Error
game.lua:3448: attempt to compare number with string
Traceback
main.lua:2638: in function '__lt'
game.lua:3448: in function 'loadmap'
game.lua:3150: in function 'startlevel'
editor.lua:4167: in function 'func'
gui.lua:521: in function 'click'
main.lua:2208: in function <main.lua:2184>
[C]: in function 'xpcall'
Hey alesan99 I might have some actually good suggestions for entities and other features for the mod
Non entity related suggestions
-A in-game cheats menu
-An in-game skins menu
-Cheats Page 2 (Moonjump, Double Jump, True knockback when damaged, Faster running, etc.)
-Negative shaders
-Mari0 SE Custom Hats
My Suggested Entities
-Amazin' Flyin' Hammer Bro and the Winged Gray Turnblock Platform
-Reflecting Podoboo
-Rexes
-Chargin' Chuck and its variants
-Broozer (a.k.a Boxing Boo)
-Big Boo (Not a boss)
-Boo Stream/Laser
-Eerie
-Skull Coasters
-Arrow Lifts
-Timed Lift/Carrot Lift (Same thing with different names)
-Spiny Cheep-Cheep
-Skewers
-Horizontal Thwomp
-Spike Traps
-Spike (enemy)
-Sledge Bros
-Mario Forever Pirahna Plants
-Mario Forever Beetroot and Jumping Lui Powerups
-Non-Broken Cape Feather and something that actually distinguishes the Tanooki Suit from the Tanooki Leaf in the mod.
-Mario Land Superball Flower
-Penguin Suit
-Shell Suit
-Configurable Roto-Discs
-Hot-Foot
-Screen Scrolling Pipes (like SMB30
-Blurp
-SMW Flopping Cheep Cheep
If you take these to account plese post on this forum thread
I forgot to mention the these suggestions
-Ptooies
-Super Mario Bros. 3 Red Bullet Bills
-Red Note Blocks
-Fuzzies
-Mechakoopas
-Sumo Bros
-Super Mario Bros 3 Bowser Statues
-Super Mario World Bowser Statues
-Dino-Torch
-Dino-Rhino
-Boo Block
-Boohemoth
-Jumping Pirahna Plants (Super Mario World Pirahna Plants)
I'm not sure what you mean. Would you mind explaining?
Mari0Guy69 wrote:Tanooki Suit from the Tanooki Leaf in the mod.
The colors are different. I won't be making different sprites since it would take too much time.
Also please refrain from suggesting enemies you already suggested. If I don't add an enemy, its because I already have a lot of ideas or it won't be worth the effort (Enemies only few people will recognize/use). That being said, some of these might be added eventually.
ok thx i basically all the suggestion ideas i had while playing Mari0, Mari0 SE, this mod, mario games and other video games over the past 2 months (i literally wrote down the list on paper to remember so you won't be hearing from me for a while in terms of mod suggestions)
(sorry, unspecified suggestions inbound)
technically i have a suggestion to add more bosses besides the Koopalings (oh and those are a little broken, same with the cape powerup) and im not naming speciffically what bosses and how about some your own original enemy ideas that you come up with, that would be cool and can
you make it where you can put ? balls in ? blocks because apparetly it wont work and maybe if its possible could you make where enemies can be put in ? balls.)
I found that the cape feather doesn't control quite right while gliding and it's possible to clip inside walls using it (same with the frog suit) PLEASE FIX, IT WOULD BE COOL TO HAVE A PROERLY USABLE CAPE POWERUP
Mari0Guy69 wrote:how about some your own original enemy ideas that you come up with
There is already a ton of official enemies to add, so I don't really see a need for me to make my own. Custom enemies should be used if you want specialized enemies.
Mari0Guy69 wrote:Koopalings (oh and those are a little broken,
What are you asking me to fix?
Mari0Guy69 wrote:I found that the cape feather doesn't control quite right while gliding and it's possible to clip inside walls using it (same with the frog suit) PLEASE FIX, IT WOULD BE COOL TO HAVE A PROERLY USABLE CAPE POWERUP
What do you mean by "doesn't control quite right"? Is it unresponsive or something?
Also I'm assuming through walls for another reason since it also happens with the frog suit. What type of walls are you talking about?
Can you explain what you mean? Is there a crash? Or what?
Whey i click on "settings" i see only background, i can turn on, and off settings, but i don`t see anything, i checked it, i edited mario skin, but... I don`t see anything ;(
For me, it's working fine (running arch linux without fancy drivers). It might be an issue with your computer, or you somehow screwed the code up (unless it also doesn't work if you run the original version).
Try sending your computer's specs here (just incase).
If you want, you can put your mod here and I'll try to troubleshoot it.
Thanks!
Yellow koopas from smw(they follow you)
Smw piranha plant(the one that jumps out)
Vine piranha plant(not from a mario game,but based on one from sm3Dw)start and end point.
Fruit pokey from nsmb wii and u(gives coins when eaten by a yoshi,cannot be stomped and does not damage mario)
Spike(ball throwing lizard thing from smb3)
Kickable ice block(hits a wall and breaks)from nsmbwii and u.
