Mari0 Alesan99's Entities Character Thread

General Mar0 discussion has been moved to this subforum!
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NH1507
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Post » 29 Jan 2019, 18:46

Hello! If anyone has made any Alesan's Entities characters post them here! I guess you could also post SE characters too.

Most of these characters here are outdated, so they won't work in Mari0 AE v13.

Here are some (Outdated) custom characters:
Mari0+ by CoolJulianXD Download
Say Hello to Mari0+!
Image
 I weirdly can't get these to work so herehttps://i.imgur.com/Mhcrb15.gifv 
The Classic Mari0 But with new animations! and a new portalgun sprite for big mario too!
Going for $19.95 plus shipping! but for us fellow people who stab them selves, I'll Give you a Discount. 100% For FREE
Link:
http://www.mediafire.com/file/7bxwhxunm ... OldSMB.rar
credit to gorsal to the sprites
Link: right here: https://mfgg.net/index.php?act=resdb&pa ... =1&id=4347
Mari0 by me Download
Get Mari0, Mario with his new color palette!
MARI0 DOWNLOAD
How to download: click on link > download > navigate to your mari0 folder, which is .../AppData/Roaming/(LOVE/)mari0/alesans_entities on windows, and paste your downloaded character there.
Change your character when you play alesans entities next and ta da!
Inverted Mario by me Download

(Outdated)Toad by me DownloadImage
Ever played Mari0, but thought that Mario's sprite was a little annoying? probably not.
Playing as Mario or not, Here's Toad! He's got tired of making levels in SMM2, so he tried using a Portal Gun for a change!
Here's a link! > Image <
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Note:
I haven't been on this thread too much recently, so don't expect your characters to get onto the above list
Last edited by NH1507 on 23 Jun 2020, 05:17, edited 6 times in total.

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Bromaster
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Post » 15 Jul 2019, 04:42

I have an SE character.
Mr. Game And Watch
mrg&w.PNG
mrg&w.PNG (26.31 KiB) Viewed 216361 times
[insert dank bleeping here]

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Tecminer
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Post » 15 Jul 2019, 14:25

SE characters would go here -> viewtopic.php?f=8&t=4040

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Bromaster
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Post » 15 Jul 2019, 16:16

SMG4ISCOOL wrote:
29 Jan 2019, 18:46
I guess you could also post SE characters too.
but okay

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Evan.F
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Post » 25 Jul 2019, 20:40

I have a 16-bit Mario (an edited version of Smb1 allstars version of mario with added smb3 smw and other stuff) that I am using for my mappack (which is a 16-bit adventure)

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Evan.F
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Post » 03 Aug 2019, 09:35

animations.png
animations.png (7.35 KiB) Viewed 216203 times
AND HERE HE IS!!!
biganimations.png
biganimations.png (12.88 KiB) Viewed 216203 times
capeanimations.png
capeanimations.png (27.74 KiB) Viewed 216203 times
hammeranimations.png
hammeranimations.png (12.94 KiB) Viewed 216203 times
raccoonanimations.png
raccoonanimations.png (25.16 KiB) Viewed 216203 times
. The lui (skinny) and tanooki will be released on the next comment. use any old character config.txt for them (if you can add make it change colours in ways that seem alright, as I can't get colour changes to work properly

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Evan.F
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Post » 03 Aug 2019, 09:35

skinnyanimations.png
skinnyanimations.png (12.94 KiB) Viewed 216203 times
tanookianimations.png
tanookianimations.png (24.85 KiB) Viewed 216203 times
and here's the full gang
Marios.png
Marios.png (9.42 KiB) Viewed 216198 times

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Bromaster
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Post » 08 Aug 2019, 19:38

Evan.F wrote:
03 Aug 2019, 09:35
animations.pngAND HERE HE IS!!!biganimations.pngcapeanimations.pnghammeranimations.pngraccoonanimations.png. The lui (skinny) and tanooki will be released on the next comment. use any old character config.txt for them (if you can add make it change colours in ways that seem alright, as I can't get colour changes to work properly
Looks awesome.
But, what about a config file?

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Evan.F
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Post » 08 Aug 2019, 21:11

It was just the way I inserted the sprites on the forums, I didn't upload them as a folder, as it was my first time uploading files here. As for the palettes, I cant get the colours to work

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Bromaster
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Post » 08 Aug 2019, 22:08

oh.
welp, I thought characters would need a config, I guess not.

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Evan.F
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Post » 08 Aug 2019, 22:11

Bromaster wrote:
08 Aug 2019, 22:08
oh.
welp, I thought characters would need a config, I guess not.
I believe it still needs the config, though you can just use any other one.

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Bromaster
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Post » 08 Aug 2019, 22:15

okay then..

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Evan.F
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Post » 08 Aug 2019, 22:37

NON TOPIC COMMENT NOTHING TO SEE HERE
Last edited by Evan.F on 09 Aug 2019, 23:49, edited 1 time in total.

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Bromaster
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Post » 09 Aug 2019, 23:32

yes (username bromaster) but I recommend staying on topic

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NH1507
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Post » 18 Aug 2019, 01:08

sorry for not being on this thread in a while.
For anyone who has downloaded "Mari0", (by SMG4ISCOOL), please redowload, he has been fixed for the new config.json.

