
*The NES is incapable of producing such an extreme Cyan for Icicles (unless you're running it under a certain emulator).

Here you can find all the graphics for the SMBS stuff exactly as they appear in the Sharp X1 port. http://www.mfgg.net/?act=resdb&param=02&c=1&id=21885 Mine are just edits that adds an icicle forming animation and makes the colors of the items stick closer to those available in the original SMB1.

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Villager103
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Post » 13 Sep 2013, 11:39

Blue and Yellow Koopas from Super Mario World.

Koopa shells that you can place in the world by themselves.

Bob-Ombs.

Lakitu/Lakito that you can choose what it drops.

Wind Start And Wind End points.

Sideways Piranha Plants.

Venus Firetraps facing any direction.

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alesan99
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Post » 13 Sep 2013, 14:56

Villager103 wrote:Blue and Yellow Koopas from Super Mario World.

Koopa shells that you can place in the world by themselves.

Bob-Ombs.

Lakitu/Lakito that you can choose what it drops.

Wind Start And Wind End points.

Sideways Piranha Plants.

Venus Firetraps facing any direction.
1.What's different about them?
2.Possible
3.Turtle already made them.
4.Way harder then you think it is.
5.I've been thinking about that, if I did add it it wouldn't be a entity, I would be a option like underwater.
6.I don't recall that being in any game...
7.I might.

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ChrisGin
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Post » 13 Sep 2013, 15:38

Just a note. For me the game stops when you fireball or even kill an upside down plant. May just be me. Idk.

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alesan99
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Post » 13 Sep 2013, 15:38

Superjustinbros wrote:*Sidesteppers are drawn differently than in SMBS; their bodies are one pixel too wide (and if you're aiming for NES color accuracy, recolor the pupils in the eyes red and the nostrils orange)
*In SMBS, Barrels have two frames of animation; here they only have one.
*The NES is incapable of producing such an extreme Cyan for Icicles (unless you're running it under a certain emulator).
1.Ok. I made the sidestepper wider so it's 16x16
2.Fixing right now.
3.That was Mari0's Underground spritset cyan. Did the white make it seem way brighter than it is?

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alesan99
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Post » 13 Sep 2013, 15:41

ChrisGin wrote:Just a note. For me the game stops when you fireball or even kill an upside down plant. May just be me. Idk.
Fixed for the next version.
I forgot to add firepoints to the downplant.

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ChrisGin
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Post » 13 Sep 2013, 15:54

Kewl. And entity ideas:
Blurps
Boo
Chain chomp
Whomp
Dry bones
Fishin lakitu

All sound hard...but just throwin out there!

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alesan99
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Post » 14 Sep 2013, 04:18

Quick Question: How do you make it so you can change an enemy's speed by right clicking in the editor. Like the way you can change a platform's width.

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alesan99
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Post » 14 Sep 2013, 15:50

NOW WITH 100% MORE ANGRY SUN!
Image
Also, can someone please answer the question in the post above.

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TheJonyMyster
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Post » 14 Sep 2013, 15:57

how about SMW moving platforms that can go a bunch of different ways and with the on off switches

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Qcode
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Post » 14 Sep 2013, 16:00

...
Last edited by Qcode on 21 Oct 2021, 18:42, edited 1 time in total.

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alesan99
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Post » 14 Sep 2013, 16:12

Qcode wrote: In game.lua:

Code: Select all

elseif t == "entityname" then
	table.insert(objects["entityname"], spring:new(x, y, r[3]))
Well I'm trying to make the bullet bill's speed changeable and bullet bill don't have that code they have

Code: Select all

		elseif i == "bulletbill" then
			table.insert(rocketlaunchers, rocketlauncher:new(x, y))
. Can you tell how to change the speed of a bullet bill because they spawn the launcher so I'd be changing the speed of the launcher.
Last edited by alesan99 on 14 Sep 2013, 16:14, edited 1 time in total.

Maurice
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Post » 14 Sep 2013, 16:14

You gotta add the r[3], it will then get the rightclick value as the third parameter for the constructor.

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alesan99
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Post » 14 Sep 2013, 16:42

Now whatever speed I choose it goes super slow.
I put this in game.lua

Code: Select all

	--BULLET BILL
	if not levelfinished and bulletbillstarted then
		bulletbilltimer = bulletbilltimer + dt
		while bulletbilltimer > bulletbilldelay do
			bulletbilltimer = bulletbilltimer - bulletbilldelay
			bulletbilldelay = math.random(5, 40)/10
			table.insert(objects["bulletbill"], bulletbill:new(splitxscroll[1]+width+2, math.random(4, 12), "left", r[3]))
		end
	end
Yes, I did try r[4]
in bulletbill.lua I put

Code: Select all

bulletbill = class:new()
function bulletbill:init(x, y, dir, speed)
	self.startx = x-200/16
	--PHYSICS STUFF
	self.x = self.startx
	self.y = y-200/16
	self.speedy = 0
	if dir == "left" then
		self.speedx = -speed
		self.customscissor = {self.x-200/16, self.y-2/16, 1, 1}
	else
		self.speedx = speed
		self.customscissor = {self.x+200/16, self.y-2/16, 1, 1}
	end
in entity.lua i put

Code: Select all

rightclickvalues["bulletbill"] = {"speed", 5, 6, 7, 8}

Maurice
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Post » 14 Sep 2013, 16:47

That game.lua code spawns the bulletbills coming from the right edge of the screen in levels that do this.
You gotta give r[3] to rocketlauncher when it is being created, save that speed in rocketlauncher and pass it to the bulletbill when rocketlauncher creates it.

