[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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Qwerbey
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Post » 13 Jan 2022, 20:12

Petition to now call the Boomer Bills "Smaller Banzai Bills" from Mair0

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I LÖVE LUA
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Joined: 12 Aug 2013, 13:19

Post » 14 Jan 2022, 06:53

Petition to call both "Banzai Billings" (and thus imply they are the babies of regular-sized Banzai Bills)

Also
Rikifive wrote:
09 Jan 2022, 05:20
Is there a way to disable low-time warning?
I guess you also don't want the faster music to start playing below 100 seconds

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Rikifive
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Post » 17 Jan 2022, 01:26

I LÖVE LUA wrote:
14 Jan 2022, 06:53
I guess you also don't want the faster music to start playing below 100 seconds
I use custom music only, so it's not a problem, as it doesn't play faster version of these by default, but yes, generally I'd like to disable everything related to the low-time warning and just have the music continue playing, just like in your vid.

There is... what I'd call a bug, whereby the low-time warning resets the music to the one assigned to level, if it was changed via animations. I have a boss at the end of the level and the music is changed, but once the low-time warning triggers, it switches back to default level's music, which is somewhat awkward.

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I LÖVE LUA
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Post » 18 Jan 2022, 09:59

Rikifive wrote:
17 Jan 2022, 01:26
generally I'd like to disable everything related to the low-time warning and just have the music continue playing, just like in your vid.
Which is good, since that was what my question was really about.
Rikifive wrote:
17 Jan 2022, 01:26
There is... what I'd call a bug, whereby the low-time warning resets the music to the one assigned to level
I'll also fix that bug and open a PR, in the meantime you can grab my edit here. (Edit: now fixed as well)

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JordanBotelho323
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Post » 20 Jan 2022, 18:56

Property Idea:

StompableUnderwater: boolean

Requires Stompable to be true. Basically a way around having enemies to transform when entering water/having multiple enemies for water physics and land physics. Makes enemies stompable when Mario is swimming when true, otherwise would act like if the enemy is not stompable if false.

MinDC
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Post » 22 Jan 2022, 16:20


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GlitchwormgamesYT
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Post » 23 Jan 2022, 01:18

Can someone make my mappack smb rmx a dlc mappack please here is the link
viewtopic.php?f=8&t=5479

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Britdan
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Post » 24 Jan 2022, 22:13

Only alesan can and he's on a break from AE

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Rikifive
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Post » 25 Jan 2022, 05:10

I LÖVE LUA wrote:
18 Jan 2022, 09:59
Which is good, since that was what my question was really about.

I'll also fix that bug and open a PR, in the meantime you can grab my edit here. (Edit: now fixed as well)
Nice, although I'd prefer to not move outside the original AE. I just kind of want to avoid requiring specific versions of the game for the mappack. Besides, if I'm not mistaking, the modified version you've posted requires to be run with LOVE and I do see that as a major inconvenience. It is the reason why I refused to use SE (I tried that back in the day, didn't really like it). Thanks for looking into it though.

If it can't be done in AE, then I'll just have to deal with it I suppose.

FNAFman201
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Post » 26 Jan 2022, 23:51

can someone help me with the "portal1" and "portal2" entities? i need them for my mappack and they arent working with my "1only" portal gun that is still shooting portals. will send screenshots if needed. thanks in advance. :)

0 Tolerance X
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Post » 27 Jan 2022, 23:57

Is there a way to play Mari0 ae on chrome os or chromebook?

FNAFman201
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Post » 28 Jan 2022, 20:57

idk
i did it with windows 11 laptop so prob just do windows download

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CatLuigiGamer
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Post » 07 Feb 2022, 20:53

0 Tolerance X wrote:
27 Jan 2022, 23:57
Is there a way to play Mari0 ae on chrome os or chromebook?
idk

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Gamers
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Post » 08 Feb 2022, 00:41

0 Tolerance X wrote:
27 Jan 2022, 23:57
Is there a way to play Mari0 ae on chrome os or chromebook?
i think you can if you download the .apk version of love 0.10, havent checked though

FNAFman201
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Post » 26 Feb 2022, 15:14

idk why but i got this crash when trying to play the super shrek bros mappack.
i was doing 2 player and the players were "shrek" and "baba" any help?

