[RPG][1.6] Mari0 RPG 0.3

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Hylario
Posts: 15
Joined: 03 Feb 2012, 13:34

Post » 07 Mar 2012, 18:26

Mari0 RPG 0.3

I started this mod just to test and see what you guys think about it.

Image
Image

Download:

[*].exe
http://www.mediafire.com/download.php?ettq4sozs645fvy
[*].love
http://www.mediafire.com/download.php?eimdyw2cfhjcmu8

Installation:

[*].exe
Extract it into your mari0 folder and execute.
[*].love
Execute with love.exe

Changelog:

[*] Version 0.3[/b] - 25 Mar 2012
- Mobs and Player have HP now
- A red arrow will show your position if you are out of screen
- Some collision changes
- And maybe others things that I don't remember now ^^

[*] Version 0.2[/b] - 11 Mar 2012
- Stats and Skills menus
- Jump Skill
- Fireball Skill
- Minor bugs fixed

[*] Version 0.1[/b]
- Experience and Level System
- Lose exp and level when you die
Last edited by Hylario on 25 Mar 2012, 22:30, edited 10 times in total.

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canI
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Post » 07 Mar 2012, 18:50

Cool idea, might want to release a .love for people who are not on windows.

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Hen Barrison
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Post » 07 Mar 2012, 22:37

What dose levelIng up do?

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Hylario
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Post » 07 Mar 2012, 23:43

Hen Barrison wrote:What dose levelIng up do?
Nothinh yet, but I pretend to implement something. I need sugestions.

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NickIAm
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Post » 08 Mar 2012, 00:29

on middle click push white gel, or somefing like that...)

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RWLabs
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Post » 08 Mar 2012, 01:03

Jump height/run speed/more friction/longer starman time

I can't run this for some reason. It gives me an error about functions...

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skyy
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Post » 08 Mar 2012, 01:31

RWLabs wrote:Jump height/run speed/more friction/longer starman time

I can't run this for some reason. It gives me an error about functions...
Make sure it's 1.3 version of mari0 as said in the OP

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canI
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Post » 08 Mar 2012, 02:49

skyy wrote:Make sure it's 1.3 version of mari0 as said in the OP
OP doesn't currently say anything about 1.3 . Also as far as I know love engine doesn't share resources with other projects, it for sure doesn't load anything from executables found in same directory, that would just be stupid. Maybe you should test what you want to say before you say it. it wouldn't take but a couple hours at most. BURN!

Edit: Oh yeah, the dll's durr. I am a retard.
Last edited by canI on 08 Mar 2012, 17:57, edited 1 time in total.

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chaiguy
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Post » 08 Mar 2012, 03:09

Awesome idea! I also like RWLabs' suggestions for what leveling up can do. However I suggest making leveling up less often, and make the changes more dramatic, so you really notice it. If you really want to get advanced, it would be awesome if you got stat points each level to spend on whatever attribute you want! Here are some more suggestions:

* More fireballs at a time
* More damaging fireballs (destroys enemies they normally don't)
* Double jump (maybe you get this after upgrading the jump ability to a certain point)
* Hover jump (same idea)
* More health (takes more than one hit to shrink you)
* Fireflower "shrinks" to big mario
* Extra powerup slot like SMW

This would be totally fun! I would love to play this.

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Hylario
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Post » 08 Mar 2012, 03:59

Thanks to everyone who sent sugestions.

I'll add the stat points and some bonuses.
I'll update this post as soon as I get something good done.

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chaiguy
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Post » 08 Mar 2012, 06:53

Ooh one more:

* Better control while in the air (jumping/falling)

Depending on how much time you spend on this, one way you might do it is to have certain key stats that can be improved (jump, run, movement, health, damage) which each increase some value (max height for jump, speed for run, friction for movement, etc.) but with special milestones that can be reached after a certain stat gets improved enough. For example, after increasing the jump stat 4 times, you might get the double-jump bonus.

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chaiguy
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Post » 08 Mar 2012, 07:00

RWLabs wrote:I can't run this for some reason. It gives me an error about functions...
Make sure to copy it into the mari0 directory with all the other files and run it from there. Works fine for me.

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MonkeyMan12
Posts: 29
Joined: 11 Mar 2012, 01:29

Post » 11 Mar 2012, 04:19

I got this:
Error

main.lua:39: attempt to call field 'setDefaultImageFilter' (a nil value)

Traceback

main.lua:39: in function 'load'
[C]: in function 'xpcall'
I've haven't modded Mari0 before so I don't have the faintest idea on what to do.
P.S I had to right that error word for word

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rokit
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Post » 11 Mar 2012, 04:20

get the unstable love from love2d.org/builds/ and scroll right down

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Lone Wolf
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Post » 11 Mar 2012, 05:17

i get this:
Error

menu.lua:1185: attempt to index field '?' (a nil value)


Traceback

menu.lua:1185: in function 'loadbackground'
menu.lua:47: in funtion 'menu_load'
intro.lua:64: in function 'intro_mousepressed'
main.lua:1245: in function 'mousepressed'
[C]: in function 'xpcall'
FYI; i get this whenever i load any mod.

