Mari0 SE Beta

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Superjustinbros
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Post » 21 Jan 2014, 22:20

Before I start going into making animated tiles for ? blocks and coins, do animated ? blocks and coins default to vanilla SMB1 ? blocks and coins upon being placed?

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Flutter Skye
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Post » 21 Jan 2014, 22:23

Nope.
EDIT: I though you meant something else.
Last edited by Flutter Skye on 21 Jan 2014, 22:52, edited 1 time in total.

Maurice
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Post » 21 Jan 2014, 22:25

They do but you can replace the standard graphic.
http://guegan.de/mari0doc/custom_graphics.php

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Sky
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Post » 21 Jan 2014, 22:28

The almighty Maurice wrote:They do but you can replace the standard graphic.
http://guegan.de/mari0doc/custom_graphics.php
That's unfortunate, it would be more flexible the other way.

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Automatik
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Post » 21 Jan 2014, 22:40

WillWare wrote:That's unfortunate, it would be more flexible the other way.
Yeah, and it would show what SE is capable of

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Post » 21 Jan 2014, 22:50

It really doesn't seem all that useful to me.
You can already put things into breakable blocks.

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Sky
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Post » 21 Jan 2014, 22:52

Except for the usefulness that is the single coin.

Maurice
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Post » 21 Jan 2014, 22:53

Coins are so useful.

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Sky
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Post » 21 Jan 2014, 23:00

...hang on, can you make a single coin entity out of a custom enemy?

EDIT: I don't think you can. Could you make that a possibility, Maurice? If so, I would be glad to use those instead.
Also also, if you do this, could you also add something that adds time to the timer?

I would expect to see it like this:

AddCoins = (number of coins)
AddTime = (amount of time)

Maurice
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Post » 21 Jan 2014, 23:03

using enemies as coins is a terrible idea.

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Sky
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Post » 21 Jan 2014, 23:05

Maurice wrote:using enemies as coins is a terrible idea.
It allows them to be dynamic, such as when you hit an enemy with a fireball in SMW and it leaves a coin behind that slides away. Similar idea, but if you don't like it... well, you ARE the coder, after all.

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Post » 21 Jan 2014, 23:06

It's a terrible idea because it will lag with 100 coins onscreen.

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Sky
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Post » 21 Jan 2014, 23:08

Maurice wrote:It's a terrible idea because it will lag with 100 coins onscreen.
Honestly, if the mappack maker puts 100 custom enemies of any type onscreen - and you know someone will anyway - then that's their fault. But I'm just throwing ideas out there.

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Post » 21 Jan 2014, 23:20

It turns out I forgot to disable the debug slowdown in _7, which sucks so here's a fixed version.
Nothing or nothing I know of else changed.

http://guegan.de/stuff/mari0_se_2014-01-21_7fix.love

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Superjustinbros
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Post » 21 Jan 2014, 23:21

The idea of having multiple ? block and coin skins would really be useful for Mari0, especially for more artistic mappacks. Example:
Image
(yes these are colored ala Minecraft's Ores)
Also, good map makers wouldn't be dumb and spam coin entities everywhere, like WillWare said.
Last edited by Superjustinbros on 22 Jan 2014, 00:04, edited 3 times in total.

Chris0neilson
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Post » 21 Jan 2014, 23:31

Maurice, you fix the light bridge and flag yet. see picture above on post. this still bug on game.

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Post » 21 Jan 2014, 23:31

Image

Oh look. An animated coinblock with what's currently in SE.

B-Man99
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Post » 21 Jan 2014, 23:32

Superjustinbros wrote:(yes these are colored ala Minecraft's Ores)
Welcome to Reference Land! Once you come you never leave

EDIT (Oh crap I forgot my actual message): I think it would be really useful to have multiple textures for all of the entities (Example being having a weighted storage cube and a companion cube).
Last edited by B-Man99 on 21 Jan 2014, 23:34, edited 1 time in total.