Code: Select all

Error

JSON.lua:263: JSON package groks only UTF-8, sorry: 


Traceback [13.0122]

	main.lua:2919: in function <main.lua:2874>
	[C]: in function 'assert'
	JSON.lua:263: in function 'onDecodeError'
	JSON.lua:549: in function 'decode'
	animation.lua:130: in function 'decode'
	animation.lua:114: in function 'init'
	class.lua:41: in function 'new'
	animationsystem.lua:16: in function 'animationsystem_load'
	game.lua:3955: in function 'startlevel'
	levelscreen.lua:205: in function 'levelscreen_update'
	main.lua:1104: in function 'update'
	[C]: in function 'xpcall'
version: 13.0122

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alesan99
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Post » 06 Mar 2022, 20:59

UPDATE 13E (A LOT OF BUG FIXES)
Image

Another bug fix update. Fixes important stuff like the portal mappack.
There's also some new custom enemy stuff, make sure to download this if you want to use the newest custom enemies and characters made by people!

Special thanks to all the contributors on github, I haven't had much time to work on the mod so that's why it's taken a while for me to put this out.
Changes:

Code: Select all

-----0.10.0 13e (3/6/22)-----
ADDED custom enemy properties:
	"facesPlayerY": true (like "facesPlayer" but vertically)
	"childrenCanSpawnChildren": true (allows spawned enemies to use "spawnchildren")
	"stompbounceIfSmall"
	"hitsFlipBlocks"
	"hitsEntityBlocks"
	"triggersPowblock"
	"hitsBlocks"
	"rightclick": [   # the actual menu. (Better right click menus)
		["text", "x speed:"],   # ["text", text]
		["input", "speedx", 5],   # ["input", property, width]
		["text", "spawn offset:"],
		["dropdown", "spawnoffsetx", 5, ["0", "-3", "3"], ["none", "left", "right"]],   # ["dropdown", property, width, entries, display entries]
		["checkbox", "static", "static?"]   # ["checkbox", property, text]
],
"rightclickdefaults": ["2", "0", "false"],   # the default values.
"rightclicktypes": ["num", "num", "bool"]   # the types, not required.
	"rightclickdefaults": ["2", "0", "false"],   # the default values.
	"rightclicktypes": ["num", "num", "bool"]   # the types, not required.
	"transformenemyanimationonspawn": "enemy" (causes enemies to transform on spawn)
	"offsetable": true (allows enemy to be placed on half-tiles in the editor)
	"ignorePortalSpaceCheck" (DO NOT USE, removes check for empty space after portaling, but may not work)
ADDED custom enemy transform triggers
	"enemyNotNear" (transforms if an enemy is not nearby, use with "enemynearcheck" and "enemyneardist")
	"autodeleted" (transforms when despawned)
ADDED custom timer actions:
	"concat", string (concatenates two strings)
	"print" (ONLY FOR ADVANCED USERS, USE WITH "console" NITPICK)
	"log" (logarithm)
ADDED Animations:
	Toggle Low Gravity
ADDED option to turn off turret knockback
ADDED killing turrets by dropping cubes on them
ADDED checkbox to disable low time warning and fast music
TWEAKED Bowser 3; made easier
TWEAKED Thwomps; they now hit all flipblocks and donuts
TWEAKED Laser collision ordering
TWEAKED Fence jumping; made more accurate to mario world
FIXED gel streaking right (Makes portal mappack playable)
FIXED custom enemy "watergravity"
FIXED lasers not updating when block destroyed
FIXED smb camera
FIXED custom shell enemies still killing enemies after being stomped and waking up
FIXED special characters in levelscreen text
FIXED enemy if statements
FIXED wind clipping w/ snakeblock,pbutton, powblock
FIXED track power links not working with new spawns
FIXED shellmets not bouncing stuff
FIXED cappy crashing with portals
FIXED inconsistent portal firing with controller
FIXED going over gaps as blue shell
FIXED pdoors not locking after pswitch runs out
FIXED dkhammer killing not active objects
FIXED seesaw crash with invalid objects
FIXED shellmets not bouncing stuff
FIXED burners being pushed by portals
FIXED special characters in online chat
FIXED earthquakes and android controls
FIXED "bounceforcerandom"
FIXED "nocoinblockanimation"
FIXED bombs and ice colliding w/checkpoint flags
FIXED in-ground moles supersizing 
FIXED static frozen enemies not melting with fire
FIXED classic huge mario not stomping big drybones
FIXED mario dying after touching axe
FIXED frozen enemies not being portalable horizontally
FIXED ice block transforming
FIXED music playing with "noMusic" nitpick after star
FIXED lifetime counting while enemy frozen
FIXED skinny mario sprite alignment 
FIXED drybones falling through seesaws
FIXED frozen munchers not blocking portals
FIXED shell mario collecting coins above
FIXED enemies getting stuck on platforms
FIXED cubes sticking to purple gel
FIXED laser crash when out of bounds
FIXED music repeat when finishing level w/ low time
FIXED input box crashes with non-string input
FIXED energy balls despawning 
FIXED "nohitsound" not working
FIXED portal crosshairs with slopes and slabs 
FIXED enemy turn around with slabs
FIXED cube dispenser sprite rounding
FIXED tracked platform clipping with low FPS
FIXED android controls being offscreen in 4:3 resolution
FIXED framerate-dependent red seesaw movement 
FIXED wind sound playing during levelscreen
FIXED animation music not persisting with low time
FIXED text highlighting freezes 
FIXED cubes not getting emancipated
FIXED bomb moon walking
FIXED carrying enemies in the wrong direction when holding up 
FIXED custom enemy spritesets being updated too late with "spawnonload"
FIXED Floating when climbing fences
FIXED Luigi's hat color
FIXED enemies with "resistsstar" being able to kill player with star
FIXED controller inputs being dropped when player's controls are disabled