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NH1507
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Post » 18 Aug 2019, 01:10

Evan.F wrote:
03 Aug 2019, 09:35
* insert 16-bit Mario here *
I appreciate it, but it's actually not finished (portal gun sprites)
and sorry but you'll need to update to config.json for the new alesan's entities update.
:P

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Bromaster
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Post » 18 Aug 2019, 04:41

"Woody? Where'd ya go?"
"He's lying, Buzz aint there."
Almost done.
Woody sprites originally by Disney Interactive.
8-bit-ified by me. Same as Buzz.
Tanooki suit and racoon suit is Buzz.
An AE character.
woody.zip
(191.85 KiB) Downloaded 503 times

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Evan.F
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Post » 18 Aug 2019, 08:34

SMG4ISCOOL wrote:
18 Aug 2019, 01:10
Evan.F wrote:
03 Aug 2019, 09:35
* insert 16-bit Mario here *
I appreciate it, but it's actually not finished (portal gun sprites)
and sorry but you'll need to update to config.json for the new alesan's entities update.
:P
Im sorry. I didn’t really know how to upload Mario’s sprites at the time. I will improve them soon.

Also the character was made with my mappack in mind (which doesn’t use the portal gun)

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NH1507
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Post » 18 Aug 2019, 18:04

Evan.F wrote:
18 Aug 2019, 08:34
SMG4ISCOOL wrote:
18 Aug 2019, 01:10
Evan.F wrote:
03 Aug 2019, 09:35
* insert 16-bit Mario here *
I appreciate it, but it's actually not finished (portal gun sprites)
and sorry but you'll need to update to config.json for the new alesan's entities update.
:P
Im sorry. I didn’t really know how to upload Mario’s sprites at the time. I will improve them soon.

Also the character was made with my mappack in mind (which doesn’t use the portal gun)
Ok. It's looks good so far though, just i'd add the portal gun yeah.
Sorry if i sounded rude before, i don't want to sound like that.

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Bromaster
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Post » 18 Aug 2019, 19:11

Evan.F wrote:
03 Aug 2019, 09:35
* insert 16-bit Mario with no portal gun here *
Found an SNES portal gun on Google.
Took its colors and made this:
portalgun.png
portalgun.png (736 Bytes) Viewed 215947 times
maybe it can be a bit helpful. (?)

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Evan.F
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Post » 18 Aug 2019, 19:49

Bromaster wrote:
18 Aug 2019, 19:11
Evan.F wrote:
03 Aug 2019, 09:35
* insert 16-bit Mario with no portal gun here *
Found an SNES portal gun on Google.
Took its colors and made this:
portalgun.png
maybe it can be a bit helpful. (?)
Maybe? My main problem is the hand positions for aiming.
Edit: I think I have something, mario’s fireball hand would work for upward angle aiming. I’ll get to it soon!

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NH1507
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Post » 21 Aug 2019, 01:34

oh, and Evan.F, i just sorta don't like the walking small mario sprites on 16-bit mario, his hands are like in front of him, i think the default walking sprites could look better.

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NH1507
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Post » 21 Aug 2019, 02:01

I got a question for everyone about T0ad.(Toad with his SMM2 modern-color appearance)
What do you think his statue sprite should look like?
Tanooki:
Image
Statue (Default toad statue):
Image
What should his statue sprite look like?
I don't want it "HD" but i want it to look better.

Oh, and this is what his normal big sprite looks like.
Image

So yeah, have any ideas? pls

ChadSmithVW
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Post » 23 Oct 2019, 04:25

Does anyone have a SMW Mario for Alesan Entities? I tried putting the SMW Mario from SE character thread but it glitches. I already know that the SE Character Thread is for Mari0: Special Edition. I'm making my own Super Mario World level. Thank you!

Sorry if you find this off-topic

P.S. I'm new on this forum.

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Evan.F
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Post » 03 Nov 2019, 21:48

ChadSmithVW wrote:
23 Oct 2019, 04:25
Does anyone have a SMW Mario for Alesan Entities? I tried putting the SMW Mario from SE character thread but it glitches. I already know that the SE Character Thread is for Mari0: Special Edition. I'm making my own Super Mario World level. Thank you!

Sorry if you find this off-topic

P.S. I'm new on this forum.
Sorry for not getting to this quick enough. Unfortunatly... no. SE and 1.6 work the same as Mario though the newest update had added the colour thing as an option. I'm not good at the custom character thing
but it could be possible to make it.

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Evan.F
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Post » 26 Dec 2019, 00:41

Currently Making an AE supported version of Turretbot's SMB2 Mario Sprites, using Drshnaps' SMB3 sprites and Awesomzack's SMB2 SMB2 power up sheet to expand the Sprites for AE

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QÜ!/\/TÖ/\/
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Post » 06 Feb 2020, 20:19

rick ( unfinished)
Image
Image

Code: Select all

{
	"colors": [
		[0,255,255],
		[0,193,193],
		[77,221,220]
		],
	"defaultcolors": [
		[[0,255,255],
		[0,193,193],
		[77,221,220]],
		
		[[0,255,255],
		[0,193,193],
		[77,221,220]],
		
		[[200,76,12],
		[0,0,0],
		[77,221,220]],
		
		[[32,56,236],
		[0,0,0],
		[77,221,220]]
		],
	"flowercolor": [[255,216,0], [216,177,84], [198,148,29]],
	"hammersuitcolor": [[0,255,255], [0,193,193], [0,0,0]],
	"frogsuitcolor": [[0,168,0], [0,0,0], [0,0,0]],
	"iceflowercolor": [[44,75,76], [65, 111, 113], [0,193,193]],
	"tanookisuitcolor": [[200,76,12], [0,0,0], [252,152,56]],
	"superballcolor": [[132,90,255], [186,0,255], [162,126,253]],
	"hats": false
}

this is meant for my mod where the player is never meant to drop below size 2 so sorry that the small sprites suck

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Cleiton Studios
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Post » 15 Jun 2020, 17:01

download.jpeg
download.jpeg (8.23 KiB) Viewed 211848 times
Super Smash Bros.Ultimate Mario
Download Link
modern mario.zip
(136.21 KiB) Downloaded 1387 times
That is version 1, I only finished the classic sprites (no portal gun) portal gun sprites will come very, very soon.

