Mari0: Community Edition

Mods, guides how to use and install mods go right in here.

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Qwerbey
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Post » 07 May 2018, 01:34

Name it SE Beta 10
Aren't you proud of yourself?

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HugoBDesigner
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Post » 07 May 2018, 01:47

This is now Mari0: Community Edition

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MagicPillow
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Post » 10 May 2018, 06:09

suggestion: keep a separate bugfixes version in case people just want that

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HugoBDesigner
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Post » 10 May 2018, 13:27

Can be easily done by just linking to the related release, so yeah, sure :P

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Sky
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Post » 16 Aug 2018, 09:36

Over the next couple days I plan to update CE to Löve2D 11.1, so I have a really important question: how crucial is it that we keep up compatibility with 0.8.x, 0.9.x, and 0.10.x? Does anyone need to use/prefer using older versions of Löve with CE? Technically I've already started the process — honestly, it's kinda becoming a nightmare to maintain like this, but it's worth it if anyone needs the legacy support.

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MagicPillow
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Post » 16 Aug 2018, 10:30

i use 0.9, but if everyone's switching over to this then i don't see why i need to.

backwards compatibility is nice, but if not many people would benefit i can easily switch over

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HugoBDesigner
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Post » 16 Aug 2018, 13:30

So far I've tried making it work for 0.8, 0.9 and 0.10. If you find that it takes little effort to maintain the compatibility, do so. If it's too much of a hassle though, I think it's fair to focus on 11.x, then maybe in the future see about compatibility again. Also wanted to say I really appreciate your help with the mod <3

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Sky
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Post » 16 Aug 2018, 17:57

It wouldn't be so bad if they didn't change so many object-specific functions, or if they didn't change the entire color space from 0-255 to 0-1. I've been able to replace most of the love.graphics and love.filesystem functions pretty easily, but now I'm getting to the edge cases and things can't just be overridden anymore.

If it helps, I'm super down to make packaged executables for releases so people don't need to have 40 different versions of Löve2D on hand. Also, it's no problem, I've been getting really into working on CE!

Guest_1000000
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Post » 18 Aug 2018, 12:34

I just get used to this mod and I have a few suggestions:
1. Make it possible to activate animations without using region trigger + animation trigger.
2. Make it possible to do (action) on the nearest player, or the player that trigger the animation. It would be nice if you can add the same feature for enemies as well.
thx

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HugoBDesigner
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Post » 19 Aug 2018, 00:56

1. Already possible if you trigger the animation trigger with something else (or create an animation with specific conditions)
2. Good idea, I'll open an issue on the repository

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Qwerbey
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Post » 19 Aug 2018, 04:43

Actually things like !activator could be useful.

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masterminer176
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Post » 26 Aug 2018, 04:10

How do you get Alesan99's entities for this edition?

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Villager103
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Post » 26 Aug 2018, 05:30

You can't actually do that, because A99E was built off of 1.6, not SE or CE.

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masterminer176
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Post » 26 Aug 2018, 05:41

hmm... it said on the first page it had A99E built in...
...maybe some recreations can be found on the enemy repositorium...

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Villager103
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Post » 26 Aug 2018, 10:21

It never said that A99E was built in, maybe you're talking about Alesan99's enemy.lua that was introduced in SE Beta 9.

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masterminer176
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Post » 26 Aug 2018, 17:04

HugoBDesigner wrote:Also, SE beta 9 with Alesan's enemies, of course!
I read that, assuming that the entities would be part of this mod. ¯\_(ツ)_/¯

ALSO
There's a bug that crashes the game when I try to play multiplayer... I'll see if it still happens on the 32bit version though.

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HugoBDesigner
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Post » 29 Aug 2018, 15:53

1.3 release is out!
DOWNLOAD

Implements WillWare's LÖVE 11.1 port, Technidecimal's Joystick support, and some additional bugfixes.

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masterminer176
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Post » 29 Aug 2018, 20:18

THE MULTIPLAYER WORKS!!!

This is a godsend, thank you Hugo WillWare!
Last edited by masterminer176 on 30 Aug 2018, 01:35, edited 1 time in total.

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HugoBDesigner
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Post » 29 Aug 2018, 20:44

Actually, it was WillWare who fixed multiplayer, you should be thanking them instead. To see who did what:
https://github.com/HugoBDesigner/Mari0- ... its/master

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MagicPillow
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Post » 30 Aug 2018, 08:24

one step closer to online :'^)

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masterminer176
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Post » 30 Aug 2018, 19:47

Found a bug yesterday, with a bit of testing we found the source.

In multiplayer, when a koopa troopa attempts to escape the shell, it closes the game. No crash screen or anything. It works as intended in single-player, but closes when there's at least one more player... I don't know how to code at all, so I'm making this aware for anyone who does.



As a side, the maze entities can't be found in the list, yet can be eye-dropped from the default levels and such. if anyone is willing to help with that as well I'd very much appreciate it!

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HugoBDesigner
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Post » 30 Aug 2018, 20:30

Maze entities were deliberately hidden away since they're impractical/messy to use.
As for your bug, I've reported it on the GitHub project.

CoolJulianXD
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Post » 30 Aug 2018, 23:14

I have an idea for this mod: an fov slider (or i should say bov) which lets you see blocks farther away but the blocks get smaller when fov is increased

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HugoBDesigner
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Post » 31 Aug 2018, 13:31

I actually considered it, but it'd be one hell of an undertaking, so I didn't suggest it yet. If you want, however, you can add it as a suggestion in our issue tracker, but keep in mind it'd be a very, very low priority :/

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Tecminer
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Post » 31 Aug 2018, 19:27

Haven't been paying much attention to the bug reports, but has anyone reported on the bug when trying to go up slopes?