Other Bugfixes and minor tweaks
Downloads:
Windows Download (.exe)
OSX Download (.app)
Linux Download (.love)
Android Download (.apk)
Source Download (.love)



Edit 3/7/22: Fixed a bug with multiple switch blocks being hit in a single frame

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Alexis0159
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Joined: 02 Jan 2020, 23:41

Post » 08 Mar 2022, 08:26

Thank you very much the truth was many bug fixes which is appreciated.

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Rikifive
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Post » 13 Mar 2022, 05:57

ADDED checkbox to disable low time warning and fast music
Oh yes, I see what I asked for has been added, excellent!
Thanks to whoever contributed to this. c:

Good stuff, keep it up!

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SubPixuru
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Post » 14 Mar 2022, 22:53

luigi's hat color is fixed the game is finally playable

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FunnyGame
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Joined: 15 Mar 2022, 19:44

Post » 17 Mar 2022, 14:54

This is my first time here and all, but i made some hats, and a working bob-omb buddy.
im sorry if im in the wrong forum again... 😓
The hat is cappy, please download BOTH of the files, cappybig is NOT an extra hat.
And the bob-omb buddy, he has two forms: idle and walking. You cant stomp him, the only way you can really kill them is with the super star or the blue shell. Oh, and he was based off of the oneup too, didn't know how to change the name.
DOWNLOAD:
https://drive.google.com/drive/folders/ ... sp=sharing
Hope you enjoy it :D
Previews:
Image

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Ormalawayo
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Joined: 02 Oct 2020, 15:53

Post » 20 Mar 2022, 20:48

Where is a the shoe frame located?

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FunnyGame
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Post » 20 Mar 2022, 21:03

shoe frame? what do you mean!?!?!

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Ormalawayo
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Post » 21 Mar 2022, 05:26

FunnyGame wrote:
20 Mar 2022, 21:03
shoe frame? what do you mean!?!?!
For making custom characters you can have a shoe frame, I don’t know we’re to put it

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FunnyGame
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Post » 21 Mar 2022, 19:34

No no its based off of the one up, just put it in the enemy folder

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Ormalawayo
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Post » 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?

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FunnyGame
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Post » 22 Mar 2022, 14:29

look, i dont know how this all works so well. sure i have some things right off the bat, but im not experienced, so just put the files names oneup in the enemies folder

WilliamFrog
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Post » 23 Mar 2022, 10:37

FunnyGame he's not asking about the things you made
Shoe frames go at the end of the char spritesheet

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FunnyGame
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Post » 23 Mar 2022, 15:24

I M N E W

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FunnyGame
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Post » 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?

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FunnyGame
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Post » 23 Mar 2022, 17:27

Can someone help me with the chain chomplet? He wont die and wont kill the player. This is the json code.
{

"quadcount": 2,

"health": 3,

"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.2,
"autodelete": true,
"kills": true,
"killsonsides": true,
"killsonbottom": true,

"stompable": true,
"freezable": true,
"resistsfireballs": false,
"resistsspikes": false,

"deathsound": "powblock",

"carryable":true,
"carryrange":[-1000, -1000, 0, 0],
"carryoffsety":1,

"bounces": true,
"bounceforce": 5,
"killsenemies": false,
"nospritesets": true,
"movement": "truffleshuffle",
"truffleshufflespeed": 8,
"truffleshuffleacceleration": 8,

