[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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SankeySMM2
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Post » 25 Jun 2022, 08:20

alesan99 wrote:
13 Dec 2020, 22:42
UPDATE 13B (BUG FIXES)
Image

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
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
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
Did someone say...LANGUAGES?!
Last edited by SankeySMM2 on 08 Aug 2022, 09:10, edited 2 times in total.

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FunnyGame
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Post » 25 Jun 2022, 22:03

Great! Take your time :D

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SankeySMM2
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Post » 25 Jul 2022, 12:12

Concept: New animation to make player hold or release a specific button

Code: Select all

{
    "actions": [ [ "holdbutton", "jump", "player 1" ], [ "sleep", "3" ], [ "releasebutton", "jump", "player 1" ] ],
    "conditions": [  ],
    "triggers": [ [ "animationtrigger", "myanim" ] ]
}
As shown on the code, if the "myanim" animation is triggered, it automatically makes the first player hold the jump button and release it after three seconds. This should be in the update that comes with the on-off tracks. Include other player controls in the new animation.

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Britdan
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Post » 27 Jul 2022, 22:02

SankeySMM2 wrote:
25 Jul 2022, 12:12
Concept: New animation to make player hold or release a specific button

Code: Select all

{
    "actions": [ [ "holdbutton", "jump", "player 1" ], [ "sleep", "3" ], [ "releasebutton", "jump", "player 1" ] ],
    "conditions": [  ],
    "triggers": [ [ "animationtrigger", "myanim" ] ]
}
As shown on the code, if the "myanim" animation is triggered, it automatically makes the first player hold the jump button and release it after three seconds. This should be in the update that comes with the on-off tracks. Include other player controls in the new animation.
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.

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SankeySMM2
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Post » 30 Jul 2022, 09:06

Aidan wrote:
27 Jul 2022, 22:02
SankeySMM2 wrote:
25 Jul 2022, 12:12
Concept: New animation to make player hold or release a specific button

Code: Select all

{
    "actions": [ [ "holdbutton", "jump", "player 1" ], [ "sleep", "3" ], [ "releasebutton", "jump", "player 1" ] ],
    "conditions": [  ],
    "triggers": [ [ "animationtrigger", "myanim" ] ]
}
As shown on the code, if the "myanim" animation is triggered, it automatically makes the first player hold the jump button and release it after three seconds. This should be in the update that comes with the on-off tracks. Include other player controls in the new animation.
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.
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.

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Britdan
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Post » 01 Aug 2022, 09:03

SankeySMM2 wrote:
30 Jul 2022, 09:06
Aidan wrote:
27 Jul 2022, 22:02
SankeySMM2 wrote:
25 Jul 2022, 12:12
Concept: New animation to make player hold or release a specific button

Code: Select all

{
    "actions": [ [ "holdbutton", "jump", "player 1" ], [ "sleep", "3" ], [ "releasebutton", "jump", "player 1" ] ],
    "conditions": [  ],
    "triggers": [ [ "animationtrigger", "myanim" ] ]
}
As shown on the code, if the "myanim" animation is triggered, it automatically makes the first player hold the jump button and release it after three seconds. This should be in the update that comes with the on-off tracks. Include other player controls in the new animation.
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.
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.
Just use animate to walk with speed at run. No need for a new feature. Alesan has a lot on his plate right now.

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SankeySMM2
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Post » 01 Aug 2022, 16:09

Aidan wrote:
01 Aug 2022, 09:03
SankeySMM2 wrote:
30 Jul 2022, 09:06
Aidan wrote:
27 Jul 2022, 22:02

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.
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.
Just use animate to walk with speed at run. No need for a new feature. Alesan has a lot on his plate right now.
What about making the player automatically carry a cube?

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Britdan
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Post » 01 Aug 2022, 18:44

SankeySMM2 wrote:
01 Aug 2022, 16:09
Aidan wrote:
01 Aug 2022, 09:03
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.
Just use animate to walk with speed at run. No need for a new feature. Alesan has a lot on his plate right now.
What about making the player automatically carry a cube?
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.