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Sky
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Post » 21 Jan 2014, 23:33

Maurice wrote:-image-
Oh look. An animated coinblock with what currently in SE.
One out of... how many again? Four? With five frames each?
Superjustinbros wrote:Also, good map makers wouldn't be dumb and spam coin entities everywhere, like WillWare said.
unless you're trying to make NSMB2 rewards
WHAT? Um, I didn't say anything. :D

Maurice
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Post » 21 Jan 2014, 23:35

WillWare wrote:
Maurice wrote:-image-
Oh look. An animated coinblock with what currently in SE.
One out of... how many again? Four? With five frames each?
I don't know if you guys are acting stupid or if you really don't get it.
1.png
Image
1.txt

Code: Select all

0.2
Superjustinbros wrote:good map makers such as myself
Why would you even use such a comparison
It's hard to take you serious.

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BobTheLawyer
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Post » 21 Jan 2014, 23:38

WOAH!
RELEASED???
YOU ARE AMAZING MAURICE!

B-Man99
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Post » 21 Jan 2014, 23:42

Maurice wrote:
Superjustinbros wrote:good map makers such as myself
Why would you even use such a comparison
It's hard to take you serious.
I have almost never seen you (SJB) write a single post without mentioning yourself. Even if it's "Hey this is a cool mappack" you mention yourself or something you've done somehow. I'm not even going to go into what this does to what your posts come out as.

@Bob... man, you missed a lot yesterday. :)

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Sky
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Post » 21 Jan 2014, 23:49

Maurice wrote:
WillWare wrote:
Maurice wrote:-image-
Oh look. An animated coinblock with what currently in SE.
One out of... how many again? Four? With five frames each?
I don't know if you guys are acting stupid or if you really don't get it.
Except bricks don't work.

Look, the thing about Mario games in general is that there's a lot of supposedly useless blocks lying around. Some are brick blocks, yes. Some are not, and they just have one coin in them. Are these blocks useless? No, they have a coin in them. They can serve as platforms, rewards, whatever, even if they just have one coin. And it turns out that throughout the Mario games there are a lot of them just like that, and also a lot of different kinds of ? blocks with different looks and animations. Bricks don't work for this, because they break when Super Mario hits them. And in this, they can't have just one coin, so they can't be platforms that I can count on as a mappack maker to always be there.

The only reason we're having this discussion is to reach an understanding. I want to make sure I'm understood. So do you. So with each of these statements we keep trying to drive the point home. I'm not misunderstanding you. I just think it could be done better. You don't think it needs to be. I get it.

But my point is this - even if it seems useless, what harm is there in adding a little functionality, that people will end up using because it's a normal part of a Mario game? There's two ways of doing it (and I may be wrong, but they seem pretty easy) - add coin functionality to custom enemies, or make animations override the default coinblock. If the problem is the coding, just say that. If the problem is the pressure, I'm sorry, I didn't mean to do that, I just thought this was a type of discussion, not a debate. But please don't insult me.

B-Man99
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Post » 22 Jan 2014, 00:06

B-Man99 wrote:
MagicPillow wrote:But the question remains...
Will mari0 SE has door?
You could make an invisible pedestal button and have it trigger an animation
Wouldn't this actually work because of the "move player to x,y" and "load level" actions in the animations tab?

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Sky
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Post » 22 Jan 2014, 00:08

B-Man99 wrote:
B-Man99 wrote:
MagicPillow wrote:But the question remains...
Will mari0 SE has door?
You could make an invisible pedestal button and have it trigger an animation
Wouldn't this actually work because of the "move player to x,y" and "load level" actions in the animations tab?
Yes, it would work, but I think it was a joke.

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weee50
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Post » 22 Jan 2014, 00:10

BUG: You can't right click.

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maidenTREE
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Post » 22 Jan 2014, 00:12

weee50 wrote:BUG: You can't right click.
Not really a bug, are you on a Mac or Linux?

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alesan99
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Post » 22 Jan 2014, 00:13

More progress on my mappack
Image

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weee50
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Post » 22 Jan 2014, 00:13

I'm on mac. I tried CTRL+Click and CMD+Click!

Image
I was using the selection tool. When you press Escape before releasing your mouse, then release your mouse, this error throws up.
Last edited by weee50 on 22 Jan 2014, 00:30, edited 1 time in total.

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BobTheLawyer
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Post » 22 Jan 2014, 00:22

I can't seem to figure out how the Gravity was changed in the Skydiving map...

