Will Mari0 SE has door?
- Minisoniczx
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- Joined: 04 Mar 2012, 05:08
Will Mari0 SE has door? Like Super Mario Bros. 3.
- BobTheLawyer
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Maurice, make it have doors. We need doors! And one space pipes, and pipes in all direction, like turtle did...
- Mariobros2
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I already asked this and
Maurice wrote:No
At the moment, you could put a Pipe entity to press down & "Enter".
- TripleXero
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Entering doors from sides (side pipes) are better than down, but then you have to have a block or two behind the door, and exiting the fake door still looks weird
- Superjustinbros
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Well, the Super Leaf and Raccoon Mario are going to be in Mari0 SE, which it's title of origin, SMB3, also had doors, why not just add in another SMB3 related object?
P.S. I like when doors have the SMW door entry sound effect.
P.S. I like when doors have the SMW door entry sound effect.
- Legend_of_Kirby
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The SMW door had an awesome sound effect, Hey how cool would it be if a lot of SMW items were in SE?
- Superjustinbros
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I'd prefer 8-bit SMW tilesets.Justin wrote:I like the big red doors from super mario world.Also we need SMW tiles to be in the game.
Why?Superjustinbros wrote:I'd prefer 8-bit SMW tilesets.Justin wrote:I like the big red doors from super mario world.Also we need SMW tiles to be in the game.
As far as I'm conerned, the current portal door works fine. Just use a floor button like a minecraft pressure plate.
- BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
It doesn't take you to a new sublevel.
Play Super Mario USA.
Play Super Mario USA.
Yeah? Open a image file and change the colours/graphics around, I haven't heard or read that the game uses 256 colour display mode so why would you impose such a limitation?xXxrenhoekxXx wrote:have you payed any attention to the graphics of the game so far?Franpa wrote:Why?Superjustinbros wrote:I'd prefer 8-bit SMW tilesets.
here let me show an image to give you an idea
http://i.imgur.com/tHldq.jpg
http://i.imgur.com/tHldq.jpg
Yes there are only so many pixels you can use per graphical element/tile and each pixel can only be one colour. But that still doesn't explain why he wants an 8bit version of what is at least a 16bit tileset. Taking in to account the whole scene an 8bit tileset would just look awful with colour banding and awful colourization and is just a waste of time.
Also you can change skins, so just make a SMW skin? (If you're trying to point out that NES Mario would look totally out of place?) Heck I'd rather mario look out of place then for the entire level/map pack to look awful.
Unless of course you're trying to hint at something else and I'm just not grasping it.
Also you can change skins, so just make a SMW skin? (If you're trying to point out that NES Mario would look totally out of place?) Heck I'd rather mario look out of place then for the entire level/map pack to look awful.
Unless of course you're trying to hint at something else and I'm just not grasping it.
So long as Mario doesn't have a billion hats it doesn't really matter, unless you can't help but focus intently on the disparity between the playable character and the environments they move through.xXxrenhoekxXx wrote:I'm talking about how the graphics clash not how many pixels it can handle. If you still don't understand does mario seem out of place or fit in perfectly?
Ok seriosly what is with this whole it can't do this it HAS to be 100%original smb.The controls are just as bad as in mario 1 yet we are not fixing it.The it must be the exact same is a bullshit excuse not to try.So that means if we use tilesets from other games than they are gonna be the original tilesets.And why does mario look like crap?Why haven't we updated the sprite to 16 bit or at least smbs or 2 sprites?Why bother with a level editor if we're so limited.We could have other entities from other games if we would try.(SE doesn't count. I mean without having to screw around with custom entities!Camewel wrote:I remember when WillWare used the NSMBDS tileset to make a mappack and that looked pretty cool.
However if you're not using all the same bit count of tile it looks inconsistant and terrible.
Dude, don't explode. Camewel was saying that if you use two complete bit sizes it looks inconsistent. Mari0 is based off the original 8-bit SMB, so in the core game it should all look 8-bit. It keeps it nice and consistent.Justin wrote:Ok seriosly what is with this whole it can't do this it HAS to be 100%original smb.The controls are just as bad as in mario 1 yet we are not fixing it.The it must be the exact same is a bullshit excuse not to try.So that means if we use tilesets from other games than they are gonna be the original tilesets.And why does mario look like crap?Why haven't we updated the sprite to 16 bit or at least smbs or 2 sprites?Why bother with a level editor if we're so limited.We could have other entities from other games if we would try.(SE doesn't count. I mean without having to screw around with custom entities!Camewel wrote:I remember when WillWare used the NSMBDS tileset to make a mappack and that looked pretty cool.
