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Mari0: SE:E [v3.0][LÖVE 0.10.2]

Mods, guides how to use and install mods go right in here.
Hatninja
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Post » 08 Apr 2015, 02:27

Mari0: Special Edition Extended


Video:



Information:
Mari0: Special Edition Extended is a mod aims to fix many problems & bugs in the Mari0 SE Beta, while also bringing many new useful features as well!



Included in v3.0:

Features:
- Compatibility -
Supports many maps and entities from Mari0:SE beta 8 and below, no hassle!

- Return of Multiplayer -
Controllers have been fixed, now you can finally play with your friends!

- New options -
Many pre-existing entities & animations now have new features.

- Bug fixes -
Seriously, this mod fixes a lot.

- & Many More -
Check out the guide or changelog for specifics!




Logic Gates:
Available to many of the gates (Including the old ones.), there is a brand new setting for inverting their outputs without the need for a not gate.

- XOR Gate -
Only turns on if one input is exclusively on.

- T Flip-Flop -
Can toggle between on and off with an input.

- Sound Player -
Plays a Sound when activated.

- Pulse Gate -
Outputs when it's input is updated.

- Counter -
Outputs when it's input has been turned on for a set number of times.
It also has a reset link you can use.


Entities:
Other than logic gates, there have not been new entities added. However, new functionality has been added to pre-existing ones!

- Gel Cannon -
A water option has been added!

- Timed Coinblock -
You can adjust the time for how long you can hit the block for coins.
-1 is supported as infinity as well!

- Vines -
Vines have a new option that can enable the vine to grow without the need for a block to hit.
It can be on instant or only when loaded into the screen!

- Flag -
You can change which level to go to after you reach the flag!
By default, it chooses the next level.

- Axes -
Just like flags, you can choose which level to go to.
Axes also have an option for the bridge area, so you don't need to make new bridge tiles.
By default selection, it destroys only bridge tiles like normal.

- Bowser -
You can select which level bowser is.
By default it picks the current world.


Animations:
Animations have been given a major overhaul. The old ones are still there, but unselectable.


Triggers:
- Time -
Replacing "After seconds:", this has modes for triggering before, at and after the specified number of seconds.
Also added is a repeat mode for triggering every X seconds!

- Always Trigger -
Added for convenience, this triggers every update!


Conditions:
- Position -
Replacing the "Player's x/y >/<" pairs, this has options for multiple players and an extra mode for when a player is exactly at a coordinate.

- Require Points -
Like coins, but for points.

- Mario is Size -
Detects whether a player is a certain size, be they small or with fire powers!


Actions:
- Play Sound -
Like it's entity cousin, it play sounds!

- Screen text -
Displays a piece of colorable text anywhere on the screen.

- Clear Screen Text -
And this clears them!

- Change Tint -
Puts a tint on the screen, fully colorable.

- Clear Tint -
And this puts away any tint on the screen!

- Give Points -
Pretty self-explanatory by now i think.

- Add 1up -
Gives a 1up to the specified players.

- Jump Back -
Makes the animation jump back a specified number of actions, and repeats N times when the animation comes back.

- Set Velocity -
Change a players velocity, fling them wherever you want!

- Change Game Speed -
Changes the game speed, perfect for epic action cutscenes!

- Change Gravity -
Changes the planet mario lives on.

- Trigger ID -
Triggers an animation ID for other animations.
Animation triggers now output when they receive an id trigger as well.


Other:
- Single Player Portal Colors -
In the option menu, at the skins tab:
You can press "o" to enable single player portal colors.
A bit of text will show up beside player 1 saying "spc" when enabled!
This will save over multiple play sessions.
As a bonus, you can reset your portal colors using "p".
You can find this out when selecting the portal hues.




Download:

Download Mari0 SE Extended (LÖVE 0.9.2)
Download Mari0 SE Extended (LÖVE 0.10.0)
(Notice: Maps saved with this version will only be usable with SE:E, so backup your maps if you would still like to use Mari0:SE bugfixes!)

Download Mari0: SE Extended Vanilla Only (v2.0)
Bug fixes, Gui additions and Map loader only.




Credits to Mari0Maker for link character, alesan99 and Hans for finished luigi, and everyone that made the bug fixes in the bug fix thread.



Archive:
(Broken links for now.)
Download v2.1
Download v1.0




Changelog:

Code: Select all

v1.0
Release!


v2.0
Miscellaneous:
Sounds for menus.

Entities:
Animationtrigger now outputs if it's own id is triggered.
Gel dispenser now has a water option.

Editor:
You can add and delete levels now in the maps tab.
Up to 9 sublevels can be added. (And entity settings have been changed accordingly.)
An extra world 9 has been added. (Warp pipe settings have been changed as well.)

