Question about water entity in SE ?

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FaycalMenouar
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Post » 10 Jul 2012, 20:18

so we will have areas where mario can swim in overworld areas just like in New super mario bros ?
my question is : will the water be animated just like in NSMB or it will be just like in SMB ?

Damn gotta learn english !

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popcan12
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Post » 10 Jul 2012, 20:52

My guess is that it will be like in SMB. Why wouldn't it be.

FaycalMenouar
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Post » 10 Jul 2012, 20:59

i thought animated water would be nice

http://www.youtube.com/watch?v=dVPgRg9NwXw&t=5m21s

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idiot9.0
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Post » 10 Jul 2012, 21:16

I agree that animated water would be nice, and it can still be 8-bit, as it was animated in SMB Deluxe (which you can see in this video. Go to 6:20 to see it in action.)
But I'm not holding my breath on it.

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LightningFire
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Post » 10 Jul 2012, 23:15

I would rather see something where you can combine water and land levels.

FaycalMenouar
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Post » 10 Jul 2012, 23:44

LightningFire wrote:I would rather see something where you can combine water and land levels.
it will be in SE , check this link :

http://blog.stabyourself.net/post/24547 ... -changelog

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Pyrosaur
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Post » 11 Jul 2012, 04:23

Now what would happen if one portal was underwater and one on land?

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renhoek
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Post » 11 Jul 2012, 04:30

Pyr0saur wrote:Now what would happen if one portal was underwater and one on land?
oh that's why portal 2 and 1 never allowed you to swim in water...

any way I really don't see any point in animating the water as it never happens in the original :\

I think of it this way
the original mario bros map must play and look the exact same as the original except with a portal gun.

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idiot9.0
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Post » 11 Jul 2012, 06:14

xXxrenhoekxXx wrote: I think of it this way
the original mario bros map must play and look the exact same as the original except with a portal gun.
I agree with you there, but it would be a nice touch for some added detail to custom mappacks, or a special edition of SMB like how SMB Deluxe did it.
(But again, I'm not holding my breath on it.)

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RWLabs
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Post » 11 Jul 2012, 07:05

Well the parts that the creators of SMB never bothered to think about (like ground-water fusion levels and what lies after the flagpole) we can imagine it any way we want. Well, in all honesty, it's any way Maurice wants to, but same thing.

mainegeek
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Post » 11 Jul 2012, 07:42

There could easily be two water entities. A classic (non animated one) and a new animated one. Hell, Maurice could use a pixel to specify which mode the entity should act as (animated or still). Like RW said, it all depends on what Maurice decides.... and if you don't agree with his decision when SE comes out then *MOD* it yourself (or make friends with someone who can)

Franpa
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Post » 11 Jul 2012, 15:05

idiot9.0 wrote:
xXxrenhoekxXx wrote: I think of it this way
the original mario bros map must play and look the exact same as the original except with a portal gun.
I agree with you there, but it would be a nice touch for some added detail to custom mappacks, or a special edition of SMB like how SMB Deluxe did it.
(But again, I'm not holding my breath on it.)
I don't think he understands that you can just use the same image for each animation frame resulting in no visible animation. It's also been pointed out that a portal under water and a portal on land won't do anything special, the engine doesn't support physics for water flow simulation. Though it could be faked by, under those circumstances, have the land portal generate some kind of gel globs or something, I guess and water entity spawns above the tile the gel globs land on.

But I dunno how you would fake it enough to make it so that constant exposure results in a steady increase in water height unless you made the gel globs also react to water entities...

I definitely don't know how you'd fake water run-off though.

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Cake
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Post » 14 Jul 2012, 07:01

Anybody else watching stream? in the tiles tab, there's a place for animations. We may be able to make our own animated water.