Spin jump power up(Once again,not from a mario game,but based on a mechanic from smw)
That's all,ok.
Spike tops can't be hurt with fire.While here,they do.Evidence(from the wiki)-
They(spike tops) are also still resistant to fire, which makes them one of the most resilient enemies in the Mario franchise.
Spike tops move when frozen(though without animation)
where the fuck are my half blocks Nevermind, this is everything we could have ever wanted. Thanks for the continual updates on this mod, it's always a joy to see a new update.
As for this update, I really like how you made editing custom characters. Putting all the colors on one image is much more efficient than SE's way in my opinion. However, tanookianimations doesn't seem to work. When I use the template, it looks like this in-game:
All the frames are moved to the left, and Statue Mario is invisible. However, when I replaced them with raccoonanimations, everything seemed to be in position; however, Statue Mario is still invisible.
I'd also like to suggest full control over each color, (hamer mario's, frog mario's, invincibility, etc.) and perhaps the option to seek an existing color, for example
Request: Would you please add new behaviors for custom enemies, such as triggers that activate when the enemy has a certain amount health, and the behaviors from the enemies and entities added by the mod?
Squidish wrote:As for this update, I really like how you made editing custom characters. Putting all the colors on one image is much more efficient than SE's way in my opinion. However, tanookianimations doesn't seem to work. When I use the template, it looks like this in-game:
[img]
All the frames are moved to the left, and Statue Mario is invisible. However, when I replaced them with raccoonanimations, everything seemed to be in position; however, Statue Mario is still invisible.
The tanooki and raccoon images have to be the same width, so instead you should be replacing raccoonanimations with tanookianimations.
The character temple works for me so I'm guessing you're using an older one or you didn't update your raccoon sprites. https://www.dropbox.com/s/bfe08lgq2sn7e ... e.zip?dl=0
Squidish wrote:I'd also like to suggest full control over each color, (hamer mario's, frog mario's, invincibility, etc.).
More control over colors will come eventually, the way it's implemented now is messy which is why only fire and ice are supported.
Fawfuls TNT wrote:Request: Would you please add new behaviors for custom enemies, such as triggers that activate when the enemy has a certain amount health, and the behaviors from the enemies and entities added by the mod?
I probably won't do this, since I want custom enemies to be fully compatible with SE. And I don't really see a point of making a trigger for health because you could just make the enemy die and transform into a different enemy that has the abilities you want (I've made boom boom using this method). I also won't add behaviors from enemies in the mod because they work completely different and it would take way too long.
Murphmario wrote:The "seen" and "notseen" enemy transform commands crash the game.
Fixed, except on the windows version. I'll get around to making the .exe soon
mari9! wrote:Found some sketchy things messing with pipe exits and yoshi
The pipe exit thing happens with every entity that doesn't go inside a block. You can solve that by making the tile non breakable.
Yoshi might end up being redone since it's so buggy.
mari9! wrote:Found some sketchy things messing with pipe exits and yoshi
The pipe exit thing happens with every entity that doesn't go inside a block. You can solve that by making the tile non breakable.
Yoshi might end up being redone since it's so buggy.
Indeed because If I want to make levels with Yoshi as a principal gimmick I can't do too much since that buggy status that he is, he needs to control more like SMW or also why not? Yoshi's Island.
Fawfuls TNT wrote:Request: Would you please add new behaviors for custom enemies, such as triggers that activate when the enemy has a certain amount health, and the behaviors from the enemies and entities added by the mod?
I probably won't do this, since I want custom enemies to be fully compatible with SE. And I don't really see a point of making a trigger for health because you could just make the enemy die and transform into a different enemy that has the abilities you want (I've made boom boom using this method). I also won't add behaviors from enemies in the mod because they work completely different and it would take way too long.
Okay, if you do decide to make extra behaviors later
on, I have some ideas:
{1} "LevelEndOnDeath":"boolean" ; If true, level ends when enemy dies.
{2} "DisableScrollingIfOnScreen":"boolean" ; If true, makes it so the screen stops scrolling when the enemy is on screen. The player will not be able to leave until the enemy is defeated. This would be useful for bosses.
(2A) "StopScrollingDistance":"integer" ; Would be used with "DisableScrollingIfOnScreen" to decide how far Mario needs to be from the enemy for the screen to drop scrolling. (By blocks)
{3} "movement":"anvil" ; Makes the enemy fall on top of the Mario when he goes near them, and then move back to origanal postion, much like a thwomp.
(3A) "distancebeforedrop":"integer" ; Distance Mario has to be from enemy for it to drop. Used with "movement":"anvil"
(3B) "falldirection":"string" [Strings: Left, Right, Up, Down, Global] ; Direction of where the enemy falls.
Used with "movement":"anvil"
Also, by the way, is it possible to use the enemies and entities added in this mod for as the base for a custom ememy, like this?: base=thwomp
Most of those problems could be solved with enemy region triggers, so I'll add that option eventually
Fawfuls TNT wrote:{3} "movement":"anvil" ; Makes the enemy fall on top of the Mario when he goes near them, and then move back to origanal postion, much like a thwomp.