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Cleiton Studios
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Post » 17 Jun 2020, 20:29

PixelmarioXP's Sonic in mari0 AE (demo 1)
I based this on this sprite sheet in the sprites recourses site
126990.png
126990.png (7.83 KiB) Viewed 211819 times
Download link
sonic.zip
(170.79 KiB) Downloaded 1476 times
sonic image.png
sonic image.png (6.48 MiB) Viewed 211818 times

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QÜ!/\/TÖ/\/
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Post » 05 Jul 2020, 14:11

here is the crash test dummy character for my mod, no small animations (no small size in my mod)

Code: Select all

{
	"colors": [
		[160,191,120],
		[126,117,0],
		[178,0,255]
		],
	"defaultcolors": [
		[[160,191,120],
		[126,117,0],
		[178,0,255]],
		
		[[0,168,0],
		[0,0,0],
		[252,151,58]],
		
		[[200,76,12],
		[0,0,0],
		[252,151,58]],
		
		[[32,56,236],
		[0,0,0],
		[252,151,58]]
		],
	"flowercolor": [[212,79,56], [135,0,0], [224,183,0]],
	"hammersuitcolor": [[100,0,0], [50,50,100], [50,50,50]],
	"frogsuitcolor": [[226,226,226], [180,180,180], [252,152,56]],
	"iceflowercolor": [[44,75,76], [65, 111, 113], [0,193,193]],
	"tanookisuitcolor": [[200,76,12], [0,0,0], [252,152,56]],
	"superballcolor": [[162,126,253], [132,90,255], [216,177,84]],
	"hats": true,
	"defaulthat": 0,
	"hatoffsets": {
		"idle": [0,0],
		"running": [[0,0],[0,0],[-1,-1]],
		"sliding": [0,0],
		"jumping": [0,-1],
		"falling": [0,0],
		"climbing": [[2,0],[2,-1]],
		"swimming": [[1,-1],[1,-1],[1,-1],[1,-1]],
		"grow": [-6,0]
	},
	
	"bighatoffsets": {
		"idle": [-2,-1],
		"fire": [-2,-2],
		"running": [[-2,-1],[-2,-2],[-2,-1]],
		"sliding": [-3,-2],
		"jumping": [-2,-2],
		"falling": [-2,-2],
		"climbing": [[-2,-1],[-2,-1]],
		"swimming": [[-2,-1],[-2,-1],[-2,-1],[-2,-1]],
		"ducking": [-2,-9],
		"capefly": [[-10, -10], [-11, -15], [-10, -19], [-11, -21], [-9, -22], [-9, -24]],
		"grow": [-2,1]
	},

	"skinnyhatoffsets": {
		"idle": [-2,-1],
		"running": [[-2, -1],[-2,-2],[-2,-1]],
		"sliding": [-3,-2],
		"jumping": [-2,-2],
		"falling": [-2,-2],
		"climbing": [[-2,0],[-2,-1]],
		"swimming": [[-2,-1],[-2,-1],[-2,-1],[-2,-1]],
		"ducking": [-2,-9]
	}
}
big/frog
Image
cape
Image
Image
hammersuit
Image
skinny
Image
raccoon/tanooki
Image
mini
Image

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Cleiton Studios
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Post » 10 Jul 2020, 02:40

Super Mario Land 2 DX mario
Version 2!!!
Thanks to magic pillow for the super Mario land 2 mario
Download link:
sml2 mario.zip
(27.11 KiB) Downloaded 1195 times
images.jpeg
images.jpeg (8.72 KiB) Viewed 211466 times
Added swim sprites
Last edited by Cleiton Studios on 13 Sep 2020, 17:18, edited 2 times in total.

Arfan Eka
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Joined: 27 May 2020, 05:18

Post » 10 Jul 2020, 04:32

Though the small sprite has a few pixels cut. How do I fix this? Something in the config.json file maybe?

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maidenTREE
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Post » 12 Jul 2020, 20:23

These are just edits of costumes; but I'm proud of them nonetheless.
unknown.png
unknown.png (8.05 KiB) Viewed 211378 times
custom_costume_character_edits.zip
(106.12 KiB) Downloaded 1152 times
Contains the following: Kaettakita colored Mario and Luigi, Mario Bros. Luigi and Cat Rosalina.

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Britdan
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Post » 15 Jul 2020, 02:06

Capture.PNG
Capture.PNG (2.99 KiB) Viewed 211279 times
someone accidentally crossed dimensions, coming soon

Kant
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Post » 15 Jul 2020, 02:16

mushroomcharactershowcase.gif
mushroomcharactershowcase.gif (1.83 MiB) Viewed 211276 times
mushroomchar.zip
(127.32 KiB) Downloaded 1562 times
Mushroom character!

Powers!

