Streaming game development: https://www.twitch.tv/stabyourself Image

[UPDATE] Alesan99's Entities (Koopalings, SMB3 Bowser, & more!)

Mods, guides how to use and install mods go right in here.
alesan99
User avatar
Posts: 1652
Joined: 30 May 2013, 21:42
Reputation: 279
Contact:

Post » 25 Mar 2016, 03:29

WawaTittere wrote:if in the game is implemented the "1 only" and "2 only" portals, why not the "only" blue, orange and purple gels??

I don't see many uses for this. maybe
WawaTittere wrote:and the other idea is a "gravitational changer" this activated with power (you know, with the link tool) and change the gravity, without have purple gel, this are my two ideas :v
(wath you think of this?)

Seems cool, I'll consider it for the future.

HugoBDesigner
User avatar
Posts: 2116
Joined: 19 Sep 2012, 02:23
Reputation: 668
Contact:

Post » 25 Mar 2016, 04:32

Here's an idea that I tried implementing on my mod, but I couldn't figure out: having the repulsion gel make you bounce if you come at it from propulsion gel. You know, like it does in Portal 2.

alesan99
User avatar
Posts: 1652
Joined: 30 May 2013, 21:42
Reputation: 279
Contact:

Post » 25 Mar 2016, 04:36

HugoBDesigner wrote:Here's an idea that I tried implementing on my mod, but I couldn't figure out: having the repulsion gel make you bounce if you come at it from propulsion gel. You know, like it does in Portal 2.

I think this could be done simply by checking if mario's speed is high when stepping on blue gel. Don't know if it'll work right though

HugoBDesigner
User avatar
Posts: 2116
Joined: 19 Sep 2012, 02:23
Reputation: 668
Contact:

Post » 25 Mar 2016, 04:42

alesan99 wrote:
HugoBDesigner wrote:Here's an idea that I tried implementing on my mod, but I couldn't figure out: having the repulsion gel make you bounce if you come at it from propulsion gel. You know, like it does in Portal 2.

I think this could be done simply by checking if mario's speed is high when stepping on blue gel. Don't know if it'll work right though

Yeah, I tried doing that, but for some reason it didn't work properly. Although I think I only checked if he was on orange gel at a certain speed, not just at a certain speed regardless of gel. When I tested it out, it'd make Mario "float" if he went from left to right, and mostly stop (or bounce very lightly) when going from right to left.

Eden GT
User avatar
Posts: 242
Joined: 13 Jun 2015, 08:52
Reputation: 73
Contact:

Post » 25 Mar 2016, 08:49

I haven't seen this post for quite a while...
Nice improvements, Alesan99.
I will (hopefully) think of more ideas I can suggest for your mod. Please give me some time....

alesan99
User avatar
Posts: 1652
Joined: 30 May 2013, 21:42
Reputation: 279
Contact:

Post » 26 Mar 2016, 02:26

NEW UPDATE!
Image
New update yay.
As usual, this update has a lot of stuff so make sure to check the change list.
I focused a little bit more on entities for this update.
Also, make sure to download love 0.10.0 if you download the source version, I updated the mod to use it.
Controller Support was fixed and re-added as well.

Notable Features
    Entites: Thwimps, Roto-discs, bony beetles, funnels, cleansing gel.
    Custom tab in editor
    Custom Characters
    Alesan99's Entities Mappack Updated
Download
WINDOWS DOWNLOAD
OSX DOWNLOAD
LINUX DOWNLOAD
SOURCE DOWNLOAD (LOVE 0.10.0)