Chippy348
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Post » 14 Jul 2012, 07:49

I think Maurice is making everything customizable

FaycalMenouar
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Post » 14 Jul 2012, 11:10

Water entity is an entity , so i don't think we will be able to make our own just with a pixel , what do i know personally i know nothing about coding ,
so who knows

Maurice
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Post » 14 Jul 2012, 11:54

It isn't an entity, it uses a pixel.

FaycalMenouar
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Post » 14 Jul 2012, 12:17

Maurice wrote:It isn't an entity, it uses a pixel.
ok so we will be able to mke our own water entity , and what about making them animated ?

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trosh
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Post » 14 Jul 2012, 12:23

dude, it's just a tile like walls or lava. It acts a bit differently but it's neither animated nor fluid-mechanics based

FaycalMenouar
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Post » 14 Jul 2012, 12:34

trosh wrote:dude, it's just a tile like walls or lava. It acts a bit differently but it's neither animated nor fluid-mechanics based
i want it to be animated just like in NSMB ? i'll try to code it myself when SE is out

Chippy348
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Post » 14 Jul 2012, 13:40

I don't know if Love (or Maurice) can make stuff "easy" to customize like Super Mario Bros. X? You just replace stuffs in the graphic folder with your custom things, and a small notepad to make it.. (Idk, gosh what was that word?)
It something like this (copy-paste from some text in the game folder)

Code: Select all

5. Customizing NPCs
5.a. Step By Step
 While the feature is implimented in SMBx. It is not part of the actual programs user interface. All custom NPCs are set just like custom graphics and are done manualy by the user creating a file in the game folders. In the folder for the level you wish to use a custom NPC in you will create a file with notepad (a program that comes with your computer) that is named the same exact as the graphic file of the NPC you wish to alter. For example. If you wish to make a goomba not able to be stomped, you would do the following.
	Create a new .txt file in the desired levels folder.
	Name the .txt file npc-1
	Open that file and then place the following text in it.
	playerblock=1
	jumphurt=0 
	and then save the file.
	Now in the level in question, the goomba will no longer be able to be stomped.
5.b. List of NPC Flags
	The following flags can be placed in the .txt file to effect the npc.
	If you want to set a flag to yes, put =1 and for no =0
		NPC Player/World Interactions Flags
	grabtop=              Can Mario pick it up and carry it?
	grabside=             Can Mario grab this from the side and carry it?
	jumphurt=            Will Mario get bounce if he jumps on the top of this NPC?
	playerblock=         Will the player treat this NPC like a block?
	playerblocktop=    Can the player stand on this NPC?
	npcblock=             Will other NPCs treat this NPC as a block?
	npcblocktop=        Will other NPCs walk on this NPC's head?
	noblockcollision=   Passes through blocks.
	cliffturn=              Will it turn around when it comes to an edge, rather than falling off?
	nohurt=                Will not hurt the player if set to 1.
	noyoshi=               If yoshi can't eat it, set this to 1.
	nofireball=            Setting to 1 prevents fire from harming this NPC.
	noiceball=             Setting to 1 prevents ice from freezing this NPC.
	nogravity=            Is uneffected by gravity if set to 1.
	speed=                 How fast it moves. (Percentage) 0=0% 1=100% 2=200%
	score=                  How many points the NPC should give you upon its death/collection. Score can be set to any number from 0-13.
                                   Each gives a different amount of points listed below.
		0 give 0 points
		1 gives 10 points
		2 gives 100 points
		3 gives 200 points
		4 gives 400 points
		5 gives 800 points
		6 gives 1000 points
		7 gives 2000 points
		8 gives 4000 points
		9 gives 8000 points
		10 gives a 1up
		11 gives a 2up
		12 gives a 3up
		13 gives a 5up (anything higher than 13 will produce a 5up as well.)
	