[*]Propeller mushroom: Hold run + up (press it again for cancel it)

[*]Boo mushroom: Hold run + down

[*]Rock mushroom: Hold left/right + run (press it again for cancel it)

Enjoy!

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Britdan
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Post » 15 Jul 2020, 14:45

CLOCKWIND CLOCK "WISE" (V2)
Sprites by alesan99

thumb.png
thumb.png (64.19 KiB) Viewed 209621 times


Download V2 - https://www.dropbox.com/sh/0zrv3t3sayxy ... aQiUa?dl=0
Clockwind is an incredible platformer by alesan99 in 2019 and i decided to bring the fascinating clock "Wise" into mari0, he may be slow and have a bad jump but he hides a couple of tricks up his non-existent sleeves.

MOVES

BOMB - hold run + press up

SEED - hold run + press down

CAR - hold run + press use

BANDIT (HOLDING BOMB) - hold use + press up

BANDIT (HOLDING SEED) - hold use + press down
bomb.gif
bomb.gif (1.1 MiB) Viewed 209621 times
tree.gif
tree.gif (3.07 MiB) Viewed 209621 times
car.gif
car.gif (1.24 MiB) Viewed 209621 times
bandit.gif
bandit.gif (540.5 KiB) Viewed 209621 times
Last edited by Britdan on 28 Aug 2020, 10:52, edited 1 time in total.

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alesan99
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Post » 15 Jul 2020, 15:10

Aidan wrote:
15 Jul 2020, 14:45
CLOCKWIND CLOCK
Sprites by alesan99
Woah that's friggin awesome! You even got the abilities

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Cleiton Studios
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Post » 22 Jul 2020, 23:49

Jumpman from donkey Kong in mari0
Version 1
images.png
images.png (7.6 KiB) Viewed 210937 times
Jumpman can't shoot fire balls
Jumpman can do his custom jump sound
Jumpman custom death sound and more sprites will appear in version 2

Credits: Custom sounds: Kant
Big sprites: xxxJohnnieWalker2005
Small sprites: Nintendo
Portal sprites: Cleiton Studios

Download:
jumpman.zip
(252.89 KiB) Downloaded 1034 times

WilliamFrog
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Post » 23 Jul 2020, 04:58

Introducing... Creepy High Resolution Mario!
Image

I just made this to experiment with higher resolution custom characters, it's not meant to be a masterpiece.

It looked really funny and kinda unsettling so I decided to upload it.

Only walking, jumping, braking, and ducking sprites are high-res, I didn't wanna waste time making the swimming and climbing sprites too.

For best results, use only on scale x3, or else it might not work right.

For use with AE v13, idk if it works on any other versions.
creepy high res mario.zip
(17.34 KiB) Downloaded 896 times
Also this is my first post on the forums, hello everyone!

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TheSkullCreeper!
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Joined: 12 Feb 2018, 11:09

Post » 30 Jul 2020, 19:22

Modern Mario Custom Character V3 Better Eyes Update
ModernMarioV4.zip
There's also an alternative which swaps the shirt's and overalls' colors to follow SMAS. Download it on the Stabyourself.net Discord Server.
(173.14 KiB) Downloaded 1254 times


What's the next major update?
Nothing yet.
Last edited by TheSkullCreeper! on 23 Sep 2020, 13:34, edited 5 times in total.

WilliamFrog
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Post » 30 Jul 2020, 22:54

The character looks pretty good, it goes for a very modern-classic look, and kinda looks like your pfp. There were a couple issues. The weird mario hat offsets are messed up, boomerang mario doesn't look like he's wearing a shirt, and also boomerang mario uses hammer mario's ducking animation. It's not a big deal but if you ever update it I reccomend fixing these.

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QÜ!/\/TÖ/\/
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Post » 31 Jul 2020, 00:09

WilliamFrog wrote:
23 Jul 2020, 04:58
Introducing... Creepy High Resolution Mario!
Image

I just made this to experiment with higher resolution custom characters, it's not meant to be a masterpiece.

It looked really funny and kinda unsettling so I decided to upload it.

Only walking, jumping, braking, and ducking sprites are high-res, I didn't wanna waste time making the swimming and climbing sprites too.

For best results, use only on scale x3, or else it might not work right.

For use with AE v13, idk if it works on any other versions.

creepy high res mario.zip

Also this is my first post on the forums, hello everyone!
hello and welcome! very cool and the quads are perfect size to fit my samurai graphic, so i made another alt character that works in place of the mario graphic:
Image

high res tiny samurai!!

WilliamFrog
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Post » 31 Jul 2020, 00:24

That's pretty cool! I wonder why there are so few high-res characters out there.