Changelist

Code: Select all

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

Code: Select all

Updated for 0.10.0
Redesigned tools tab in editor
added power line draw to tools editor tab
fixed mario's hat when sliding and added hat when dead
fixed underwater noteblocks
fixed raccoon mario sprite being off sometimes
fixed button blocks' draw layer
fixed fire mario laser death
made custom colors more nes
sleeping fish now have bubbles
centered boomboom's level ball
added ability too add custom glados sounds
added custom tab to editor
merged text tab with custom tab
custom castle text is now more centered
fixed peach sometimes showing up as toad
fixed portals staying when removing tiles with tiletool
organized entities tab more by adding portal section
made ice more slippery
fixed minimushroom problems
added selection tool to tools editor tab
improved angry sun's behavior (follows camera, does circles before attacking)
added chasing hammerbros in worlds >= 7
added rocket turrets link ability
fixed region triggers outputting every frame
added cleansing gel
added roto-discs
fixed portal in tile related bugs
added funnels
added custom characters (change by pressing [] keys in hat options)
added down pipe exits
re-added controller/joystick support
added fire bar speed rightclick
fixed down plant collision
added thwimps
fixed collisions an sprite placements of many entities
fixed some yoshi bugs (jumping, walking on munchers, etc)
added bone beetles
mario jumps automatically when running from orange to blue gel
UPDATED ALESAN99'S ENTITIES MAPPACK


Make sure to report bugs and crashes.

EDIT: More Downloads
Last edited by alesan99 on 26 Mar 2016, 18:54, edited 2 times in total.

jermboy27
Posts: 60
Joined: 28 Oct 2012, 02:16
Reputation: 6

Post » 26 Mar 2016, 13:00

I just found out that when my joystick is plugged in it causes an error when trying to press enter to change the controls.

alesan99
User avatar
Posts: 1652
Joined: 30 May 2013, 21:42
Reputation: 279
Contact:

Post » 26 Mar 2016, 15:19

jermboy27 wrote:I just found out that when my joystick is plugged in it causes an error when trying to press enter to change the controls.

What's the error

jermboy27
Posts: 60
Joined: 28 Oct 2012, 02:16
Reputation: 6

Post » 26 Mar 2016, 15:37

alesan99 wrote:
jermboy27 wrote:I just found out that when my joystick is plugged in it causes an error when trying to press enter to change the controls.

What's the error

Image

alesan99
User avatar
Posts: 1652
Joined: 30 May 2013, 21:42
Reputation: 279
Contact:

Post » 26 Mar 2016, 17:07

jermboy27 wrote:

Ah dang, looks like my joystick fix didn't work...
Redownload it and see if it works, I tried to do some fixes.
https://www.dropbox.com/s/0i3ptbk33v5fxkn/alesan99s_entities_0-10-0_7.love?dl=0

EDIT
New youtube video:

EDIT #2:
More Downloads
WINDOWS DOWNLOAD
OSX DOWNLOAD
LINUX DOWNLOAD
SOURCE DOWNLOAD (LOVE 0.10.0)

jermboy27
Posts: 60
Joined: 28 Oct 2012, 02:16
Reputation: 6

Post » 26 Mar 2016, 19:37

alesan99 wrote:
jermboy27 wrote:

Ah dang, looks like my joystick fix didn't work...
Redownload it and see if it works, I tried to do some fixes.
https://www.dropbox.com/s/0i3ptbk33v5fxkn/alesan99s_entities_0-10-0_7.love?dl=0

It still doesn't work on the buttons.

alesan99
User avatar
Posts: 1652
Joined: 30 May 2013, 21:42
Reputation: 279
Contact:

Post » 26 Mar 2016, 20:12

jermboy27 wrote:It still doesn't work on the buttons.

But it doesn't crash and the rest works right?
I'll have to work on it later, for now joytokey will work

Squidish
User avatar
Posts: 806
Joined: 05 Apr 2014, 04:04
Reputation: 211
Contact:

Post » 26 Mar 2016, 22:05

The update looks great so far. Is there a template for custom characters?

alesan99
User avatar
Posts: 1652
Joined: 30 May 2013, 21:42
Reputation: 279
Contact:

Post » 26 Mar 2016, 22:25

Squidish wrote:The update looks great so far. Is there a template for custom characters?

https://www.dropbox.com/s/bfe08lgq2sn7ed9/character_template.zip?dl=0
Simply place in the "characters" folder in the alesan's entities directory

WawaTittere
User avatar
Posts: 63
Joined: 02 Mar 2016, 17:41
Reputation: 2

Post » 27 Mar 2016, 02:01

alesan99 wrote:
jermboy27 wrote:It still doesn't work on the buttons.