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Qcode
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Post » 14 Sep 2013, 16:56

...
Last edited by Qcode on 21 Oct 2021, 18:42, edited 1 time in total.

Maurice
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Post » 14 Sep 2013, 17:02

yes.

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alesan99
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Post » 14 Sep 2013, 17:47

Could someone just paste the code I need to change? If not then please tell me what to put in the WHAT DO I PUT HERE spots.
In game.lua under --BULLET BILL

Code: Select all

         table.insert(objects["bulletbill"], bulletbill:new(splitxscroll[1]+width+2, math.random(4, 12), "left", WHAT DO I PUT HERE))
In game.lua where it draws entities.

Code: Select all

		elseif i == "kingbill" then
			table.insert(rocketlaunchers, rocketlauncher:new(x, y, WHAT DO I PUT HERE))
In bulletbill.lua

Code: Select all

function rocketlauncher:init(x, y, WHAT DO I PUT HERE)

Code: Select all

		table.insert(objects["bulletbill"], bulletbill:new(self.x, self.y, "right", WHAT DO I PUT HERE))

Code: Select all

function kingbill:init(x, y, dir, WHAT DO I PUT HERE)

Code: Select all

	if dir == "left" then
		self.speedx = -WHAT DO I PUT HERE
And I think I got this one right

Code: Select all

rightclickvalues["bulletbill"] = {"speed", 5, 6, 7, 8}
Sorry for all the trouble.

Maurice
Stabyourself.net
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Post » 14 Sep 2013, 18:11

http://guegan.de/stuff/mari0_1_6_bulletbillspeed.love

Things I changed:

game.lua:5758
bulletbill.lua:3,6,37,40,52, 59, 62
entity.lua:210

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alesan99
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Post » 14 Sep 2013, 18:14

Maurice wrote:game.lua:5758
bulletbill.lua:3,6,37,40,52, 59, 62
entity.lua:210
Thank you so much Maurice.

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Mari0Maker
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Post » 14 Sep 2013, 19:42

alesan99 wrote:
Villager103 wrote:Sideways Piranha Plants.
6.I don't recall that being in any game...
They were in SMB3. I believe in World 7.

EDIT: I literally just booted up FCEUX with Game Genie just to show you. :P
Image
And I don't own Windows 7, it's just a theme.

I also suggest you clean up the main post to look neater.
And to add this mod to your signature.

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TheJonyMyster
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Post » 14 Sep 2013, 20:21

How about SMW moving platforms that can go a bunch of different ways and with the on off switches?

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alesan99
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Post » 14 Sep 2013, 20:47

TheJonyMyster wrote:How about SMW moving platforms that can go a bunch of different ways and with the on off switches?
Later, I'm taking a break right now.

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Mari0Maker
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Post » 14 Sep 2013, 20:54

Another suggestion.
A type of paragoomba that loses its wings when you stomp on it once, then dies on the second stomp.

Also, icicle sound.

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alesan99
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Post » 15 Sep 2013, 18:00

Image
NOW WITH SPLUNKINS
What? What are they?
Come on everybody knows them. well now that I think about it the only appeared in NSMB.
More Info

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alesan99
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Post » 21 Sep 2013, 16:24

UPDATE
An update!
I know it's been a while but here it is!
With Giant goombas, 3-up moons, fire bros, and alot more!
Image

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Mari0Maker
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Post » 21 Sep 2013, 16:29

Do you make those giant sprites yourself?
And this update looks awesome! Keep up the good work!

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alesan99
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Post » 21 Sep 2013, 16:56

Mari0Maker wrote:Do you make those giant sprites yourself?
And this update looks awesome! Keep up the good work!
Yes and thanks.
P.S. if you are wondering how are goombrats are different from goombas, they're different only because they don't fall off edges.

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HansAgain
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Post » 21 Sep 2013, 17:26

I did some big koopa sprites a while ago:
Image
I did these with SMB3 sprites as base.

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BobTheLawyer
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Post » 21 Sep 2013, 22:10

Image

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alesan99
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Post » 21 Sep 2013, 22:16

BobTheLawyer wrote:
Image
I've noticed that but I didn't know it disappeared... It'll be hard to fix since all enemies are supposed to be portable.
NEVERMIND I just had to remove the portaled function....still fixing :/

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BobTheLawyer
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Post » 21 Sep 2013, 22:41

It's a real easy fix.
Add:
self.portalable = false
in function kingbill:init()


Also, the portable part of your entities is the top, so if the top of a big bullet bill goes in, and not the bottom, it still goes through the portal.

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alesan99
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Post » 21 Sep 2013, 23:07

It'll be semi-fixed in the next update.
I said semi because It doesn't disappear with what you did (It teleports) buut when the second portal faces up or down it does disappear.

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BobTheLawyer
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Post » 22 Sep 2013, 00:39

Why would you make something that big portable?
Just use the code I gave you.

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alesan99
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Post » 22 Sep 2013, 00:48

BobTheLawyer wrote:Why would you make something that big portable?
Well It didn't give me the choice.

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