WilliamFrog
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Post » 31 Jul 2020, 02:05

Goodness that took a while...
ODYSSEY MARIO V7
OM V7 Showcase.gif
OM V7 Showcase.gif (8.54 MiB) Viewed 251952 times
Brand new gif! It's not even small!
Odyssey Mario Preview V4.gif
Odyssey Mario Preview V4.gif (9.83 MiB) Viewed 261386 times
a smoother stiffer.gif
a smoother stiffer.gif (596.75 KiB) Viewed 261931 times
Odyssey Mario Preview.gif
Odyssey Mario Preview.gif (427.06 KiB) Viewed 262030 times

OM V7 is finally out, after the longest wait yet. This one took a really long time because I got kinda perfectionistic, but I finally finished. I bet a lot of people thought V6 would be the final update. Honestly, this probably won't be it either. This update fixes a lot of bugs, and it also adds in some moves from other Mario titles besides Odyssey. These "Bonus Moves" are disabled by default in normal mappacks, but can be enabled using animations in the same manor as other moves. The first one is the star-spin from Super Mario Galaxy, which can be used as an attack or to gain a boost in midair. You can't use it on the ground due to keybind shortages, sorry. I also added the powered-up ground pound, but now it sends a shockwave out instead of homing at enemies. Additionally, I added sliding from SMB3. It works more like it does in the newer games though. I also added the midair spin from SMM2, and the short rolls from SM3DW (which can break blocks), so that he has the complete 3D-in-2D moveset. Finally, I added the Triple Spin Jumps of SM64 Beta fame, mostly by popular demand. Also with a new update, comes a new test area. There are 7 now. They're compiled into a full mappack for ease of use. This one isn't version locked, because I doubt you could even complete it without the new moves. It's just as hardcore as usual, so caution to those planning to try it. However, I also created a tutorial mappack for learning to play as OM in a more controlled environment, which is part of why this update took so long. They're both inside the character's folder, so be sure to move them to the mappacks folder to play them.

READ THE NOTE, DO NOT ASK ME ABOUT THIS, IT IS WRITTEN HERE
NOTE: As of V13C, a formerly inconsequential mistake I made now causes the game to freeze if you try to roll. This character no longer receives updates so this is unlikely to be fixed. If you feel like fixing it yourself, it's very easy. Open his folder, then go to enemies>roll.json. Once it's open, do a ctrl+F search for "subtract" and delete every line that has it. After that it should work.
READ THE NOTE, DO NOT ASK ME ABOUT THIS, IT IS WRITTEN HERE

NOTE 2: V13.1 is out now, which has redone slopes. I haven't checked, but slope behaviors likely no longer work. This will not be fixed because this character no longer receives updates.

I also added an option to use controller-friendly inputs for spin moves, which can be enabled by changing an animation. Instructions in "Animation Compatibility".

V2

Code: Select all

- Reworked wall jumping, it works better now. The height has been nerfed a bit though.
- You can wall jump off of EVERYTHING now, including entities. No more clipping! (yay!)
- No more wall jumping backwards through walls
- You slide less while ground pounding
- Tweaked diving
- You can now land dives on entities. No more sliding!
- You can also bonk on entities now, with both long jumps and dives
- Midair cap jump now refreshes when you land on semisolids, entities... EVERYTHING. 
- You can die to spiked ceilings while long jumping (yay?)
- Dynamic Cappy throw speeds! You throw farther when you're moving faster, so you can land a
  cap dive at any speed.
- Fixed some moves that might have been affected by framerate. Now they aren't.
- Grounded Cap jumps! Up, then touch cap, then jump. Gif included.
- Ground Pounds reworked
- You can no longer sit forever after ground pounding. Sorry nsmb fans.
- No more annoying sitting noises. Also no more extracting huge amounts of coins from
  blocks with Ground Pounds.
- Ground Pound Jumps also reworked. You can Ground Pound Jump on EVERYTHING now!
- Fixed the cap spin animations
- Bonking can now theoretically break bricks. It doesn't usually work but it's not a big deal
- I broke long jumps then fixed them again
- Made another test zone
V3

Code: Select all

- All the jumps work on all surfaces now. (Epic YaY!)
- Return cap jumps aren't janky anymore! Inputs changed to be like Long Jumps
- Up and down throws! Including cappy rolling, but it could use some tweaking.
- Press up to do Cappy Bounces without diving
- Fixed the backflip!
- Ledge Grabs! Same control as wall sliding, but at the top of a wall. Mario can ledge grab all blocks and some
entities. I'll try and fix it next update.
- Normal jump height increased a bit
- Death animation! Credit to PixelMarioXP for the sprite I modified.
- This changelog is awful. I did more than this but idr what
V3.1

Code: Select all

-Changed the options screen sprites, patched a bug
V4

Code: Select all

- Fixed the Grounded Cap Jump.
- Fixed everything else V3 broke
- Buffering wall slides no longer makes you come off the wall.
- Cappy stays out a bit longer
- Ledge grabs work on entities now, and are more consistent
- Ledge grab jumps are higher so you can always get up onto the platform
- At long last fixed Cappy collision... I hope
- Triple Jumps! (yay!) Work on all surfaces
- New jump: the Betaflip! Mostly for comedic purposes
- Long Jump keybind adjusted to accommodate new Triple Jumps
- Readjusted some of the jump heights to closer match SMO
- New wall slide sprites made by Megabound
- New Long Jump animation made by me (it's better than nothing)
- Ground Pounds are faster.
- Cancelling Ground Pounds is now friendlier
- You now face the correct direction while Ground Pounding
- You can drop off walls now, press use.
- You can also cancel wall slides into cap throws
- Tweaked Cappy returning, now looks smoother at longer distances
- Mario accelerates a bit faster, but he's still slower than normal Mario
- Several internal adjustments
V5

