Will Mari0 SE has door?

General Mar0 discussion has been moved to this subforum!
User avatar
Minisoniczx
Posts: 29
Joined: 04 Mar 2012, 05:08

Post » 20 Nov 2012, 05:23

Will Mari0 SE has door? Like Super Mario Bros. 3.

User avatar
renhoek
Posts: 4545
Joined: 11 Feb 2012, 10:04

Post » 20 Nov 2012, 05:45

as far as I'm aware of, no it does not 'has' doors.

User avatar
BobTheLawyer
Posts: 2232
Joined: 01 May 2012, 21:00

Post » 20 Nov 2012, 13:32

Maurice, make it have doors. We need doors! And one space pipes, and pipes in all direction, like turtle did...

User avatar
renhoek
Posts: 4545
Joined: 11 Feb 2012, 10:04

Post » 20 Nov 2012, 13:36

BobTheLawyer wrote:Maurice, make it have doors. We need doors! And one space pipes, and pipes in all direction, like turtle did...
space pipes?

User avatar
Mariobros2
Posts: 293
Joined: 03 May 2012, 20:10
Contact:

Post » 20 Nov 2012, 15:38

I already asked this and
Maurice wrote:No

User avatar
Firaga
Posts: 931
Joined: 02 Jul 2012, 16:05
Contact:

Post » 20 Nov 2012, 15:49

At the moment, you could put a Pipe entity to press down & "Enter".

User avatar
renhoek
Posts: 4545
Joined: 11 Feb 2012, 10:04

Post » 20 Nov 2012, 16:14

Firaga41 wrote:At the moment, you could put a Pipe entity to press down & "Enter".
just use pipes pressing down to go in doors is awkward.

User avatar
TripleXero
Posts: 892
Joined: 08 Aug 2012, 00:23
Contact:

Post » 20 Nov 2012, 23:44

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

User avatar
BobTheLawyer
Posts: 2232
Joined: 01 May 2012, 21:00

Post » 21 Nov 2012, 00:41

I want SMB USA doors...

Justin
Posts: 32
Joined: 04 Jan 2013, 16:53

Post » 12 Jan 2013, 10:25

I like the idea of doors.They can be useful in some situations where a pipe just doesn't look fitting.

User avatar
Superjustinbros
Posts: 2119
Joined: 29 Mar 2012, 20:39
Contact:

Post » 12 Jan 2013, 15:54

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.

User avatar
Legend_of_Kirby
Posts: 752
Joined: 14 Oct 2012, 05:37
Contact:

Post » 12 Jan 2013, 15:58

The SMW door had an awesome sound effect, Hey how cool would it be if a lot of SMW items were in SE?

Justin
Posts: 32
Joined: 04 Jan 2013, 16:53

Post » 12 Jan 2013, 20:17

I like the big red doors from super mario world.Also we need SMW tiles to be in the game.

User avatar
Superjustinbros
Posts: 2119
Joined: 29 Mar 2012, 20:39
Contact:

Post » 12 Jan 2013, 20:56

Justin wrote:I like the big red doors from super mario world.Also we need SMW tiles to be in the game.
I'd prefer 8-bit SMW tilesets.

Franpa
Posts: 409
Joined: 08 Mar 2012, 07:20
Contact:

Post » 13 Jan 2013, 00:33

Superjustinbros wrote:
Justin wrote:I like the big red doors from super mario world.Also we need SMW tiles to be in the game.
I'd prefer 8-bit SMW tilesets.
Why?

User avatar
renhoek
Posts: 4545
Joined: 11 Feb 2012, 10:04

Post » 13 Jan 2013, 02:36

Franpa wrote:
Superjustinbros wrote:
Justin wrote:I like the big red doors from super mario world.Also we need SMW tiles to be in the game.
I'd prefer 8-bit SMW tilesets.
Why?
have you payed any attention to the graphics of the game so far?

User avatar
Lone Wolf
Posts: 228
Joined: 05 Mar 2012, 00:41
Contact:

Post » 13 Jan 2013, 03:23

As far as I'm conerned, the current portal door works fine. Just use a floor button like a minecraft pressure plate.

User avatar
BobTheLawyer
Posts: 2232
Joined: 01 May 2012, 21:00

Post » 13 Jan 2013, 03:29

It doesn't take you to a new sublevel.
Play Super Mario USA.

Franpa
Posts: 409
Joined: 08 Mar 2012, 07:20
Contact:

Post » 13 Jan 2013, 05:50

xXxrenhoekxXx wrote:
Franpa wrote:
Superjustinbros wrote:I'd prefer 8-bit SMW tilesets.
Why?
have you payed any attention to the graphics of the game so far?
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?

User avatar
renhoek
Posts: 4545
Joined: 11 Feb 2012, 10:04

Post » 13 Jan 2013, 06:13

here let me show an image to give you an idea
http://i.imgur.com/tHldq.jpg

Franpa
Posts: 409
Joined: 08 Mar 2012, 07:20
Contact:

Post » 13 Jan 2013, 06:53

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.

User avatar
renhoek
Posts: 4545
Joined: 11 Feb 2012, 10:04

Post » 13 Jan 2013, 07:16

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?

Camewel
Posts: 2996
Joined: 02 Feb 2012, 21:32

Post » 13 Jan 2013, 14:08

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.

Franpa
Posts: 409
Joined: 08 Mar 2012, 07:20
Contact:

Post » 13 Jan 2013, 19:02

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?
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.

Justin
Posts: 32
Joined: 04 Jan 2013, 16:53

Post » 14 Jan 2013, 11:22

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.
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!

User avatar
idiot9.0
Posts: 1707
Joined: 09 Mar 2012, 10:28
Contact:

Post » 14 Jan 2013, 11:32

Justin wrote:
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.
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, 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.
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.)