But it doesn't crash and the rest works right?
I'll have to work on it later, for now joytokey will work


how??? Image

alesan99
User avatar
Posts: 1652
Joined: 30 May 2013, 21:42
Reputation: 279
Contact:

Post » 27 Mar 2016, 02:19

WawaTittere wrote:how??? Image

Redownload the mod, that's an older version.

If that doesn't work just use http://joytokey.net/en/

FuriousHedgehog
User avatar
Posts: 783
Joined: 31 May 2014, 02:14
Reputation: 297
Contact:

Post » 27 Mar 2016, 02:54

Here's a question, I forgot to put this: "[] keys" and I modded the mod for to do this more easy, now I can't put the custom characters, explain me this.

alesan99
User avatar
Posts: 1652
Joined: 30 May 2013, 21:42
Reputation: 279
Contact:

Post » 27 Mar 2016, 03:22

FuriousHedgehog wrote:Here's a question, I forgot to put this: "[] keys" and I modded the mod for to do this more easy, now I can't put the custom characters, explain me this.

I don't know how you modded it so I can't really help unless you show me your code.
Or do you want to know how to add characters?

And I plan on making custom characters more user-friendly and customize-able in a later update (custom colors, characters for co-op, hats, abilities, etc.). I don't think they work well currently so that's why I kind of hid them.

FuriousHedgehog
User avatar
Posts: 783
Joined: 31 May 2014, 02:14
Reputation: 297
Contact:

Post » 27 Mar 2016, 03:23

alesan99 wrote:Or do you want to know how to add characters?

This, how?

alesan99
User avatar
Posts: 1652
Joined: 30 May 2013, 21:42
Reputation: 279
Contact:

Post » 27 Mar 2016, 03:34

FuriousHedgehog wrote:This, how?


There's a characters folder in the mod folder.
alesan99 wrote:https://www.dropbox.com/s/bfe08lgq2sn7ed9/character_template.zip?dl=0
Simply place in the "characters" folder in the alesan's entities directory

FuriousHedgehog
User avatar
Posts: 783
Joined: 31 May 2014, 02:14
Reputation: 297
Contact:

Post » 27 Mar 2016, 03:42

Don't work.

alesan99
User avatar
Posts: 1652
Joined: 30 May 2013, 21:42
Reputation: 279
Contact:

Post » 27 Mar 2016, 03:55

FuriousHedgehog wrote:Don't work.

Oh I messed up the template.
Redownload it or just remove "mario" from the titles

Eden GT
User avatar
Posts: 242
Joined: 13 Jun 2015, 08:52
Reputation: 73
Contact:

Post » 27 Mar 2016, 12:07

Have you ever noticed when Mario grabs the flagpole it looks like he's grabbing the inside of the pole instead of the outside of the pole?
If you don't get what I'm saying then compare it with SMB.

WawaTittere
User avatar
Posts: 63
Joined: 02 Mar 2016, 17:41
Reputation: 2

Post » 28 Mar 2016, 13:49

em... i have a question, what does the "physycs" of the tools tab???

alesan99
User avatar
Posts: 1652
Joined: 30 May 2013, 21:42
Reputation: 279
Contact:

Post » 28 Mar 2016, 22:41

WawaTittere wrote:em... i have a question, what does the "physycs" of the tools tab???

It changes the physics.
Don't worry about it unless you are trying to remake a rom hack or game.

Mario falls slower in the original game so that's what changing it to SMB does
Mario also jumps differently in SMB2J and koopas jump higher.