Camewel
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Post » 11 Mar 2012, 05:18

Are you guys using 0.8.0?
If not, rokit boy has just the link for you.

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Lone Wolf
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Post » 11 Mar 2012, 05:22

yes, Camewel, i have Rubber Piggy. i already got it.

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MonkeyMan12
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Post » 11 Mar 2012, 11:34

I support this mod! Can't wait till you add some significance for having higher levels :)

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trosh
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Post » 11 Mar 2012, 14:19

MonkeyMan12 wrote:I got this:
Error

main.lua:39: attempt to call field 'setDefaultImageFilter' (a nil value)

Traceback

main.lua:39: in function 'load'
[C]: in function 'xpcall'
I've haven't modded Mari0 before so I don't have the faintest idea on what to do.
P.S I had to right that error word for word
If you run the game from a terminal or command prompt, this will print in there and you can just copy paste it.

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Hylario
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Post » 11 Mar 2012, 21:37

11/03/2012

[*] Version 0.2
- Stats and Skills menus
- Jump Skill
- Fireball Skill
- Minor bugs fixed

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Chemical Plant Zone
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Joined: 11 Mar 2012, 04:21

Post » 11 Mar 2012, 23:58

Hylario wrote:11/03/2012
Wow, it's been 8 months since this game has been released?
Just kidding

Looks to be a good mod. I can see the possibilities of this mod combined with the Minecraft mode and Minecraft texture pack...

EDIT: And yes, I know Minecraft isn't an RPG, but it seems interesting anyway!

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Hen Barrison
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Post » 12 Mar 2012, 00:06

Make an HP bar.

And have that as an IncreasIng ablIlIty as you level.

Ex:

lvl 1, Mario takes a hIt as bIg Mario and shrInks to regular Mario.

lvl 6, Mario takes a hIt as bIg Mario and does not shrInk to regular Mario. In thIs case, It would take two hIts to shrInk Mario.


(Not nessIcarIly wIth those levels though.)

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RWLabs
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Post » 12 Mar 2012, 00:41

Nice work! This is much better than I imagined!

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SpocKirk
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Post » 13 Mar 2012, 04:16

This has an interesting feel to it. If there was ever a custom map you could have a long jump that wouldn't be possible without a certain level jump skill, so you would have to go back and grind.

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Zlmpery
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Post » 13 Mar 2012, 06:27

I have to ask you something. How'd you make your .love file into an exe? Whenever I try it produces 3 dll files but no exe. :P

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RWLabs
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Post » 13 Mar 2012, 08:14

Zlmpery wrote:I have to ask you something. How'd you make your .love file into an exe? Whenever I try it produces 3 dll files but no exe. :P
Compress it into a .RAR file and rename it .EXE

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Zlmpery
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Post » 13 Mar 2012, 08:53

RWLabs wrote:
Zlmpery wrote:I have to ask you something. How'd you make your .love file into an exe? Whenever I try it produces 3 dll files but no exe. :P
Compress it into a .RAR file and rename it .EXE
I right-clicked my modded .love file and clicked compress to RAR. After, I renamed it to Mari0.exe but when I ran it it said that it wasn't compatible with this version of Windows. I tried googling, re-doing it, and using a different method, but it still didn't work. Got any ideas?

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Hylario
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Post » 13 Mar 2012, 14:29

SpocKirk wrote:This has an interesting feel to it. If there was ever a custom map you could have a long jump that wouldn't be possible without a certain level jump skill, so you would have to go back and grind.
Nice idea.. I'll do this..

Now I am trying to implement hpBar on all mobs.
Image

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chaiguy
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Joined: 02 Mar 2012, 04:33

Post » 13 Mar 2012, 23:31

SpocKirk wrote:This has an interesting feel to it. If there was ever a custom map you could have a long jump that wouldn't be possible without a certain level jump skill, so you would have to go back and grind.
That's a brilliant idea! You should be able to go back and replay any level once you've beaten it, so that if you encounter a level that requires say an extra long jump (maybe not to beat, but maybe there's a hidden secret there), you can either go back and improve your stats by playing earlier levels, or you can go back to that level again later and get to the secret once you've got better jumping abilities.
Last edited by chaiguy on 13 Mar 2012, 23:36, edited 1 time in total.

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chaiguy
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Post » 13 Mar 2012, 23:32

Hylario wrote:Image
That looks super cool! Though a small suggestion would be to only show the HP bar if the enemy has < 100% health, just so there's not a bazillion of them on the screen all the time. Heck maybe some tougher enemies could even regenerate health slowly.

Can't wait to try this out...

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Zlmpery
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Post » 14 Mar 2012, 04:13

I recently downloaded this mod and it is actually pretty cool. I just wanted to let you know what "Scale" isn't working. Whenever I play Mari0 in the original client it works fine but when running yours it won't increase or decrease the window size. It is just stuck at 2. Is this a bug?