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masterminer176
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Post » 02 Sep 2018, 00:55

I was going to mention that, but I just decided not to use sloped blocks... so that happened.

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Qwerbey
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Post » 03 Sep 2018, 20:53

It's one of those bugs that's so old, noboby thinks about it anymore.

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HugoBDesigner
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Post » 03 Sep 2018, 22:27

Nobody has reported it, so if anyone has a good grasp on it, please do report on the issue tracker. Thanks!

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MagicPillow
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Post » 06 Sep 2018, 06:12

Any plans to make purple gel work on big mario?

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HugoBDesigner
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Post » 06 Sep 2018, 06:17

There is a bug report on it already but I haven't had the time to look into it just yet, sorry :/

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frostplays
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Post » 15 Oct 2018, 10:55

Hey, I can only presume someone's noticed the pull request on the github by now. so? feedback? thoughts? information on whether or not I'm wasting my time?

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HugoBDesigner
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Post » 16 Oct 2018, 05:01

Sorry for not commenting earlier; I have noticed it, I just haven't had much time to properly test and review it. I planned on doing it last weekend but some real life unforeseen stuff came along so I had to postpone it. I especially like the global booleans feature, ties in quite nicely with some planned features that might get extended. I'll try to review it as soon as possible, sorry for the delay :/

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frostplays
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Post » 16 Oct 2018, 10:41

Just a bit impatient, that's all. You're all busy people.
I know some things won't quite work as intended, but that, I guess, is where other people come in.
I'm working on a mini-mappack to showcase some things these features could mean, by the way.

(for example, I noticed that the "lowtimesound can only play once" means once per game rather than per level - where should I initialise the variable to fix that?)

Also, what's this about planned features? is it a secret?

Edit #2: I also warn you that I've probably commited to the fork since you last checked, and will probably do so again.

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HugoBDesigner
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Post » 17 Oct 2018, 00:17

Planned features can be seen in the GitHub issues page.

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frostplays
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Post » 30 Oct 2018, 08:37

By the way, does anyone know that there's a new release?

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HugoBDesigner
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Post » 31 Oct 2018, 01:30

I didn't create an actual release yet because I figured it'd be better to give it a week or two for people to report bugs and, if they didn't - or if they got fixed - then we'd have another stable release.

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frostplays
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Post » 31 Oct 2018, 07:24

Hey, you can create a beta release. Have you at least notified anyone that this exists (the commit, that is)? There aren't enough of us to start with.

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masterminer176
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Post » 31 Oct 2018, 14:20

Hey, since we're on the topic of new builds. What's going to be in the new build?

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HugoBDesigner
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Post » 03 Nov 2018, 00:01

Alright, we got a new release. Mari0:CE 1.4 is out!
https://github.com/Mari0-CE/Mari0-Commu ... es/tag/1.4

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frostplays
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Post » 03 Nov 2018, 10:07

OK, great! This release is still technically in beta though. I'm not confident enough in my programming. READ THE 0README.

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masterminer176
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Post » 03 Nov 2018, 22:19

0readme.md wrote:
global booleans! can be read by entities and outputted to by collecting customenemies with "booloncollect", as well as read and written by animations. usage of "booloncollect": booloncollect should be a string with the name of your boolean, and "boolactoncollect" should be one of {"true", "false", "flip"}, depending on what you want the output to be. Useful for animations.
global integers! can be used in almost any way global booleans can, ~but for now are broken and shouldn't be.~global integers hopefully work now?
added intoncollect: "intoncollect" should be a string with the name of your integer, "intactoncollect" should be one of {"add", "subtract", "set"}, and "intactvalue" should be a number, depending on whatyou want the output to be. Useful for red coins and stuff like that.
added outputting on transform:"transfoutid" is the string with the name of your boolean/integer, "transfoutaction" is the action which is performed on the boolean/integer (any which is defined above), "transfoutvalue" should be an integer if you're outputting to an integer and false if you're outputting to a boolean, and "dontactuallytransform" can be set to true if you don't want the enemy to actually transform. there is no "outputsontransform" - transfoutid and transfoutaction serve that purpose.
IS THIS WHAT I THINK IT IS!?! IT IS!!!

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frostplays
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Post » 04 Nov 2018, 22:40

ARE YOU THE GUY WHO MADE THAT ISSUE ON GITHUB?

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masterminer176
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Post » 05 Nov 2018, 04:54

frostplays wrote:ARE YOU THE GUY WHO MADE THAT ISSUE ON GITHUB?
Yeah, why?

PS: Is there a way to change the text color in the dialogue boxes?

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Britdan
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Post » 22 Nov 2018, 16:33

is there an easy way to make an randomiser?

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Montii
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Post » 02 Dec 2018, 17:58

Which version of love should i use for this ?

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HugoBDesigner
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Post » 02 Dec 2018, 22:01

LÖVE 11.1.0

Mistah Jorge
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Post » 14 Feb 2019, 00:52

Hi there, nobody asked for it but i picked up Luigi that was in characters unfinished and tried to make something decent, he's pretty similair to mario, only skinier and a taller head, i hope he's different enough to not just be green mario
Image
https://www.mediafire.com/file/bww7mwsk ... i.zip/file

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TheFriskiestFrisk
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Post » 20 Feb 2019, 18:11

Hello,


I am experiencing an issue with Community Edition (v1.4).
I have tried running the .love file (both as normal .love file via LOVE and after converting it to .exe), but I cannot seem to launch it.
All I get is this.
Image

Is there any way to fix this?


Sincerely, the guy who registered just to ask about this.

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I LÖVE LUA
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Post » 20 Feb 2019, 22:56

Hello, welcome to the forums. Could you show the content of the console? (you might need to launch the .love file with lovec.exe). Also, which version of LÖVE were you using?

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