Mari0_Player
User avatar
Posts: 415
Joined: 23 Sep 2013, 00:48
Reputation: 48

Post » 29 Mar 2016, 00:41

Thwimps are unable to press buttons, which is too bad, because I bet it would be pretty cool for a puzzle.
Also, they can jump in midair. And there should probably be some settings for it defining which way it jumps first, and how high/far.

WawaTittere
User avatar
Posts: 63
Joined: 02 Mar 2016, 17:41
Reputation: 2

Post » 30 Mar 2016, 16:20

alesan99 wrote:
WawaTittere wrote:em... i have a question, what does the "physycs" of the tools tab???

It changes the physics.
Don't worry about it unless you are trying to remake a rom hack or game.

Mario falls slower in the original game so that's what changing it to SMB does
Mario also jumps differently in SMB2J and koopas jump higher.


is there any to jump more down? or not to jump? for maps portals would be pretty cool

alesan99
User avatar
Posts: 1652
Joined: 30 May 2013, 21:42
Reputation: 279
Contact:

Post » 30 Mar 2016, 16:46

WawaTittere wrote:is there any to jump more down? or not to jump? for maps portals would be pretty cool

No.
But you can use "DRA IN" entity to make mario jump lower.

WawaTittere
User avatar
Posts: 63
Joined: 02 Mar 2016, 17:41
Reputation: 2

Post » 31 Mar 2016, 00:34

a ok

Chris0neilson
Posts: 30
Joined: 04 Mar 2012, 15:02
Reputation: 0

Post » 31 Mar 2016, 17:46

There crash/error lua:

Code: Select all

Error

enemies/kingbill.lua:169: attempt to index a nil value


Traceback

   main.lua:2444: in function '__index'
   enemies/kingbill.lua:169: in function 'globalcollide'
   enemies/kingbill.lua:143: in function 'ceilcollide'
   physics.lua:416: in function 'vercollision'
   physics.lua:263: in function 'checkcollision'
   physics.lua:233: in function 'handlegroup'
   physics.lua:115: in function 'physicsupdate'
   game.lua:1091: in function 'game_update'
   main.lua:1206: in function 'update'
   [C]: in function 'xpcall'

When play mario with cheat: Knockback mode on, I shoot out up air after Big King Bill kill mario.

Querock
User avatar
Posts: 1
Joined: 31 Mar 2016, 15:19
Reputation: 0
Contact:

Post » 31 Mar 2016, 19:17

Entity Ideas: 1 Birdo 2 Tiny Goombas 3 Kuribo's Shoe.I can imagine making these would be hard, but they are just ideas

Chris0neilson
Posts: 30
Joined: 04 Mar 2012, 15:02
Reputation: 0

Post » 31 Mar 2016, 20:20

Here is Add on:
• Replace all X tiles with Y tile by holding E + left click
• Switch between tiles & entites: Q key
Editor.lua for Alesan99's Entities.
Download: https://www.dropbox.com/s/sf0pw9s6c2ka6 ... r.lua?dl=0

TurretBot
User avatar
Posts: 4637
Joined: 15 Mar 2012, 23:18
Reputation: 716
Contact:

Post » 01 Apr 2016, 22:50

having lots of fun with the online mode you added last year

Chris0neilson
Posts: 30
Joined: 04 Mar 2012, 15:02
Reputation: 0

Post » 04 Apr 2016, 19:54

I fix the emancipationgrill.lua

Code: Select all

emancipationgrill = class:new()

function emancipationgrill:init(x, y, dir)
   self.x = x
   self.y = y
   self.dir = dir
   
   self.destroy = false
   if getTile(self.x, self.y) == true then
      self.destroy = true
   end
   
   for i, v in pairs(emancipationgrills) do
      local a, b = v:getTileInvolved(self.x, self.y)
      if a and b == self.dir then
         self.destroy = true
      end
   end
   