However if you're not using all the same bit count of tile it looks inconsistant and terrible.
Also, Mario does not look like crap. It looks exactly how the original NES game was. If you don't like it well that's your problem, but 8-bit is how the core game will stay. However, when SE is released it will be entirely possible to give the game the look of the SNES remake of SMB via custom character creation and the level editor. (I kinda want to see that happen myself.)
Mario doesn't look like crap.Is this a fact your presenting?idiot9.0 wrote:Dude, don't explode. Camewel was saying that if you use two complete bit sizes it looks inconsistent. Mari0 is based off the original 8-bit SMB, so in the core game it should all look 8-bit. It keeps it nice and consistent.Justin wrote:Ok seriosly what is with this whole it can't do this it HAS to be 100%original smb.The controls are just as bad as in mario 1 yet we are not fixing it.The it must be the exact same is a bullshit excuse not to try.So that means if we use tilesets from other games than they are gonna be the original tilesets.And why does mario look like crap?Why haven't we updated the sprite to 16 bit or at least smbs or 2 sprites?Why bother with a level editor if we're so limited.We could have other entities from other games if we would try.(SE doesn't count. I mean without having to screw around with custom entities!Camewel wrote:I remember when WillWare used the NSMBDS tileset to make a mappack and that looked pretty cool.
However if you're not using all the same bit count of tile it looks inconsistant and terrible.
Also, Mario does not look like crap. It looks exactly how the original NES game was. If you don't like it well that's your problem, but 8-bit is how the core game will stay. However, when SE is released it will be entirely possible to give the game the look of the SNES remake of SMB via custom character creation and the level editor. (I kinda want to see that happen myself.)
Don't get on my case for saying my opinion on it. You brought it up in the first place:Justin wrote:Mario doesn't look like crap.Is this a fact your presenting?
The fact that you said that statement is why I brought it up. Just because you think it looks like crap does not mean it is bad and it needs to be upgraded. As I said, if you don't like it, that's your problem.Justin wrote:Ok seriosly what is with this whole it can't do this it HAS to be 100%original smb.The controls are just as bad as in mario 1 yet we are not fixing it.The it must be the exact same is a bullshit excuse not to try.So that means if we use tilesets from other games than they are gonna be the original tilesets.And why does mario look like crap?Why haven't we updated the sprite to 16 bit or at least smbs or 2 sprites?Why bother with a level editor if we're so limited.We could have other entities from other games if we would try.(SE doesn't count. I mean without having to screw around with custom entities!
Dude relax.Im just messin' with you.I think if there is a way of improving than we should do it is the point in this.Mario looks pixilated and bad compared to mario 2 or 3.idiot9.0 wrote:Don't get on my case for saying my opinion on it. You brought it up in the first place:Justin wrote:Mario doesn't look like crap.Is this a fact your presenting?
The fact that you said that statement is why I brought it up. Just because you think it looks like crap does not mean it is bad and it needs to be upgraded. As I said, if you don't like it, that's your problem.Justin wrote:Ok seriosly what is with this whole it can't do this it HAS to be 100%original smb.The controls are just as bad as in mario 1 yet we are not fixing it.The it must be the exact same is a bullshit excuse not to try.So that means if we use tilesets from other games than they are gonna be the original tilesets.And why does mario look like crap?Why haven't we updated the sprite to 16 bit or at least smbs or 2 sprites?Why bother with a level editor if we're so limited.We could have other entities from other games if we would try.(SE doesn't count. I mean without having to screw around with custom entities!
- BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
Don't explode just to be "messin' " with people.
This topic is about questioning if Mari0 SE will have doors, and Mari0 SE is made to look exactly like the 1st SMB looked(exactly like every Mari0 before), of course you can customize the graphics however you want, but the base graphics of the game will be like that, not cuz it's limited, but as a choice, cuz it's made to look like that, Maurice likes it like that.Justin wrote:I think if there is a way of improving than we should do it is the point in this.Mario looks pixilated and bad compared to mario 2 or 3.