Animations:
Improved triggers.
Brand new actions.
All "enable/disable" pairs have been merged.
All "x/y" pairs have been merged in the same fashion.
Dialog boxes now change height based on how much text is inputted.

Bug fixes:
Fixed commas in numberboxes.
Timers are now more compatible with vanilla timers.


v2.1 Quick Patch
Sublevel crash bugfix now included.
Beetle-half added.
Screen text now properly scales.


v3.0 - The Experimental Update!

Characters:
Removed "-unfinished" tags for characters.
Added alesan99 and han's finished luigi.
Added Mari0Maker's link, credit to him!

Entities:
Added Pulse Gate.
Added Counter.
Added a new rightclick option for timed coinblocks.
Added new rightclick options for vines.
Added new world and level options for flags and axes.
Added a new region select option for axes.
Added a new rightclick option for bowser.
Pipe entities now support entrance from the right side.
"set on" option names have been changed to "default on"

Editor:
Background rgb is now displayed next to the sliders.
Shortcut to open mappack data added. (You can find it in the tools menu.)
Mappack icon is now displayed in tools menu.
Red technical entity icons redesigned.

Menu:
"© 2012 Maurice" changed to "© 2015 Maurice"
Hue bar is in higher definition.
Shortcuts to reset portal colors and to enable single player colors. (Found when huebars are selected.)

Game:
Game camera now centers on mario.

Cheats:
Gelcannon cheat reworked. Use mousewheel to switch gels.

Enemies:
Hammers are now immune to fire.
Fixed bulletbills not hurting mario from bottom.

Animations:
Changed "Player position" to a condition.
Added "Change Tint" action.
Added "Set Game Speed" action.
Added "Set Gravity" action.
Added "Clear Tint" action for convenience.
Added "Always Trigger" trigger for convenience.
"Jump Back" now supports minus numbers as infinity.

Compatibility:
Animationtriggers now have a beta 7 compatibility feature.

Bug Fixes:
Fixed mappack menu's "press m to open mappack folder" box.
Fixed Goomba Attack cheat mode.
Fixed bowser not able to hurt mario from top and bottom.
Fixed bowser being able to jump when falling.

Last edited by Hatninja on 10 Sep 2017, 22:36, edited 27 times in total.

B-Man99
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Post » 08 Apr 2015, 03:23

Oh
Oh my
THANK YOU

Would highly recommend for anyone who plans on using the SE beta (vanilla SE)

mine209craft
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Post » 08 Apr 2015, 03:25

I can't wait to try it!

TurretBot
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Post » 08 Apr 2015, 04:05

You should make a version without the entity changes/additions

Superjustinbros
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Post » 14 Apr 2015, 21:20

Can you add in the "beetle half" entity that was somehow dropped between 1.6 and SE?
Also, I can't seen to delete coins once I place them.

TurretBot
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Post » 17 May 2015, 19:40

Use coins on coins to delete coins. (Unless that's not working either idk.)

MF064DD
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Post » 17 May 2015, 21:54

lol hat ninja be bumping for attention
It seems that I have another mod to try out. Maybe I'll like this "version" of SE. BRB.

espioner
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Post » 25 May 2015, 13:52

mod is really cool and epic ball palms to show who made the epic mod .

SilverDarkBlade
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Post » 22 Aug 2015, 23:35

Crashes when i do literally anything
Image

MinecartAnimate
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Post » 26 Sep 2015, 04:37

Very nice. I'm working on a map pack using this mod that will add better, visible checkpoints (like in nsmb, where they grow the player, as well as adding a 1-up which is NOT from nsmb, just a nice feature) and a 1 up when the player wins a level except for castles because I am too lazy. The farthest I have done is 1-1. Wish me luck!

Hatninja
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Post » 26 Sep 2015, 20:56

Cool to hear. Good luck on that mappack!

Superjustinbros
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Post » 04 Oct 2015, 06:16

Out of curiosity would there be a way the Better Level Editor Special Edition could be added/implemented into this (or at least two editor.lua files that each work with the two different versions of this mod)?

TurretBot
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Post » 04 Oct 2015, 11:16

As far as I know, they're compatible. I think he added something or other (custom default background colors, probably) to the non-vanilla version, but other than a lack of that feature it should work fine. If it crashes/breaks, let me know and I'll try to fix it.

Mari0_Player
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Post » 05 Oct 2015, 14:20

Image
Tried to put a reverse funnel in my map...

HugoBDesigner
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Post » 05 Oct 2015, 14:49

viewtopic.php?f=13&t=4565
Fixed in there. Maybe Turret can update the mod to add them?

TurretBot
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Post » 05 Oct 2015, 20:56

Pretty sure that's already fixed in this mod, and since it's not my mod in the first place, I think the answer to that is no.