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Hylario
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Post » 14 Mar 2012, 04:15

Zlmpery wrote:I recently downloaded this mod and it is actually pretty cool. I just wanted to let you know what "Scale" isn't working. Whenever I play Mari0 in the original client it works fine but when running yours it won't increase or decrease the window size. It is just stuck at 2. Is this a bug?
Isn't a bug, I had to disable it since I made all the GUI with the scale 2 ^^ I know it's sucks, but all that scale math was so hard to understand..

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chaiguy
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Post » 14 Mar 2012, 05:12

Hylario wrote: Isn't a bug, I had to disable it since I made all the GUI with the scale 2 ^^ I know it's sucks, but all that scale math was so hard to understand..
Lol lame that it isn't just all post-processed.

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Hylario
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Post » 14 Mar 2012, 05:34

chaiguy wrote:
Hylario wrote: Isn't a bug, I had to disable it since I made all the GUI with the scale 2 ^^ I know it's sucks, but all that scale math was so hard to understand..
Lol lame that it isn't just all post-processed.
I can review this later, but for now its only one scale..

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chaiguy
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Post » 14 Mar 2012, 05:52

Hylario wrote:
I can review this later, but for now its only one scale..
Sorry I meant it was lame that the love engine can't just do post-process zooming. Not criticizing your work. I'm sure somebody could add the appropriate scaling if necessary.

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trosh
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Post » 14 Mar 2012, 05:59

it's not about love, it's about how maurice uses his different printing functions. (usually with lots of crappy math sticking out of everywhere)

ElusiveYoda
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Post » 14 Mar 2012, 06:03

Oh my Gawd.....

Awesome.

MiniDemonic
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Post » 15 Mar 2012, 12:59

You should contact the gun mod maker and combine this one with the gun mod, that would be awesome.

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renhoek
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Post » 15 Mar 2012, 13:46

MiniDemonic wrote:You should contact the gun mod maker and combine this one with the gun mod, that would be awesome.
EDIT: whoops misread
what I should have said:
is it really that hard for you to put both mods in yourself?
Last edited by renhoek on 15 Mar 2012, 14:30, edited 1 time in total.

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Hylario
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Post » 15 Mar 2012, 14:22

xXxrenhoekxXx wrote:
MiniDemonic wrote:You should contact the gun mod maker and combine this one with the gun mod, that would be awesome.
called it!
Some one finnally said it!!!
What about weapons, armors, shields, helmets and boots?

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chaiguy
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Post » 15 Mar 2012, 16:36

Hylario wrote:What about weapons, armors, shields, helmets and boots?
That would be pretty intense!

Oh man I just had an amazing idea that is so obvious I'm surprised I (or no one else) has thought of it yet! Coins! Mario already has gold in it, you just need to add a store interface in between levels say where you can use the coins you've collected to actually buy stuff! You'd have to make it so that getting 100 coins doesn't reset the counter or give you a 1-up (since there are no lives anymore 1-ups don't make any sense anyway).

That would be a perfect addition!

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Lexsym
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Post » 15 Mar 2012, 16:58

I like this idea.

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Hylario
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Post » 25 Mar 2012, 21:51

[*] Version 0.3[/b] - 25 Mar 2012
- Mobs and Player have HP now
- A red arrow will show your position if you are out of screen
- Some collision changes
- And maybe others things that I don't remember now ^^
Last edited by Hylario on 25 Mar 2012, 22:30, edited 1 time in total.

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Zlmpery
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Post » 25 Mar 2012, 22:25

Hylario wrote:[*] Version 0.3[/b] - 25 Mar 2012
- Mobs and Player have HP now
- An red arrow will show your position if you are out of screen
- Some collision changes
- And maybe others things that I don't remember now ^^
A red arrow eh... mind telling me what code you used and where? It would be really useful in multiplayer until proper split-screen comes out.

Camewel
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Post » 25 Mar 2012, 22:32

If self.y > topofscreen
love.graphics.draw(arrow, self.x, topofscreen)
end

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Hylario
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Post » 25 Mar 2012, 22:44

Camewel wrote:If self.y > topofscreen
love.graphics.draw(arrow, self.x, topofscreen)
end
Actually its easier

if self.y < 0 then
love.graphics.draw(arrow, self.x, 0)
end

Camewel
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Post » 25 Mar 2012, 23:03

Oh yeah, love does co-ordinates from the top down.

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Lone Wolf
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Post » 26 Mar 2012, 05:47

Hylario wrote:
Camewel wrote:If self.y > topofscreen
love.graphics.draw(arrow, self.x, topofscreen)
end
Actually its easier

if self.y < 0 then
love.graphics.draw(arrow, self.x, 0)
end
Where do i put this code?
I'd like to add it to my .love of homemade edits.

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RWLabs
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Post » 26 Mar 2012, 06:27

If you kill a flying turtle by throwing fireballs at it it looks like the shell itself is floating.
Sometimes when you kick it, it looks like a normal turtle is speeding everywhere.

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supermarioportal
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Post » 26 Mar 2012, 12:02

Could you add also a zip because i dont have interet and i want to download the game on android

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