Fawfuls TNT wrote:Also, by the way, is it possible to use the enemies and entities added in this mod for as the base for a custom ememy, like this?: base=thwomp
This is what I was talking about in the post your replying to. The enemies in the mod work differently from SE and I would basically need to redo every enemy for them to work as bases.
I found a bug with all of the tail/cape spin powerups.
Not that i want this bug to be removed,but it should stay as a thing.
Ok,so here it is:When ducking and tail/cape spinning on top of hittable blocks,they get hit.
Also,can i make a mappack for christmas?I think it will not be featured,but i'll let a go.
Maybe 23 of december is the release day,but WHO knows.
alesan99 wrote:Most of those problems could be solved with enemy region triggers, so I'll add that option eventually
Fawfuls TNT wrote:{3} "movement":"anvil" ; Makes the enemy fall on top of the Mario when he goes near them, and then move back to origanal postion, much like a thwomp.
Fawfuls TNT wrote:Also, by the way, is it possible to use the enemies and entities added in this mod for as the base for a custom ememy, like this?: base=thwomp
This is what I was talking about in the post your replying to. The enemies in the mod work differently from SE and I would basically need to redo every enemy for them to work as bases.
Okay. Last question: when are you going to make your next SE Custom Enemies pack? I have some ideas that I posted on that page. (All of them are related to Classic Sonic) edit: I have one more idea for a behavior for custom enemies
1: BouncesMario:boolean ; If true, bounces Mario when he touches it, like a spring.
1A: BouncesEnemies:boolean ; If true, bounces other enemies that touch it.
1B: BouncingDistance:decimal ; How far Mario will bounce (in blocks). (Requires bouncesmario:true)
1C: BouncingSide:string (global, left, right, top, bottom, sides, facing);
Side that the enemy bounces Mario on. Also decides the direction Mario will bounce in (requires bouncesmario:true)
One more edit
IF there are anyone who wants to make custom enemies for the mobile version of Mari0 AE, then Pixly is a good app for making the sprite sheets.
Hey Alesan, how can I replicate an exact copy of the coinblock as animated tile? I am trying to create more colored coinblock tiles (and item-containing ! block tiles).
Detronicle wrote:Hey Alesan, how can I replicate an exact copy of the coinblock as animated tile? I am trying to create more colored coinblock tiles (and item-containing ! block tiles).
Browse for ? block from smb1.
If you get 5 frames of animation of it,you are good to go.
Or just use the nes palette.
Detronicle wrote:Hey Alesan, how can I replicate an exact copy of the coinblock as animated tile? I am trying to create more colored coinblock tiles (and item-containing ! block tiles).
About auto scrolling...
Could you add the ability to change scrolling speed?
Maybe like an options based menu,or just like the ones for foreground and background(forgot what these are called).
Options if you use an options based menu:
Frozen-The screen won't move.
Follow mario-follows mario(normal)
B Conveyer-Backwards moving.(very slow,1bps)
F Conveyer-forward(1bps)
B snail-backwards(3bps)
F snail-forward 3 bps
B koopa-5 bps backwards
F koopa-5 bps forward
B runner-7bps backwards
F runner-7bps forward
B green parabeetle-8 bps backwards
F green parabeetle-8 bps forward
B Koopa the extremely quick-10 bps backwards
F Koopa the extremely quick-10 bps forward
B 2 Portals on 2 walls(2p2w)- 15 backwards
F 2p2w-15 bps forward.
Also,upside down spikey and buzzy beetle.And spikey shell.
mari9! wrote:also pls add the option to allow checkpoints to trigger based on the y axis for vertical levels thx again
This isn't needed. You can link them to region triggers.
Skel3t wrote:About auto scrolling...
Could you add the ability to change scrolling speed?
Maybe like an options based menu,or just like the ones for foreground and background(forgot what these are called).
Also,upside down spikey and buzzy beetle.And spikey shell.
I don't think I mentioned this, but if you put mario's spawn at the end of the level the screen will scroll the other way.
So the only thing I need to add is a speed slider. Vertical autoscrolling will also be added.
I'll consider adding those enemies as well, but they could easily be custom enemies.
Major bug: When Mario spawns at a checkpoint where there is a custom foreground, instead of loading that foreground, the default Portal foreground covers everything, making every obstacle impossible to see. And, the timer should stop when during the time phase of powering up, climbing a vine, etc., in relation to the original SMB.
I don't really think any of these would be worth it. The superball powerup is just the fireflower but more limited.
Villager103 wrote:Would it be possible to add Cube/Sphere buttons(buttons that are only activated by cubes/spheres, they were in Portal 2, I believe)
Since I added spheres already I'll make buttons for them so they actually have a use. I can handle the graphics though.
Eden GT wrote:Major bug: When Mario spawns at a checkpoint where there is a custom foreground, instead of loading that foreground, the default Portal foreground covers everything, making every obstacle impossible to see. And, the timer should stop when during the time phase of powering up, climbing a vine, etc., in relation to the original SMB.
I fixed the foreground issue. I don't know if it'll cause problems with backgrounds and foregrounds loading in other areas, but It'll most likely be okay.
I fix the other inaccuracies later, but for now you can redownload.