Assuming Maurice decides to put doors in Mari0 SE, they'll be SMB style, 8-bit graphics, or else the graphic would clash with the rest of the game's graphics, and it's not about not wanting to improve, it's about the choice of how the Mari0's graphics are, and Maurice decided to make the graphics like SMB.
The fact that SMB graphics are bad and crappy is just your opinion...i do prefer 16-bit graphics myself, but it's just my opinion, and I, exactly like you, have no rights to say that something else i dont like is bad or crappy as a fact.
Hmm, sounds like it would serve the same purpose as pipes. But it might just give that little extra subtle touch to 'indoor' maps and what not. I was struggling to imagine the graphics for this, but I can now, I think it's doable.
This also got me thinking a little.
What about coin activated doors (you'll need a certain amount of coins to open it)? It'd be a simple way of giving coins a better purpose than score and 1-ups.
It would give puzzle maps a nice new element to play with. These door could be in both the portal style and the, as suggested here, smb3 styles. Heck, maybe even pipes.
This also got me thinking a little.
What about coin activated doors (you'll need a certain amount of coins to open it)? It'd be a simple way of giving coins a better purpose than score and 1-ups.
It would give puzzle maps a nice new element to play with. These door could be in both the portal style and the, as suggested here, smb3 styles. Heck, maybe even pipes.
- BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
I'm thinking like this:
Notice how Mario fades when he goes through a door?
Notice how Mario fades when he goes through a door?
Get coin.Jorichi wrote:Hmm, sounds like it would serve the same purpose as pipes. But it might just give that little extra subtle touch to 'indoor' maps and what not. I was struggling to imagine the graphics for this, but I can now, I think it's doable.
This also got me thinking a little.
What about coin activated doors (you'll need a certain amount of coins to open it)? It'd be a simple way of giving coins a better purpose than score and 1-ups.
It would give puzzle maps a nice new element to play with. These door could be in both the portal style and the, as suggested here, smb3 styles. Heck, maybe even pipes.
Suspend game.
Repeat.
Free skeleton key!
It could be fixed by having "Suspend" saving the nb of coins/lifes that the player has when he begin the level.
If people were really that desperate to beat a level, why not play it through in the map editor?Camewel wrote: Get coin.
Suspend game.
Repeat.
Free skeleton key!
The "Is that a fact your presenting part was the joke.I was completely serios about that other stuff.And for the record that reply was not aimed towards anybody in particular.BobTheLawyer wrote:Don't explode just to be "messin' " with people.
Fuck me i just bumped it again.
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
Feel free to criticize. It was just to give an idea of how it might look in 8-bit since the other posted was 16bit.xXxrenhoekxXx wrote:if I could criticize it looks like it's opening into a over head view.
- ZxandeAndSirPooping
- Posts: 20
- Joined: 05 Apr 2013, 01:12
BobTheLawyer wrote:I want SMB USA doors...
The Smb Usa doors are the exact same doors as in mario 3
Because I set up and jump to the same key.ChrisGin wrote:Control-wise...we use down for pipes...why not use up for door? since there is a seperate jump button?
Me too.Turret Opera wrote:Because I set up and jump to the same key.ChrisGin wrote:Control-wise...we use down for pipes...why not use up for door? since there is a seperate jump button?
Also, consistency.
Doors should just be pipes with a separate animation.
Pressing down to enter a door is kinda silly in my eyes. I prefer it to be set to up, as that's the normal for it.
And not trying to be rude here, but if you set your jump key to the up arrow, that's kinda your fault honestly.
And not trying to be rude here, but if you set your jump key to the up arrow, that's kinda your fault honestly.
I think "up to jump" is something intuitive.
But if you really think doors should be entered with up, then that's fine, as long as some guy don't come and make a mappack where you have at some point to jump while on a door.(But then, that's shitty level design so the mappack shouldn't be played.)
But if you really think doors should be entered with up, then that's fine, as long as some guy don't come and make a mappack where you have at some point to jump while on a door.(But then, that's shitty level design so the mappack shouldn't be played.)
Just put a new key option in the "key configuration" for the door, and if you want to change the controls to be the same key as jump, pipes or whatever, just do it.
the up button in unusedHans1998 wrote:Just put a new key option in the "key configuration" for the door, and if you want to change the controls to be the same key as jump, pipes or whatever, just do it.