Mari0 SE Beta
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
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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?
- Flutter Skye
- Posts: 1690
- Joined: 08 Apr 2012, 17:54
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Nope.
EDIT: I though you meant something else.
EDIT: I though you meant something else.
Last edited by Flutter Skye on 21 Jan 2014, 22:52, edited 1 time in total.
They do but you can replace the standard graphic.
http://guegan.de/mari0doc/custom_graphics.php
http://guegan.de/mari0doc/custom_graphics.php
That's unfortunate, it would be more flexible the other way.The almighty Maurice wrote:They do but you can replace the standard graphic.
http://guegan.de/mari0doc/custom_graphics.php
Yeah, and it would show what SE is capable ofWillWare wrote:That's unfortunate, it would be more flexible the other way.
Except for the usefulness that is the single coin.
...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)
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)
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.Maurice wrote:using enemies as coins is a terrible idea.
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.Maurice wrote:It's a terrible idea because it will lag with 100 coins onscreen.
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
Nothing or nothing I know of else changed.
http://guegan.de/stuff/mari0_se_2014-01-21_7fix.love
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
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The idea of having multiple ? block and coin skins would really be useful for Mari0, especially for more artistic mappacks. Example:
(yes these are colored ala Minecraft's Ores)
Also, good map makers wouldn't be dumb and spam coin entities everywhere, like WillWare said.
(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.
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- Posts: 30
- Joined: 04 Mar 2012, 15:02
Maurice, you fix the light bridge and flag yet. see picture above on post. this still bug on game.
Welcome to Reference Land! Once you come you never leaveSuperjustinbros wrote:(yes these are colored ala Minecraft's Ores)
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.
One out of... how many again? Four? With five frames each?Maurice wrote:-image-
Oh look. An animated coinblock with what currently in SE.
unless you're trying to make NSMB2 rewardsSuperjustinbros wrote:Also, good map makers wouldn't be dumb and spam coin entities everywhere, like WillWare said.
WHAT? Um, I didn't say anything. :D
I don't know if you guys are acting stupid or if you really don't get it.WillWare wrote:One out of... how many again? Four? With five frames each?Maurice wrote:-image-
Oh look. An animated coinblock with what currently in SE.
1.png
1.txt
Code: Select all
0.2
Why would you even use such a comparisonSuperjustinbros wrote:good map makers such as myself
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.Maurice wrote:Why would you even use such a comparisonSuperjustinbros wrote:good map makers such as myself
It's hard to take you serious.
@Bob... man, you missed a lot yesterday. :)
Except bricks don't work.Maurice wrote:I don't know if you guys are acting stupid or if you really don't get it.WillWare wrote:One out of... how many again? Four? With five frames each?Maurice wrote:-image-
Oh look. An animated coinblock with what currently in SE.
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.
Wouldn't this actually work because of the "move player to x,y" and "load level" actions in the animations tab?B-Man99 wrote:You could make an invisible pedestal button and have it trigger an animationMagicPillow wrote:But the question remains...
Will mari0 SE has door?
Yes, it would work, but I think it was a joke.B-Man99 wrote:Wouldn't this actually work because of the "move player to x,y" and "load level" actions in the animations tab?B-Man99 wrote:You could make an invisible pedestal button and have it trigger an animationMagicPillow wrote:But the question remains...
Will mari0 SE has door?
- maidenTREE
- Posts: 653
- Joined: 28 Mar 2013, 16:16
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Not really a bug, are you on a Mac or Linux?weee50 wrote:BUG: You can't right click.
More progress on my mappack
- BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
I can't seem to figure out how the Gravity was changed in the Skydiving map...
EDIT: Multiplayer doesn't work
EDIT: Multiplayer doesn't work
Last edited by BobTheLawyer on 22 Jan 2014, 00:29, edited 1 time in total.
- maidenTREE
- Posts: 653
- Joined: 28 Mar 2013, 16:16
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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.
I give this thread a 999999999999999/9999999999999999 for being awesome.
*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?
*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.
- Jackostar10000
- Posts: 417
- Joined: 17 Jun 2012, 12:06
Thats So kewl. Hey how did you pull that off without all the vvvvvv gel?MM102 wrote:
This is fun
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.
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.
I feel rude for pointing this out... but he did use vvvvvvv gel
Its retextured blank along with the faith platesJackostar10000 wrote: Thats So kewl. Hey how did you pull that off without all the vvvvvv gel?
Sane herepopcan12 wrote:That's what I said in my post.
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- Posts: 30
- Joined: 04 Mar 2012, 15:02
There another bug.
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:
When Press "esc" to exit from tiles.
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:
When Press "esc" to exit from tiles.
Maurice wrote:Send issues and crashes to crash@stabyourself.net
Do not post them in here.
- TripleXero
- Posts: 892
- Joined: 08 Aug 2012, 00:23
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That's about 10%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.
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.Hans1998 wrote:Maurice, can you make the text entity write more symbols (""",",",":","-")?
By the way, when you press ctrl, how do you stop debug mode?
- maidenTREE
- Posts: 653
- Joined: 28 Mar 2013, 16:16
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Haha, having fun:
Credit to Hans1998 for the sprites.
Credit to Hans1998 for the sprites.
Get the console as the active window, type "cont" (with no quotes) then hit enter.popcan12 wrote: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.Hans1998 wrote:Maurice, can you make the text entity write more symbols (""",",",":","-")?
By the way, when you press ctrl, how do you stop debug mode?