		NPC Appearance Flags
	foreground=         This will be drawn in front of other sprites if set to 1.
	frames=               How many frames the sprites animation uses for a single direction.
	framespeed=        How fast the frames of the sprites animation change. 8 is Normal.
	framestyle=          0=No Directional Sprites, 1=Left and Right movement, 
			           2=Left and Right movement and inverted (upsidedown) if Held.
	gfxoffsetx=          Moves the graphic in a specific direction (X) -1 is up, 1 is down.
	gfxoffsety=          Moves the graphic in a specific direction (Y) -1 is left, 1 is right.
	width=                 The NPCs hitbox width (in pixels)
	height=                The NPCs hitbox height (in pixels)
	gfxheight=           Only set if sprite height is different than Hit box height.
	gfxwidth=            Only set if sprite width is different than Hit box width.

FaycalMenouar
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Post » 14 Jul 2012, 13:49

Lua ain't that easy , i should've learned some LUA instead of C++ yet it's quite the same .idk

Chippy348
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Post » 14 Jul 2012, 15:31

Oh ok. Just asking...

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trosh
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Post » 14 Jul 2012, 19:26

some parts of mari0 are very highly customizable because Maurice nicely used some clean oop, it is supposed to be able to load all kinds of mappacks and to change graphics you can easily replace the current ones with graphics which respect the same constraints (like unanimated tiles, etc)
If you want to edit more than that you really have to mod and change the actual game (more than just one or two values / image edits).

FaycalMenouar
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Post » 15 Jul 2012, 15:05

trosh wrote:some parts of mari0 are very highly customizable because Maurice nicely used some clean oop, it is supposed to be able to load all kinds of mappacks and to change graphics you can easily replace the current ones with graphics which respect the same constraints (like unanimated tiles, etc)
If you want to edit more than that you really have to mod and change the actual game (more than just one or two values / image edits).
that's why i bought "Lua for dummies" it says i'm gonna be a pro coder in a month , and that i must buy all their products ... i'm gonna try it out

Camewel
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Post » 16 Jul 2012, 05:17

Honestly lua is so similar to C++ that I didn't even try to learn it, I just picked it up while learning LOVE.

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Superjustinbros
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Post » 17 Jul 2012, 08:12

Just to bring the post back on topic; while I do like the concept of animated water surfaces, I don't find it really necessary. What could be more worth talking about (IMO) is how the water entity would work in the first place, so that it can work with custom water tiles. It can't be animated like SMBDX, but at least going into custom water surfaces with the tops not the default blue'd work, right?

With the "one portal on land and the other in water" part, it wouldn't drain or rise (if you direct the water droplets into another pool) the water in any way; water would simpliy erupt from the on-land portal like a gel that washes away other gel (again like Portal 2) along with water droplets spawnable from a dispenser and any droplets disappearing when they come into contact with the "water surface"entity.

I'll explain more about how water would work later.

FaycalMenouar
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Post » 17 Jul 2012, 19:07

Yes it's not necessary , just adding that little effect , just like on new mario games suck new SMB and mario galaxy

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Filio
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Post » 20 Jul 2012, 04:58

FaycalMenouar wrote:Yes it's not necessary , just adding that little effect , just like on new mario games suck new SMB and mario galaxy
Are you saying new Mario games suck?
Because you have no valid point, or even a reason to mention it in that post.

I think nothing has to happen AT ALL when one portal is on land and in water, unless Maurice feels like it.

And I hope we get tiles that can hurt you. So lava.

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Sky
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Post » 20 Jul 2012, 05:11

Filio wrote:And I hope we get tiles that can hurt you. So lava.
Spikes in all directions (one direction at a time and all at once) have been confirmed in the livestreams. So, to make lava, make a noncollidable water tile with spike properties in every direction.