"width": 0.75,
"height": 0.75,
"static": false,
"active": true,
"category": 13,

"mask": [ true,
false, false, false, false, true,
true, true, true, true, true,
true, true, true, true, false,
true, true, false, false, false,
true, true, false, true, true,
false, true, false, false, true,
true],

"emancipatecheck": true,
"autodelete": true,
"dontspawnnearcheckpoint": false,

"gravity": 30,

"offsetx": 6,
"offsety": 0,
"quadcenterX": 8,
"quadcenterY": 11,
}

WilliamFrog
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Post » 23 Mar 2022, 23:14

Mario doesn't collide with category 13 objects

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FunnyGame
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Post » 23 Mar 2022, 23:48

oh thanks

GrzenayMasterPL
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Post » 07 May 2022, 18:20

Hello! I'm new here. I want to make Flowey from UNDERTALE a mari0 character, but i'm not good at coding. Can someone help me?

GrzenayMasterPL
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Post » 07 May 2022, 19:20

Moveset for Flowey
PLANTBOI.png
PLANTBOI.png (1.74 KiB) Viewed 147902 times

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FunnyGame
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Post » 09 May 2022, 19:47

Since you didn't explain what he looks like or what he does, i dont know...

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Technochips
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Post » 10 May 2022, 22:41

this is so good

GrzenayMasterPL
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Post » 23 May 2022, 18:30

Technochips wrote:
10 May 2022, 22:41
this is so good
So can you make Flowey in Mari0?
I can make the sprite sheet.

GrzenayMasterPL
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Post » 23 May 2022, 19:17

Flowey icons: normal (the basic icon)
sad (dead)
angry (rage/evil mode)
(' _ ')
Rage/evil mode moveset:
Activated by killing 5 target
Attacks from the Photoshop Flowey fight
Up+B mouthball
B nuke
U flamethrower
(Target direction)+B finger-gun
(Target direction)+U flytrap
Combo --} a circle of friendliness pelletes
(' _ ')
More coming soon!

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Technochips
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Post » 23 May 2022, 19:52

GrzenayMasterPL wrote:
23 May 2022, 18:30
So can you make Flowey in Mari0?
what?

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FunnyGame
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Post » 23 May 2022, 22:19

Controls?

WilliamFrog
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Post » 24 May 2022, 01:12

Nobody's going to just make it for you (Technochips was being sarcastic). You obviously don't know how character creation works, or how ambitious your project is. You need to both simplify it a lot and learn to do it yourself.

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FunnyGame
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Post » 24 May 2022, 16:07

Why do i not exist to anyone?

WilliamFrog
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Post » 25 May 2022, 01:23

You don't know how to make it either. You should know exactly how you're going to make all the parts of an ambitious project, before you start. If you don't, you're likely to run into an issue you didn't realize was impossible. I see it happen all the time: someone comes out making a fancy new character, they get halfway, and they realize they don't know how to make a crucial feature, and they cancel it. (Also he wrote the controls in the post)

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FunnyGame
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Post » 25 May 2022, 17:52

Sure, i might not know how to make character moves and stuff, but i know how to make enemies, so im not completely useless.
Look in the Enemy Repositorium and you'll see. (if your not talking to me then sorry)

WilliamFrog
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Post » 26 May 2022, 09:22

I recommend you read up on how to make character moves before you try something like this. Once you do that, you should also consider the mechanics of how each individual move should work, to make sure it's actually possible to make.

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FunnyGame
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Post » 27 May 2022, 01:27

Everyone ignores me, Confirmed

WilliamFrog
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Post » 28 May 2022, 04:18

I am talking to you

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alesan99
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Post » 18 Jun 2022, 18:32

New video!


This is a preview for the upcoming 13.1 update.
It'll probably be a while before it's finished though

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Dr. Waluigi
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Post » 19 Jun 2022, 10:10

alesan99 wrote:
18 Jun 2022, 18:32
New video!


This is a preview for the upcoming 13.1 update.
It'll probably be a while before it's finished though
No rush for one of the best Mario makers. Impressive.

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SankeySMM2
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Post » 22 Jun 2022, 05:47

alesan99 wrote:
18 Jun 2022, 18:32
New video!


This is a preview for the upcoming 13.1 update.
It'll probably be a while before it's finished though
Image

Also, bush looks sus from timestamp 0:20 to 0:28 in the video
Last edited by SankeySMM2 on 25 Jul 2022, 12:18, edited 1 time in total.

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