Superjustinbros
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Post » 08 Oct 2015, 01:19

Here's a pretty major bug that I think should get a fix; it was never in 1.6 back in the day.
viewtopic.php?f=8&t=4536
Sure it may not affect PC users all that much, but since there are guys that play it on OS X (including myself), it limits how much stuff you can do without crashing the game.

Hatninja
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Post » 08 Oct 2015, 05:03

I thought i already had fixed it, though i didn't post on the bug fix thread.
Is it not working for you?

Superjustinbros
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Post » 08 Oct 2015, 07:05

I tried porting one of my 1.6 map packs as of recently after running it through the site's converter, and the instant I selected it, it recognized one of the DS.Store files in it and locked up, error screen and everything.

Hatninja
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Post » 08 Oct 2015, 19:26

I don't know how this could happen. I've added one everywhere i could, but it doesn't happen for me.

Superjustinbros
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Post » 09 Oct 2015, 06:51

Yeah, I seriously dunno what could've happened either.
It was my Great Giana Sisters port mappack that I tried porting over.
I dunno I just have terrible luck with using the site's converter.

GreenCo
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Post » 21 Nov 2015, 08:43

ADD GALOOMBAS FROM SUPER MARIO WORLD
Image
Image
Give me the code and the image so I don't have to download anything

Mari0_Player
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Post » 21 Nov 2015, 17:09

GreenCo wrote:ADD GALOOMBAS FROM SUPER MARIO WORLD
Image
Image
Give me the code and the image so I don't have to download anything

Pretty sure that's possible already, with custom enemies.

Mr.Q.Marx?
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Post » 22 Nov 2015, 15:04

No. You can't hold an enemy in SE.

TurretBot
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Post » 22 Nov 2015, 16:06

You could make them how they are in Super Mario 3D World, where they're killed after you flip them over.

MF064DD
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Post » 22 Nov 2015, 18:29

Well, I guess if SE is never getting out of Beta stages, I'll just have to download this one.

BRB

GreenCo
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Post » 24 Nov 2015, 04:55

KICK EM AROUND SMW STYLE IS WHAT I WANT
galoombas

Pony Gamer
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Post » 17 Dec 2015, 23:15

how do u download it?

HugoBDesigner
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Post » 18 Dec 2015, 02:53

Pony Gamer wrote:how do u download it?

Main post, on the "Download" section

BarbarianKabbage
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Post » 10 Jan 2016, 02:44

Here's one question I have: Let's say I have a dialogue that gets triggered in a region trigger entity and I don't want the dialogue to activate again. How would I do this?

QwertymanO07
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Post » 10 Jan 2016, 02:46

Just put "Disable this animation" at the start.

BarbarianKabbage
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Post » 10 Jan 2016, 03:14

QwertymanO07 wrote:Just put "Disable this animation" at the start.

That didn't seem to work.
Here's a screen of the setup:
Image

HansAgain
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Post » 10 Jan 2016, 05:21

I remember an entity called rs flip-flop or something like that, if you put it between the region trigfer and the animation entity it will make the animation work just once.

HugoBDesigner
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Post » 10 Jan 2016, 09:16

Use the "toggle on and off" tool inside the "logic gates" category (has an "S" icon).

Image

BarbarianKabbage
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Post » 10 Jan 2016, 18:24

Made a short mappack with this mod to show what it can do. And I must say, out of many of the mods I've seen this one is probably the best. It doesn't change graphics, but it improves on the base game. So, my props to you Hatninja!


nikitaw99
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Post » 21 Dec 2016, 08:41

Hello!

I would like to know what version of Love2D I am supposed to use this mod with.

Thanks in advance.

craftersshaftstuff
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Post » 27 Jan 2017, 03:50

0.9.0

sonic1fan
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Post » 22 Mar 2017, 02:31

link is broke


RETURN OF THE DEAD THREAD TREADER

MartinBott19
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Post » 22 Mar 2017, 05:12

https://web.archive.org/web/*/https://dl.dropboxusercontent.com/u/25713871/Mari0%20SE%20Extended.love

Fixed download link. (click on the oct. 14 date and it should download)

Its_Stango
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Post » 01 Jun 2017, 09:50

Broken Link!

Hatninja
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Post » 01 Jun 2017, 21:15

Okay, finally fixed the links.

Its_Stango
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Post » 04 Jun 2017, 15:19

Found A Glitch, It happens EVERY TIME I OPEN IT. PLEASE FIX IT
http://imgur.com/a/OvZDx

Hatninja
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Post » 04 Jun 2017, 21:09

Only works with love2d version 0.9.2, it seems.
You can find it here: https://bitbucket.org/rude/love/downloads/

Its_Stango
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Post » 05 Jun 2017, 14:32

I still have the same problem. ;(

Hatninja
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Post » 10 Jun 2017, 23:45

Heres an updated version, should work with 0.10.x.
https://www.dropbox.com/s/5osm7ndoiv1m8 ... .love?dl=1


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