Chippy348
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Post » 20 Jul 2012, 06:02

WillWare wrote:
Filio wrote:And I hope we get tiles that can hurt you. So lava.
Spikes in all directions (one direction at a time and all at once) have been confirmed in the livestreams. So, to make lava, make a noncollidable water tile with spike properties in every direction.
Or just lava-animated spikes. Why water tile and stuffs when lava and spikes just instant kill you? It's not like you can swim in lava anyway

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Sky
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Post » 20 Jul 2012, 06:11

Chippy348 wrote:Or just lava-animated spikes. Why water tile and stuffs when lava and spikes just instant kill you? It's not like you can swim in lava anyway
1. Spikes aren't insta-kill.
2. You get hit... and you're gonna STAND on the lava?
3. Swimming in lava with a star. Newest best idea.

Chippy348
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Post » 20 Jul 2012, 06:20

WillWare wrote:1. Spikes aren't insta-kill.
2. You get hit... and you're gonna STAND on the lava?
3. Swimming in lava with a star. Newest best idea.
1. Seriously?
2. You will die anyway. What's the deal of "get hit"? You just die, or raise your hands, jump up like an idiot and fall through everything
3. No comment

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Sky
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Post » 20 Jul 2012, 06:24

Chippy348 wrote:
WillWare wrote:Spikes aren't insta-kill.
Seriously?
Seriously. Like getting hit by a Goomba. It's not like lasers.

Chippy348
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Post » 20 Jul 2012, 06:26

WillWare wrote:
Chippy348 wrote:
WillWare wrote:Spikes aren't insta-kill.
Seriously?
Seriously. Like getting hit by a Goomba. It's not like lasers.
Oh so lava-animated lasers

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TheSeek
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Post » 20 Jul 2012, 07:01

WillWare wrote:
Chippy348 wrote:
WillWare wrote:Spikes aren't insta-kill.
Seriously?
Seriously. Like getting hit by a Goomba. It's not like lasers.
Lasers aren't insta-kill too.
Image

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RWLabs
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Post » 20 Jul 2012, 07:08

They are if more than one laser is hitting you.

EDIT: If.
Last edited by RWLabs on 20 Jul 2012, 07:33, edited 1 time in total.

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Sky
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Post » 20 Jul 2012, 07:18

I never explain things correctly.

It's not like lasers, where Mario can still get hit while he's invincible.

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TheSeek
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Post » 20 Jul 2012, 07:57

RWLabs wrote:They are if more than one laser is hitting you.

EDIT: If.
nope, just tried same move I did before in the gif, but with another laser on the left side, and Mario didn't die.
It's not about how many lasers hit you, it's about where they hit you: if when you're Big Mario you jump to a laser above you(like i did in the gif), it hits you on the higer part of the sprite , so you'll shrink to small mario and you can't get hit anymore(unless your jump is a bit longer and the small mario keeps on going up a bit, getting hit again).
Anyway, even if more than one laser hitting you would get an insta-kill, the laser itself(as the entity is a single laser) is not insta-kill.
WillWare wrote:I never explain things correctly.

It's not like lasers, where Mario can still get hit while he's invincible.
Now it makes sense, even with my explanation up here, where you get the short invincibility after you get hit as Big Mario.

Franpa
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Post » 20 Jul 2012, 08:00

WillWare wrote:I never explain things correctly.

It's not like lasers, where Mario can still get hit while he's invincible.
Basically like the invincibility barrels in Donkey Kong Country 2, they allow you to swim through lava without injury.

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RWLabs
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Post » 20 Jul 2012, 09:08

RWLabs wrote:They are if more than one laser is hitting you.
-At once.
(Goddamit Youtube tags, work!)

On a side note, you may notice the graphics all get f*cked up as well.

Chippy348
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Post » 20 Jul 2012, 10:27

Well that's pretty damn weird. Maybe the "instant-kill lasers" is just my imagination cause there aren't any mappack where they put both mushroom and lasers in it, and I'm just lazy to make 1 myself. So maybe lava-animated water with shit load of lasers in it, if you're fast enough to jump up then you will probably be ok. Or maybe just mod the freaken game to make something instant kill for lava and stuff
And 1 more thing: I think that we're pretty much far away from the topic (but I'm not sure if the topic even matter anymore)

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