EDIT: Multiplayer doesn't work
Last edited by BobTheLawyer on 22 Jan 2014, 00:29, edited 1 time in total.

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maidenTREE
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Post » 22 Jan 2014, 00:24

I am going crazy with the custom enemies, because I made a Yellow Koopa and a Blue Koopa, and a Red Piranha Plant, and even a green Cheep-Cheep.
I give this thread a 999999999999999/9999999999999999 for being awesome.

Wilo
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Post » 22 Jan 2014, 00:32

BobTheLawyer wrote:I can't seem to figure out how the Gravity was changed in the Skydiving map...
He used invisible funnels, set at a slow speed.

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HansAgain
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Post » 22 Jan 2014, 00:35

*Lakitu end doesn't work.
*Hammer bros suicides (they go down).

EDIT: Also, Maurice, are you planning making enemies have custom sprites? Or are you going to tell me that i can do it with custom enemies?
Last edited by HansAgain on 22 Jan 2014, 01:46, edited 1 time in total.

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Jackostar10000
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Post » 22 Jan 2014, 00:55

MM102 wrote:Image
This is fun
Thats So kewl. Hey how did you pull that off without all the vvvvvv gel?

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popcan12
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Post » 22 Jan 2014, 01:02

Thing to notice; Using big Mari0 in an infinite portal loop.

Also, he didn't. He just changed the graphic of the VVVVV gel to an invisable one while it's on the ground. Or, that's what I'm thinking.
Last edited by popcan12 on 22 Jan 2014, 01:06, edited 1 time in total.

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TurretBot
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Post » 22 Jan 2014, 01:05

I feel rude for pointing this out... but he did use vvvvvvv gel

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MM102
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Post » 22 Jan 2014, 01:06

Jackostar10000 wrote: Thats So kewl. Hey how did you pull that off without all the vvvvvv gel?
Its retextured blank along with the faith plates

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popcan12
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Post » 22 Jan 2014, 01:18

That's what I said in my post.

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TurretBot
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Post » 22 Jan 2014, 01:20

popcan12 wrote:That's what I said in my post.
Sane here

Chris0neilson
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Post » 22 Jan 2014, 01:22

There another bug.
Image
When shot with bulletbill go into portal and still stand (not angle. or not rotate.) go up air and cant hit the goomba.


Another Crash:
Image
When Press "esc" to exit from tiles.

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Sky
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Post » 22 Jan 2014, 01:52

Maurice wrote:Send issues and crashes to crash@stabyourself.net
Do not post them in here.

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TripleXero
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Post » 22 Jan 2014, 02:00

Turtley3 wrote:I am going crazy with the custom enemies, because I made a Yellow Koopa and a Blue Koopa, and a Red Piranha Plant, and even a green Cheep-Cheep.
I give this thread a 999999999999999/9999999999999999 for being awesome.
That's about 10%

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popcan12
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Post » 22 Jan 2014, 02:19

Hey, is there a way to make animation triggers only activate once, so you don't accidently go back to it?

Maurice
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Post » 22 Jan 2014, 02:23

"disable this animation"

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HansAgain
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Post » 22 Jan 2014, 02:46

Maurice, can you make the text entity write more symbols (""",",",":","-")?

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popcan12
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Post » 22 Jan 2014, 03:38

Hans1998 wrote:Maurice, can you make the text entity write more symbols (""",",",":","-")?
In order to do some of those symbols you need to manually edit the text from the txt. That's how I got the ? to appear in the things, and the comma.

By the way, when you press ctrl, how do you stop debug mode?

Camewel
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Post » 22 Jan 2014, 03:43

press enter in the console (probably)

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maidenTREE
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Post » 22 Jan 2014, 03:43

Haha, having fun: Image
Credit to Hans1998 for the sprites.

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Turtle95
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Post » 22 Jan 2014, 03:55

popcan12 wrote:
Hans1998 wrote:Maurice, can you make the text entity write more symbols (""",",",":","-")?
In order to do some of those symbols you need to manually edit the text from the txt. That's how I got the ? to appear in the things, and the comma.

By the way, when you press ctrl, how do you stop debug mode?
Get the console as the active window, type "cont" (with no quotes) then hit enter.

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popcan12
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Post » 22 Jan 2014, 04:19

Thank you.

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