Question about water entity in SE ?
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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 !
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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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.
But I'm not holding my breath on it.
- LightningFire
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I would rather see something where you can combine water and land levels.
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it will be in SE , check this link :LightningFire wrote:I would rather see something where you can combine water and land levels.
http://blog.stabyourself.net/post/24547 ... -changelog
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...Pyr0saur wrote:Now what would happen if one portal was underwater and one on land?
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.
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.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.
(But again, I'm not holding my breath on it.)
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.
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)
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.idiot9.0 wrote: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.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.
(But again, I'm not holding my breath on it.)
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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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
so who knows
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ok so we will be able to mke our own water entity , and what about making them animated ?Maurice wrote:It isn't an entity, it uses a pixel.
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i want it to be animated just like in NSMB ? i'll try to code it myself when SE is outtrosh 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 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)
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.
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Lua ain't that easy , i should've learned some LUA instead of C++ yet it's quite the same .idk
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).
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).
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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 outtrosh 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).
- Superjustinbros
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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.
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.
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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?FaycalMenouar wrote:Yes it's not necessary , just adding that little effect , just like on new mario games suck new SMB and mario galaxy
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.
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.Filio wrote:And I hope we get tiles that can hurt you. So lava.
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 anywayWillWare wrote: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.Filio wrote:And I hope we get tiles that can hurt you. So lava.
1. Spikes aren't insta-kill.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
2. You get hit... and you're gonna STAND on the lava?
3. Swimming in lava with a star. Newest best idea.
1. Seriously?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.
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
Seriously. Like getting hit by a Goomba. It's not like lasers.Chippy348 wrote:Seriously?WillWare wrote:Spikes aren't insta-kill.
They are if more than one laser is hitting you.
EDIT: If.
EDIT: If.
Last edited by RWLabs on 20 Jul 2012, 07:33, edited 1 time in total.
I never explain things correctly.
It's not like lasers, where Mario can still get hit while he's invincible.
It's not like lasers, where Mario can still get hit while he's invincible.
nope, just tried same move I did before in the gif, but with another laser on the left side, and Mario didn't die.RWLabs wrote:They are if more than one laser is hitting you.
EDIT: If.
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.
Now it makes sense, even with my explanation up here, where you get the short invincibility after you get hit as Big Mario.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.WillWare wrote:I never explain things correctly.
It's not like lasers, where Mario can still get hit while he's invincible.
-At once.RWLabs wrote:They are if more than one laser is hitting you.
(Goddamit Youtube tags, work!)
On a side note, you may notice the graphics all get f*cked up as well.
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)
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)