Code: Select all

- Fixed endlag after diving (yay.)
- Dives are smoother now, and the hitboxes are friendlier
- Cap jumps are smoother now
- Fixed Triple Jumps becoming Double Jumps when they shouldn't
- Reduced the friction
- Fixed the vanishing Cappy bug I hope
- Slight improvements to the Cappy throw system
- Adjusted several existing moves...
	- QOL improvements to Triple/Double Jumps
	- Dives are faster but lower
	- Cappy Throws are shorter to adjust for the above
	- Long Jumps have natural speed gain now (yay)
	- Backflips take you backwards now
	- Diveless cap jumps are now balanced
	- Cappy Rolls work great now
	- Ledge Grabs play a bit nicer with slabs
	- You can now do instant wall jumps and ledge jumps
	- You can die to spiked ceilings while long jumping (I swear I fixed this in V2)
	- Kicks now stale when used multiple times
- You can't climb as high or jump as far as before.
- New Moves!
	- Spinning
	- Spin Jumps
	- Spin Pounds
	- Spin Throws
	- Side Flips
	- Rolling Cap Dives
- New animations for up and down throws
- Fixed a bunch of other bugs and inconvieniences
V6

Code: Select all

- Reworked everything to use animations (whee...)
- All moves can be disabled and enabled in real time by mappack-side animations 
	- For stuff like locking moves in certain areas or before objectives are completed
- Extra settings, also adjustable mappack-side
- Added Rolling, Roll Boosts
- Added Downward Dive
- Swimming is finally fixed (thx alezle)
	- Added Quick Swimming, or "swimdiving"
- Fixed several bugs and crashes
- Made many moves easier to do
- Balance Fixes
	- Buffed Side Flips, now they're chainable
	- Nerfed Spin Jumps, but you can do them more easily now.
- Fixed moves not colliding with red see-saws
- Countless tweaks and adjustments
	- You can hold multiple Cappies if you grab more, and the count can be changed with animations
	- Compatible with red see-saws now
V7

Code: Select all

- Added several new moves that aren't in Super Mario Odyssey
	- Midair spins from SMM2
	- Star-spins from SMG
		- "Homing" Ground Pounds
	- Spin triple jumps from SM64 beta
	- Slope Sliding from SMB3
	- Short Rolls from SM3DW
- Can't do moves while ducking
- Changes to existing moves
	- Fixed bugs with side flips
	- Fixed Wall Jumps being inconsistent
	- Half fixed stopping in midair when ground pounds are disabled
	- Made Ground Pound cancels more flexible
	- More options from cancelling Long/Spin Jumps
	- Optimized Double/Triple/Backflip/Cap Return Jumps (they're quicker now)
	- Fixed Spin Jumps in water
	- Grounded cap jumps work while Cappy rolls
	- Major rolling fixes
		- Clipping the ground is much harder
			- It still happens occasionally :(
		- No more rolling long jumps because they were broken
	- Fixed ledge grab floating
	- Completely rewrote long jumps
	- No more one-way-gate ledge grab clips
	- Spin throws don't trigger region triggers anymore
	- Nerfed Spin Jumps again
	- Fixed diving through doors and lightbridges (the important things)
	- Improved dive bonking on things that aren't tiles
- Took a long time

Odyssey Mario is primarily meant to semi-accurately recreate the movement system from Super Mario Odyssey, a game I have never played.