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SankeySMM2
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Post » 03 Aug 2022, 10:56

Aidan wrote:
01 Aug 2022, 18:44
SankeySMM2 wrote:
01 Aug 2022, 16:09
Aidan wrote:
01 Aug 2022, 09:03

Just use animate to walk with speed at run. No need for a new feature. Alesan has a lot on his plate right now.
What about making the player automatically carry a cube?
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.
No, I'm just asking

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SankeySMM2
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Post » 13 Aug 2022, 09:27

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.

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Ormalawayo
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Post » 16 Aug 2022, 01:27

FunnyGame wrote:
23 Mar 2022, 15:27
Ormalawayo wrote:
22 Mar 2022, 03:11
FunnyGame wrote:
21 Mar 2022, 19:34
No no its based off of the one up, just put it in the enemy folder
So I put a png named “shoeframe” in the enemies and it will work?
This is NOT a custom character. This is a redraw of the oneup. What the heck do you not understand?
What do you mean a redraw of a oneup? I'm making a custom charecter

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Ormalawayo
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Joined: 02 Oct 2020, 15:53

Post » 13 Sep 2022, 13:18

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

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GameMasterPDX
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Post » 17 Sep 2022, 20:33

Ormalawayo wrote:
13 Sep 2022, 13:18
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
Or you could get a new android device

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GameMasterPDX
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Post » 17 Sep 2022, 20:34

Chromebooks also work

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SankeySMM2
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Post » 18 Oct 2022, 11:08

I know I shouldn't be here but has anyone made Tic-Tac-Toe in this game?

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Britdan
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Post » 18 Oct 2022, 20:44

SankeySMM2 wrote:
18 Oct 2022, 11:08
I know I shouldn't be here but has anyone made Tic-Tac-Toe in this game?
I did kinda, it doesn't work at all tho. And don't even get me started on making an AI for it.

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SankeySMM2
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Post » 19 Oct 2022, 08:05

Aidan wrote:
18 Oct 2022, 20:44
SankeySMM2 wrote:
18 Oct 2022, 11:08
I know I shouldn't be here but has anyone made Tic-Tac-Toe in this game?
I did kinda, it doesn't work at all tho. And don't even get me started on making an AI for it.
Ok

GGrzenayPL
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Post » 26 Oct 2022, 16:11

So i want to make a portal 2 remixed mappack and I need someone to code cutscenes and Wheatley.

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Technochips
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Post » 27 Oct 2022, 03:17

You could become BIG by attempting to code 'em yourself!

GGrzenayPL
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Post » 27 Oct 2022, 14:07

Technochips wrote:
27 Oct 2022, 03:17
You could become BIG by attempting to code 'em yourself!
I'm not good at coding.

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Technochips
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Post » 27 Oct 2022, 15:39

That's why you gotta learn and try! How else did any "good coders" get good at coding? Think big!!

GGrzenayPL
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Post » 28 Oct 2022, 12:39

Technochips wrote:
27 Oct 2022, 15:39
That's why you gotta learn and try! How else did any "good coders" get good at coding? Think big!!
Also I'm using an edgeless cube (basically a sphere)
for making Wheatley.

GGrzenayPL
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Post » 30 Oct 2022, 15:51

i added Wheatley crab

GGrzenayPL
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Post » 31 Oct 2022, 10:33

wheatleycrab.zip
(1015 Bytes) Downloaded 235 times
Wheatley crab download! (Custom entity)

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JordanBotelho323
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Post » 27 Nov 2022, 23:46

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?

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alesan99
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Post » 01 Dec 2022, 20:10

JordanBotelho323 wrote:
27 Nov 2022, 23:46
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?
I am still busy yes, but I'll probably have time this month to release v13.1
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

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SankeySMM2
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Post » 10 Dec 2022, 12:16

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.

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CatLuigiGamer
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Post » 18 Dec 2022, 02:03

GGrzenayPL wrote:
31 Oct 2022, 10:33
wheatleycrab.zip Wheatley crab download! (Custom entity)
There's a forum for custom entities.

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CatLuigiGamer
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Post » 19 Dec 2022, 19:25

image.png
image.png (72.09 KiB) Viewed 104554 times
This happened when I was play PSNES demo project.