   self.particles = {}
   self.particles.i = {}
   self.particles.dir = {}
   self.particles.speed = {}
   self.particles.mod = {}
   
   self.involvedtiles = {}
   
   --find start and end
   if dir == "hor" then
      local curx = self.x
      while curx >= 1 and getTile(curx, self.y) == false do
         self.involvedtiles[curx] = self.y
         curx = curx - 1
      end
      self.startx = curx + 1
      
      local curx = self.x
      while curx <= mapwidth and getTile(curx, self.y) == false do
         self.involvedtiles[curx] = self.y
         curx = curx + 1
      end
      self.endx = curx - 1
      
      self.range = math.floor(((self.endx - self.startx + 1 + emanceimgwidth/16)*16)*scale)
   else
      local cury = self.y
      while cury >= 1 and getTile(self.x, cury) == false do
         self.involvedtiles[cury] = self.x
         cury = cury - 1
      end
      self.starty = cury + 1
      
      local cury = self.y
      while cury <= mapheight and getTile(self.x, cury) == false do
         self.involvedtiles[cury] = self.x
         cury = cury + 1
      end
      self.endy = cury - 1
      
      self.range = math.floor(((self.endy - self.starty + 1 + emanceimgwidth/16)*16)*scale)
   end
   
   for i = 1, self.range/16/scale do
      table.insert(self.particles.i, math.random())
      table.insert(self.particles.speed, (1-emanceparticlespeedmod)+math.random()*emanceparticlespeedmod*2)
      if math.random(2) == 1 then
         table.insert(self.particles.dir, 1)
      else
         table.insert(self.particles.dir, -1)
      end
      table.insert(self.particles.mod, math.random(4)-2)
   end
end

function emancipationgrill:update(dt)
   if self.destroy then
      return true
   end

   for i, v in pairs(self.particles.i) do
      self.particles.i[i] = self.particles.i[i] + emanceparticlespeed/(self.range/16/scale)*dt*self.particles.speed[i]
      while self.particles.i[i] > 1 do
         self.particles.i[i] = self.particles.i[i]-1
         self.particles.speed[i] = (1-emanceparticlespeedmod)+math.random()*emanceparticlespeedmod*2
         if math.random(2) == 1 then
            self.particles.dir[i] = 1
         else
            self.particles.dir[i] = -1
         end
         self.particles.mod[i] = math.random(4)-2
      end
   end
end

function emancipationgrill:draw()
   if self.destroy == false then
      if self.dir == "hor" then
         parstartleft = math.floor((self.startx-1-xscroll)*16*scale)
         parstartright = math.floor((self.endx-1-xscroll)*16*scale)
         love.graphics.setScissor(parstartleft, ((self.y-1-yscroll)*16-2)*scale, self.range - emanceimgwidth*scale, scale*4)
         
         love.graphics.setColor(unpack(emancelinecolor))
         love.graphics.rectangle("fill", math.floor((self.startx-1-xscroll)*16*scale), ((self.y-1-yscroll)*16-2)*scale, self.range, scale*4)
         love.graphics.setColor(255, 255, 255)
         
         for i, v in pairs(self.particles.i) do
            local y = ((self.y-yscroll-1)*16-self.particles.mod[i])*scale
            if self.particles.dir[i] == 1 then
               local x = parstartleft+self.range*v
               love.graphics.draw(emanceparticleimg, math.floor(x), math.floor(y), math.pi/2, scale, scale)
            else
               local x = parstartright-self.range*v
               love.graphics.draw(emanceparticleimg, math.floor(x), math.floor(y), -math.pi/2, scale, scale, 1)
            end
         end
         
         love.graphics.setScissor()
         