Above all, Odyssey Mario is made to be fun to play as. I would greatly appreciate if you provide feedback and report any mishaps you may encounter so I can correct them in the next version.
Controls
Normal Moves
  • Throw Cappy: Left/Right + Use
  • Up Throw: Up + Use
  • Down Throw: Use + Down. Notice how the input is reversed. If Cappy hits the ground he'll roll for extra distance.
  • Ground Pound: Down in midair or underwater. Breaks blocks and kills enemies. DO NOT hold Use.
  • Dive: Ground Pound then Use. You dive the direction Mario is facing when you started the Ground Pound.
  • Downward Dive: Ground Pound + Use after falling, like a Dive but lower and faster.
  • Swimdive: Ground Pound + Use underwater, can be chained by pressing Use again with timing.
  • Cap Jump: Dive onto Cappy, or press Up right before you touch him in midair.
  • Rolling Cap Jump: Dive onto Cappy while he rolls. This has a different cooldown than aerial Cap Jumps.
  • Kick: Press Up right after Cappy returns. Stalls you like a Cap Throw would but better, but they stale when used multiple times
  • Wall Slide: Left/Right + Jump when next to a wall. If you slide into a ledge you'll grab it. Press Down to drop off.
  • Ledge Grab: Left/Right + Jump by a ledge, or slide onto it. Press Jump to jump up, Run to low jump up, or Down to drop down
  • Wall Jump: Wall Slide + Jump/Run. You can still Cap Jump after a Wall Jump.
  • Ground Pound Jump: Ground Pound + Jump (on the ground).
  • Return Cap Jump: Up then Jump right after Cappy returns.
  • Grounded Cap Jump: Up + Jump while touching Cappy on the ground.
  • Regular Jump: Press Jump. Odyssey Mario's jump is always 4 blocks, it doesn't matter how fast he's running.
  • Long Jump: Up + Run while moving. You get a speed boost from it and fall slow. Can be cancelled into a Cap Throw.
  • Side Flip: Brake + Up + Jump. Takes you backwards and is pretty quick. You need to be moving at a threshold speed.
  • Betaflip: Up + Run while standing. Takes you backwards with no control. A little higher than a Backflip.
  • Backflip: Up + Jump while standing. Takes you backwards. Can't quite reach 7 block ledges.
  • Double Jump: Up + Jump right after landing. Marginally higher than a single jump.
  • Triple Jump: Up + Jump after landing a Double Jump. You must be near max speed. This is the highest jump.
  • Spin: Left + Right + Up (on the ground). Sorry controller users ¯\_(ツ)_/¯. Also breaks blocks.
  • Spin Throw: Use while spinning, or Run + Up + Use in midair. Spin Throws can penetrate walls but have less range.
  • Spin Jump: Jump while spinning. You can steer in midair and you fall very slowly. The second-highest jump, but it's slow rising.
  • Spin Pound: Down while Spin Jumping. Faster than a Ground Pound, but you can't cancel it.
  • Roll: Down + Use on the ground. Can be used to go downhill fast.
  • Roll Boost: Use while rolling. Not much acceleration, but it stops you from slowing down.
Bonus Moves
  • Star-Spin: Up + Jump in midair. Works as a midair jump and an attack.
  • "Homing" Ground Pound: Down while Star-Spinning. Creates a shockwave when you hit the ground.
  • Slope Slide: Up + Down. Sliding on hills lets you defeat enemies.
  • Short Roll: Down + Use. Breaks blocks and lets you keep your speed. Replaces normal rolling.
  • Spin Triple Jump: Same as Triple Jump. Like a Triple Jump, but you fall really slow and bounce off walls. Replaces normal Triple Jumps.
  • Midair Spin: Left + Right + Up. Like a Spin Jump but without the jump. Can't be done too quickly after jumping to prevent super jumps.
* Moves with multiple inputs require the buttons to be held sequentially without letting up until the move is preformed.
Tips & Notes
  • Cappy hits blocks and kills enemies. No capturing. All throws carry your momentum. If Cappy hits the ground he can roll for extra distance.
  • Ground Pounds can be cancelled by jumping.
  • Spinning can lift up red see-saws, and Ground Pounding can weigh them down.
  • If you press Up before you fall off a ledge, you can Spin Jump/Long Jump shortly after in midair.
  • You can chain Swimdives by pressing Use rhythmically.
  • You can't bounce off enemies while diving.
  • Diving before a jump can help you get a lot more distance with little space. Downward Diving works even better.
  • Kicks play a tail whip sound when preformed.
  • If you're on a ledge, and you press Run + Jump while holding towards the ledge, you can Wall Jump off.
  • You can do instant Wall Jumps and ledge jumps by pressing Run and at the same time as you ledge grab/wall slide
  • Normal jumps don't increase with speed for balance reasons. I increased the height by a bit in V3 though.
  • If you are going faster, you can Long Jump even farther, but if you Long Jump while going too fast you can actually lose speed.
  • You can chain Side Flips with good timing
  • Star-Spins refresh when you wall jump
Animation Compatibility
Odyssey Mario uses the animations system to govern his moves, and these can be interacted with via mappack-side animations to enable/disable his moves in real time, set rules for his movement, and more. Included in the download is a file called "OM vars.txt". This file has a list of all the animation numbers OM uses. By using animations with the "SET NUMBER" action, you can change these numbers and affect his gameplay. There are also a few other types of actions you can use to interact with him, which are listed in the document.

I also added new controller compatibility to remove impossible inputs in case the controller support gets fixed. In order to activate this, open up a mappack and go to the animations tab. Then look for the Animation called "OM NUMSET". Select it and scroll to the bottom where you see "OMCONTROLLER", then scroll to the right and change it from 0 to 1. This will change the spin inputs to be doable on controller with an upwards semicircle movement.
Known Bugs
  • You can still occasionally clip the floor by rolling, especially if you unroll right at the base of a hill. Don't do that.
Planned Features
  • I'm going to add more moves, but I'm not entirely sure what yet.
  • Cleaning up the code, it needs to happen
  • Custom Star Colors
    • Because right now it's still not very pretty. Idk if I'll ever do this.
  • Feel free to suggest any features you'd like to see so I can consider them
Features I Don't Plan on Adding and reskin policy
  • Capturing
    • This would be cool but also not plausible with custom enemies. Honestly if it were to become possible, I might not add it at this point, he's not meant to be perfectly accurate anyway. For people who think I can just copy capturing from the cappy cheat: I can't, it doesn't work that way.
  • Melee attacks
    • For goodness sakes, some people just won't stop asking me for these. Melee attacks do not meaningfully contribute to the character's gameplay, and they don't work well in the environment of Mari0. Also, I'm very short on usable keybinds for moves, and I don't want to waste them on punches.
  • Reskins
    I really don't care if you make a reskin yourself, as long as you...
    • Do not change the way any moves work significantly
    • Do not add or remove moves
    • Do not include any files besides the character in the download
    • Credit me very clearly and link to this post
    • Correct anyone who thinks you made the original char
    • Ask me first
    Obviously if you're not going to release the character publicly once you're done, you can really do whatever, but you need to to make that clear or else people might think you're stealing.
I want this project to turn out the best it can be, which is why I am open to feedback. Please pm me if you have any suggestions. Also if you're good at making sound effects, I could use some.

Also included in the download is a test mappack. Beating it will take a ton of skill because it's meant to test the absolute limits of the character. All the areas are unique and take advantage of each version's capabilities and quirks. I also included a tutorial mappack for learning to use the character.

For AE V13b and above. If you use him on earlier version, he is liable to not work properly or crash the game. Extract the file into the characters folder then open the game, then select him in the characters menu. Odyssey Mario is not meant to wear hats, but if he seems to have an extra hat on top of his face, go back to the characters menu and set default Mario's hat to 0, which should fix it. Also don't change the colors plz.

Read the entire post before asking me anything, your question is probably answered somewhere.