Justin
Posts: 32
Joined: 04 Jan 2013, 16:53

Post » 14 Jan 2013, 13:50

idiot9.0 wrote:
Justin wrote:
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.
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, 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.
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?

User avatar
idiot9.0
Posts: 1707
Joined: 09 Mar 2012, 10:28
Contact:

Post » 14 Jan 2013, 14:01

Justin wrote:Mario doesn't look like crap.Is this a fact your presenting?
Don't get on my case for saying my opinion on it. You brought it up in the first place:
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!
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
Posts: 32
Joined: 04 Jan 2013, 16:53

Post » 14 Jan 2013, 17:35

idiot9.0 wrote:
Justin wrote:Mario doesn't look like crap.Is this a fact your presenting?
Don't get on my case for saying my opinion on it. You brought it up in the first place:
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!
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.
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.

User avatar
BobTheLawyer
Posts: 2232
Joined: 01 May 2012, 21:00

Post » 14 Jan 2013, 19:02

Don't explode just to be "messin' " with people.

Maurice
Stabyourself.net
Posts: 2145
Joined: 01 Feb 2012, 20:19

Post » 14 Jan 2013, 20:17

We're all forgetting the most important question here,
Will Mari0 SE has door?

And I don't know. I sorta like the idea.

User avatar
TheSeek
Posts: 486
Joined: 21 Mar 2012, 06:31

Post » 14 Jan 2013, 20:38

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.
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.
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.

User avatar
Jorichi
Moderator
Posts: 964
Joined: 11 Feb 2012, 02:08
Contact:

Post » 14 Jan 2013, 20:45

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.

User avatar
BobTheLawyer
Posts: 2232
Joined: 01 May 2012, 21:00

Post » 14 Jan 2013, 20:49

I'm thinking like this:

Notice how Mario fades when he goes through a door?

Camewel
Posts: 2996
Joined: 02 Feb 2012, 21:32

Post » 14 Jan 2013, 21:30

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.
Get coin.
Suspend game.
Repeat.
Free skeleton key!

User avatar
Automatik
Posts: 1073
Joined: 20 Jul 2012, 17:54
Contact:

Post » 14 Jan 2013, 21:39

It could be fixed by having "Suspend" saving the nb of coins/lifes that the player has when he begin the level.

User avatar
Jorichi
Moderator
Posts: 964
Joined: 11 Feb 2012, 02:08
Contact:

Post » 14 Jan 2013, 23:01

Camewel wrote: Get coin.
Suspend game.
Repeat.
Free skeleton key!
If people were really that desperate to beat a level, why not play it through in the map editor?

Justin
Posts: 32
Joined: 04 Jan 2013, 16:53

Post » 15 Jan 2013, 00:56

BobTheLawyer wrote:Don't explode just to be "messin' " with people.
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.
Fuck me i just bumped it again.

User avatar
renhoek
Posts: 4545
Joined: 11 Feb 2012, 10:04

Post » 15 Jan 2013, 03:20

I do notice a lot of mappacks use warp pipes under their doors so I guess it wouldn't be to bad if SE have doors (and the fact that there's an unused portal door graphic could actually come in use.)

User avatar
Mr.Q.Marx?
Posts: 849
Joined: 15 May 2012, 18:35

Post » 15 Jan 2013, 16:21

I just made an 8-bit animation of that door.
Image

User avatar
renhoek
Posts: 4545
Joined: 11 Feb 2012, 10:04

Post » 15 Jan 2013, 16:42

if I could criticize it looks like it's opening into a over head view.

User avatar
Mr.Q.Marx?
Posts: 849
Joined: 15 May 2012, 18:35

Post » 15 Jan 2013, 16:51

xXxrenhoekxXx wrote:if I could criticize it looks like it's opening into a over head view.
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.

User avatar
ZxandeAndSirPooping
Posts: 20
Joined: 05 Apr 2013, 01:12

Post » 18 Apr 2013, 16:32

BobTheLawyer wrote:I want SMB USA doors...

The Smb Usa doors are the exact same doors as in mario 3

User avatar
ChrisGin
Posts: 204
Joined: 24 Mar 2013, 06:52

Post » 07 May 2013, 16:33

Control-wise...we use down for pipes...why not use up for door? since there is a seperate jump button?

User avatar
TurretBot
Posts: 4413
Joined: 15 Mar 2012, 23:18
Contact:

Post » 07 May 2013, 22:32

ChrisGin wrote:Control-wise...we use down for pipes...why not use up for door? since there is a seperate jump button?
Because I set up and jump to the same key.

User avatar
Automatik
Posts: 1073
Joined: 20 Jul 2012, 17:54
Contact:

Post » 07 May 2013, 22:42

Turret Opera wrote:
ChrisGin wrote:Control-wise...we use down for pipes...why not use up for door? since there is a seperate jump button?
Because I set up and jump to the same key.
Me too.
Also, consistency.
Doors should just be pipes with a separate animation.

User avatar
idiot9.0
Posts: 1707
Joined: 09 Mar 2012, 10:28
Contact:

Post » 07 May 2013, 23:10

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.

User avatar
Automatik
Posts: 1073
Joined: 20 Jul 2012, 17:54
Contact:

Post » 07 May 2013, 23:22

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.)

User avatar
HansAgain
Posts: 1111
Joined: 03 Feb 2012, 18:51
Contact:

Post » 08 May 2013, 00:15

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.

User avatar
TurretBot
Posts: 4413
Joined: 15 Mar 2012, 23:18
Contact:

Post » 08 May 2013, 00:21

Hans1998 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.
the up button in unused

Post Reply