         --Sidethings
         love.graphics.draw(emancesideimg, parstartleft, ((self.y-1-yscroll)*16-4)*scale, 0, scale, scale)
         love.graphics.draw(emancesideimg, parstartright+16*scale, ((self.y-1-yscroll)*16+4)*scale, math.pi, scale, scale)
      else
         parstartup = math.floor((self.starty-1-yscroll)*16*scale)
         parstartdown = math.floor((self.endy-1-yscroll)*16*scale)
         love.graphics.setScissor(math.floor(((self.x-1-xscroll)*16+6)*scale), parstartup-8*scale, scale*4, self.range - emanceimgwidth*scale)
         
         love.graphics.setColor(unpack(emancelinecolor))
         love.graphics.rectangle("fill", math.floor(((self.x-1-xscroll)*16+6)*scale), parstartup-8*scale, scale*4, self.range - emanceimgwidth*scale)
         love.graphics.setColor(255, 255, 255)
         
         for i, v in pairs(self.particles.i) do
            local x = ((self.x-1-xscroll)*16-self.particles.mod[i]+9)*scale
            if self.particles.dir[i] == 1 then
               local y = parstartup+self.range*v
               love.graphics.draw(emanceparticleimg, math.floor(x), math.floor(y), math.pi, scale, scale)
            else
               local y = parstartdown-self.range*v
               love.graphics.draw(emanceparticleimg, math.floor(x), math.floor(y), 0, scale, scale, 1)
            end
         end
         
         love.graphics.setScissor()
         
         --Sidethings
         love.graphics.draw(emancesideimg, math.floor(((self.x-xscroll)*16-4)*scale), parstartup-8*scale, math.pi/2, scale, scale)
         love.graphics.draw(emancesideimg, math.floor(((self.x-xscroll)*16-12)*scale), parstartdown+8*scale, -math.pi/2, scale, scale)
      end
   end
end

function emancipationgrill:getTileInvolved(x, y)
   if self.dir == "hor" then
      if self.involvedtiles[x] == y then
         return true, "hor"
      else
         return false, "hor"
      end
   else
      if self.involvedtiles[y] == x then
         return true, "ver"
      else
         return false, "ver"
      end
   end
end

I make height map and put emancipationgrill and test, I fix it at emancipationgrill.lua scroll down line 54: change: "while cury <= 15 and getTile(self.x, cury) == false do" to: "while cury <= mapheight and getTile(self.x, cury) == false do"

WawaTittere
User avatar
Posts: 63
Joined: 02 Mar 2016, 17:41
Reputation: 2

Post » 11 Apr 2016, 15:13

... .... ......... em....

alesan99
User avatar
Posts: 1652
Joined: 30 May 2013, 21:42
Reputation: 279
Contact:

Post » 11 Apr 2016, 23:02

WawaTittere wrote:... .... ......... em....

What?

WawaTittere
User avatar
Posts: 63
Joined: 02 Mar 2016, 17:41
Reputation: 2

Post » 11 Apr 2016, 23:29

how i can have more than 10 musics?? or just i can't?

alesan99
User avatar
Posts: 1652
Joined: 30 May 2013, 21:42
Reputation: 279
Contact:

Post » 12 Apr 2016, 01:28

WawaTittere wrote:how i can have more than 10 musics?? or just i can't?

I forgot to add that. Next update I guess.

WawaTittere
User avatar
Posts: 63
Joined: 02 Mar 2016, 17:41
Reputation: 2

Post » 12 Apr 2016, 16:30

alesan99 wrote:
WawaTittere wrote:how i can have more than 10 musics?? or just i can't?

I forgot to add that. Next update I guess.


:D thank you

Eden GT
User avatar
Posts: 242
Joined: 13 Jun 2015, 08:52
Reputation: 73
Contact:

Post » 19 Apr 2016, 05:34

Can you please put an option where it makes sounds when Mario skids? Like in SMB2J.
And an option that temporary stops the music playing in the level editor, because all that noise makes me go crazy, and I can't be bothered muting the sound.

alesan99
User avatar
Posts: 1652
Joined: 30 May 2013, 21:42
Reputation: 279
Contact:

Post » 19 Apr 2016, 12:21

Eden GT wrote:Can you please put an option where it makes sounds when Mario skids? Like in SMB2J.
And an option that temporary stops the music playing in the level editor, because all that noise makes me go crazy, and I can't be bothered muting the sound.