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vladimirdog2021
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Post » 21 Dec 2022, 15:52

CatLuigiGamer wrote:
19 Dec 2022, 19:25
image.png
This happened when I was play PSNES demo project.
Can you not play the PC version?

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CatLuigiGamer
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Post » 22 Dec 2022, 02:03

vladimirdog2021 wrote:
21 Dec 2022, 15:52
CatLuigiGamer wrote:
19 Dec 2022, 19:25
image.png
This happened when I was play PSNES demo project.
Can you not play the PC version?
I'm on Android Version/Chrome OS while doing this.

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SankeySMM2
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Post » 22 Dec 2022, 08:36

It worked perfectly fine for me until I did it in multiplayer.

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JordanBotelho323
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Post » 24 Dec 2022, 08:56

Axes and ? Orbs should glow in the dark...
Simple as that. They're goal objects.

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CatLuigiGamer
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Post » 07 Jan 2023, 22:05

SankeySMM2 wrote:
22 Dec 2022, 08:36
It worked perfectly fine for me until I did it in multiplayer.
Good for you bro.

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SankeySMM2
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Post » 08 Jan 2023, 12:17

CatLuigiGamer wrote:
07 Jan 2023, 22:05
SankeySMM2 wrote:
22 Dec 2022, 08:36
It worked perfectly fine for me until I did it in multiplayer.
Good for you bro.
🙄

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Meggu205
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Post » 08 Feb 2023, 01:44

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

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Meggu205
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Post » 08 Feb 2023, 23:59

Meggu205 wrote:
08 Feb 2023, 01:44
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
Here is the level and the custom tileset
Broken Level.zip
(4.51 KiB) Downloaded 183 times

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alesan99
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Post » 12 Feb 2023, 18:53

UPDATE 13.1
Image
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
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
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
Last edited by alesan99 on 26 Feb 2023, 17:00, edited 2 times in total.

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Marlee_Goat
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Post » 12 Feb 2023, 22:47

would you look at that the one day i decide to get back into mari0 there's a new update. pretty freakin' pog

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SankeySMM2
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Post » 13 Feb 2023, 08:12

/e download

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JordanBotelho323
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Post » 14 Feb 2023, 00:50

Timer interactions currently crash the game

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alesan99
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Post » 14 Feb 2023, 02:38

JordanBotelho323 wrote:
14 Feb 2023, 00:50
Timer interactions currently crash the game
There's a new patch now. It's been fixed.

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SankeySMM2
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Post » 14 Feb 2023, 11:57

When I try changing the switch state by animation, the game crashes.

Edit: Never mind.
Last edited by SankeySMM2 on 15 Feb 2023, 11:28, edited 1 time in total.

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SubPixuru
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Post » 15 Feb 2023, 01:50

alesan99 wrote:
12 Feb 2023, 18:53
UPDATE 13.1
Image
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
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
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.
i'm so glad that slopes are no longer "broken" as i had put it previously

User avatar
JordanBotelho323
Posts: 63
Joined: 04 Sep 2018, 17:17

Post » 17 Feb 2023, 02:00

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.

User avatar
JordanBotelho323
Posts: 63
Joined: 04 Sep 2018, 17:17

Post » 21 Feb 2023, 15:04

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)

User avatar
MayomeSanz
Posts: 10
Joined: 18 Dec 2022, 23:40

Post » 22 Feb 2023, 13:17

JordanBotelho323 wrote:
21 Feb 2023, 15:04
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 dont think many people would use it

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alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 26 Feb 2023, 16:59

New patch 13.1 (2/26/2023).
Fixed purple gel being completely broken and certain crashes

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vladimirdog2021
Posts: 110
Joined: 09 Aug 2022, 15:44
Contact:

Post » 26 Feb 2023, 17:13

alesan99 wrote:
26 Feb 2023, 16:59
New patch 13.1 (2/26/2023).
Fixed purple gel being completely broken and certain crashes
Thanks for fixing this bug.

User avatar
JordanBotelho323
Posts: 63
Joined: 04 Sep 2018, 17:17

Post » 11 Mar 2023, 02:36

Uhhhhhhhh... Happy Mar10 day! Wahoo!

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