Old versions can be found in the Odyssey Archive on the next page
odyssey mario v7.zip
(574.24 KiB) Downloaded 30758 times
This took quite some time please download it
Credit to PixelMarioXP for the death sprite I modified, Megabound for the Wall Slide sprites, and HansAgain for the base Rolling/Ground Pound sprites and the Slope Slide sprite.
Last edited by WilliamFrog on 10 Mar 2024, 09:02, edited 38 times in total.

User avatar
TheSkullCreeper!
Posts: 186
Joined: 12 Feb 2018, 11:09

Post » 31 Jul 2020, 19:14

WilliamFrog wrote:
30 Jul 2020, 22:54
The character looks pretty good, it goes for a very modern-classic look, and kinda looks like your pfp. There were a couple issues. The weird mario hat offsets are messed up, boomerang mario doesn't look like he's wearing a shirt, and also boomerang mario uses hammer mario's ducking animation. It's not a big deal but if you ever update it I recommend fixing these.
I was planning to fix Boomerang Mario's ducking frame eventually. Weird Mario is going to be fixed.

Kant
Posts: 18
Joined: 10 Apr 2020, 22:51
Contact:

Post » 01 Aug 2020, 05:31

WilliamFrog wrote:
31 Jul 2020, 02:05
Introducing...
ODYSSEY MARIO

Odyssey Mario is meant to semi-accurately recreate the movement system from Super Mario Odyssey, a game I have never played.

It's far from perfect but I'll be updating it with more tweaks and fixes in the future.

Above all, Odyssey Mario is made to be fun to pla...
HOLY, ITS SO AMAZING Nice job! i'm very amased with this char i need it :D

User avatar
Britdan
Posts: 680
Joined: 30 Sep 2017, 10:31
Contact:

Post » 01 Aug 2020, 11:58

WilliamFrog wrote:
31 Jul 2020, 02:05
Introducing...
ODYSSEY MARIO
DUDE, this is so epic, so many of us have thought stuff like wall jumps were impossible. this is so amazing

User avatar
Evan.F
Posts: 842
Joined: 15 Jun 2019, 21:10

Post » 01 Aug 2020, 18:30

WilliamFrog wrote:
31 Jul 2020, 02:05
Introducing...
ODYSSEY MARIO
This is seriously impressive. Well done

WilliamFrog
Posts: 229
Joined: 21 Jul 2020, 20:10
Contact:

Post » 01 Aug 2020, 18:55

Thanks! A lot of the bugs will be fixed in the next version, so remember to check back once it's releases.

WilliamFrog
Posts: 229
Joined: 21 Jul 2020, 20:10
Contact:

Post » 02 Aug 2020, 02:41

Kant wrote:
15 Jul 2020, 02:16
mushroomcharactershowcase.gif

mushroomchar.zip

Mushroom character!

Powers!
Reintroducing...
Mushroom
New Mushroom Demonstration.gif
New Mushroom Demonstration.gif (2.74 MiB) Viewed 261857 times
(The gif has Odyssey Mario written as the name instead of Mushroom, idk why.)

Credit to Kant for the original character. This was posted with their permission I didn't steal it.

I actually made improved this character before Odyssey Mario V1, and the experience I got from it was vital to the creation of the latter. I'm posting it later because I wanted to contact Kant to make sure they were ok with me posting it. They were, but they took a long time to respond so it's going up kinda late.

Anyway, this is an improved version of the Mushroom character Kant posted a while back. I thought it was a really cool concept but I saw ways it could be expanded upon, so I decided to try and improve it. The updates include:
  • Completely resprited a bunch of things
  • Reduced distance on the Propeller Mushroom, while also making it smoother
  • Improved propeller gliding
  • New propeller drill move to break blocks
  • Ghost Mushroom can't go through walls anymore and it has a cooldown now. You can still go through most things though, just not terrain.
  • Rock Mushroom uses spritesets now to better match the terrain.
  • Rock Mushroom Works a bit better now, stops more consistantly, and is portal compatible.
  • Added brand new Spring Mushroom ability, that lets you do high jumps and bounce off walls.
  • No more infinite flight
  • New Mushroom swims very poorly but the abilities can be used to help
  • Cancel Move: Jump. You can't cancel the Spring Mushroom
  • Propeller Boost: Shift + Up while not on cooldown. Cooldown is 3 secs and makes puff clouds. Rises in risingwater, but works normally underwater.
  • Propeller Glide: Shift + Up while on cooldown, or wait after propeller boost. Becomes less effective over sustained use but you can stagger it to prevent this. Rises in risingwater.
  • Propeller Drill: Down while using Propeller Mushroom. Breaks blocks, and can be cancelled into a glide.
  • Rock Mushroom: Left/Right + Shift. No cooldown, but it takes a while to start. Sinks in water.
  • Boo Mushroom: Shift + Down. Makes you invincible and able to pass through enemies and certain barriers. Not terrain though.
  • Spring Mushroom: Down + Left/Right. Can be used on the ground to super jump, or in midair towards a wall to bounce off it. Once used, you can't cancel it until you land on the ground. Sinks in risingwater, works normally underwater. It really shouldn't work in the water at all but whatever.
Unlike Odyssey Mario, I finished this a while back and most likely won't update it again. Speaking of which. Odyssey Mario V2 is getting close to done so I'll be releasing it today or tomorrow.
new mushroom.zip
(220.24 KiB) Downloaded 4707 times

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