Alright.
I'll put the skid in the physics options and add a checkbox for the music

Waterflux
Posts: 11
Joined: 21 Apr 2016, 20:20
Reputation: 1

Post » 21 Apr 2016, 21:13

How do I add custom stuff? I don't get how I use the folder to add stuff.

alesan99
User avatar
Posts: 1652
Joined: 30 May 2013, 21:42
Reputation: 279
Contact:

Post » 21 Apr 2016, 23:14

Waterflux wrote:How do I add custom stuff? I don't get how I use the folder to add stuff.

You can add custom stuff in two ways

1. First click the "Export Template", then click the "open folder" button, and edit the picture/file that appeared in the folder.

OR

2. Drag a file into the Mari0 window.

Waterflux
Posts: 11
Joined: 21 Apr 2016, 20:20
Reputation: 1

Post » 22 Apr 2016, 03:08

thanks

Superjustinbros
User avatar
Posts: 2101
Joined: 29 Mar 2012, 20:39
Reputation: 132
Contact:

Post » 30 Apr 2016, 16:09

Well then, it's been a while since I've checked this out. And my, has it improved. Like, a lot.
It has a much better interference than I remember in the last version of SE I used (the ones with unnecessary (for the most part) level thumbnails) when switching through maps in the current mappack.


The only thing that kinda urks me is that you can't use the mouse in the Select Mappack screen.

alesan99
User avatar
Posts: 1652
Joined: 30 May 2013, 21:42
Reputation: 279
Contact:

Post » 30 Apr 2016, 16:37

Thanks!
Superjustinbros wrote:The only thing that kinda urks me is that you can't use the mouse in the Select Mappack screen.

I'll fix this in the next update.

Eden GT
User avatar
Posts: 242
Joined: 13 Jun 2015, 08:52
Reputation: 73
Contact:

Post » 02 May 2016, 07:06

Could suggest to place the enemies and entitles in alphabetical order?

alesan99
User avatar
Posts: 1652
Joined: 30 May 2013, 21:42
Reputation: 279
Contact:

Post » 02 May 2016, 12:53

Eden GT wrote:Could suggest to place the enemies and entitles in alphabetical order?

I prefer bunching up entities in groups (powerups in one place etc.) but I know your problem so I'll probably add an option for that.

WanderingTedium
Posts: 26
Joined: 05 Mar 2012, 13:54
Reputation: 0

Post » 10 May 2016, 13:27

Okay, got a really weird and crippling bug here.

I set my controller's D-pad to the arrow keys via JoyToKey yet the mod refuses to recognize such. Thing is, the arrow keys function just fine when I press them directly; the game just doesn't register such if I'm doing it through my controller.

I doubt the problem lies in the controller, as this same exact setup works perfectly with vanilla Mari0. Quite frustrating.

alesan99
User avatar
Posts: 1652
Joined: 30 May 2013, 21:42
Reputation: 279
Contact:

Post » 10 May 2016, 22:49

WanderingTedium wrote:Okay, got a really weird and crippling bug here.

I set my controller's D-pad to the arrow keys via JoyToKey yet the mod refuses to recognize such. Thing is, the arrow keys function just fine when I press them directly; the game just doesn't register such if I'm doing it through my controller.

I doubt the problem lies in the controller, as this same exact setup works perfectly with vanilla Mari0. Quite frustrating.

Don't know if i can help much because JoytoKey should treat the arrow keys exactly the same as if they were being pressed.
You could try making sure you set the controls for player 1 to use the arrow keys. Settings don't carry over from unmodded mari0 so you might have just forgotten to change them.

If that doesn't work I'll try to fix the controller support in the update.


Return to “Modding”

Who is online

Users browsing this forum: No registered users and 4 guests