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Mari0Maker
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Post » 12 Sep 2013, 23:51

Superjustinbros wrote:So Maurice, will that time trial level for Gamescom make it into core Mari0 either bundled with SE or a downloadable add-on?
I'll remake the Time Trial mappack.
I didn't know there was code, or what it was for, though.

EDIT: That awkward moment where you were going to make something when it was already made.

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MM102
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Post » 13 Sep 2013, 00:36

IMO I kinda don't get the use of SE because after it's release I won't be using classic mari0 anymore (or at least not as much).

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TurretBot
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Post » 13 Sep 2013, 05:06

Kexaihami wrote:It's been almost a year and I'm still stuck on that intelligent post Turret made.
You mean none of them?
Hahahaha*sigh*

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Automatik
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Post » 13 Sep 2013, 18:29

mariomaster102 wrote:IMO I kinda don't get the use of SE because after it's release I won't be using classic mari0 anymore (or at least not as much).
It's just a name, Mari0 SE is the new version of Mari0.

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Mari0Maker
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Post » 19 Oct 2013, 18:26

Stabyourself.net wrote:Some time ago, I added animated tiles which loop through frames endlessly and can add a lot to a mappack if done right.

Then about a week ago, I made it so the animated tiles can have different properties (like collision or underwater) on each frame, which would allow you to make those megaman blocks that disappear and are a general pain in the ass (unless you use jet rush..)

Yesterday I went and made those tiles triggerable with the input/output system in Mari0 and now you can do quite a lot with them.
Image

This can be done completely with the tools Mari0 SE gives you. No programming or modding required.

The tile itself looks like this:
Image

Which looks like this animated:
Image

To set the delay and whether the tile should wait for a trigger or loop forever, there’s a .txt file next to the image.

1 triggered,0.1

You can set every frame’s delay or any number of delays which will repeat throughout the animation

The gif at the top is built up like this:
Image

The [!] blocks are animated tile triggers, the things above them are delayers which delay an input for X seconds, and the thing at the top left is a square wave input (which just stays ON for X seconds and then stays OFF for Y seconds). The triggers can trigger more than 1 tile at once, don’t worry. I just had to use one trigger per tile for this wave effect.

So the square wave starts sending a signal which is delayed between each trigger by a small amount of time, and the triggers then switch between “on” and “off” all the time, which plays and reverses the animated tiles. Additionally, there’s an AND gate in the gif so the button toggles this whole thing. This is all made ingame.

So there you have it! Animated tiles which you can trigger however you want and then have them part of puzzles or whatever.

Bonus gif! Using another square wave input and a NOT gate.
Well, I'm certainly excited for this!

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MM102
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Post » 19 Oct 2013, 19:19

I know it's just an example but
since the game is 2d, someone could mistake those wall panels for actual blocks
also that animation is sexy

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Qcode
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Post » 19 Oct 2013, 19:25

...
Last edited by Qcode on 21 Oct 2021, 18:51, edited 1 time in total.

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Mari0Maker
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Post » 19 Oct 2013, 19:27

Qcode wrote:
mariomaster102 wrote:
mariomaster102 wrote:also that animation is sexy
Totally agree. Jorichi did a great job on it.
How do you know that? Or is that sarcasm/guessing?

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HansAgain
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Post » 19 Oct 2013, 19:34

I wonder if it was inspired by my thread.
Anyway, that's awesome.
Last edited by HansAgain on 19 Oct 2013, 22:00, edited 3 times in total.

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MM102
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Post » 19 Oct 2013, 19:38

Is Jorichi the official art director now or something?

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OrbitalBlueprint
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Post » 19 Oct 2013, 19:52

mariomaster102 wrote:Is Jorichi the official art director now or something?
No, he's a god now. Just got the job a few days ago. Hope he's happy ruling over the world.

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Qcode
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Post » 19 Oct 2013, 20:01

...
Last edited by Qcode on 21 Oct 2021, 18:50, edited 1 time in total.

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Superjustinbros
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Post » 19 Oct 2013, 23:19

OrbitalBlueprint wrote:
mariomaster102 wrote:Is Jorichi the official art director now or something?
No, he's a god now. Just got the job a few days ago. Hope he's happy ruling over the world.
When you become a moderator you're pretty much "a god of the forums" right from there.

Now would Maurice allow me to make him certain SMB1-styled tiles/objects?

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TurretBot
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Post » 19 Oct 2013, 23:36

Superjustinbros wrote:
OrbitalBlueprint wrote:
mariomaster102 wrote:Is Jorichi the official art director now or something?
No, he's a god now. Just got the job a few days ago. Hope he's happy ruling over the world.
When you become a moderator you're pretty much "a god of the forums" right from there.
Okay guys c'mon I think we all know who rules everything here.

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Qcode
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Post » 19 Oct 2013, 23:53

...
Last edited by Qcode on 21 Oct 2021, 18:50, edited 1 time in total.

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Superjustinbros
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Post » 20 Oct 2013, 03:09

Maybe if you were in IRC the day he wanted it. It's likely not that he has a grudge against you, just that you weren't there when the time came.
I think it's more of me not wishing to be a part of IRC's because of lack of interest. But I am open for the job if Maurice wants another graphic designer/spriter.

Camewel
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Post » 20 Oct 2013, 03:28

Superjustinbros wrote:
Maybe if you were in IRC the day he wanted it. It's likely not that he has a grudge against you, just that you weren't there when the time came.
I think it's more of me not wishing to be a part of IRC's because of lack of interest. But I am open for the job if Maurice wants another graphic designer/spriter.
Why would he?
Jorichi's better than you anyway.

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Assasin-Kiashi
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Post » 20 Oct 2013, 04:36

Camewel wrote:
Superjustinbros wrote:
Maybe if you were in IRC the day he wanted it. It's likely not that he has a grudge against you, just that you weren't there when the time came.
I think it's more of me not wishing to be a part of IRC's because of lack of interest. But I am open for the job if Maurice wants another graphic designer/spriter.
Why would he?
Jorichi's better than you anyway.
1# Camewel, that was just honestly rude and uncalled for, and
2# even if one is better than the other, it'll still speed up the process of making graphics for new things because several things can be done at once.

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Sašo
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Post » 20 Oct 2013, 14:32

Camewel wrote:
Superjustinbros wrote:
Maybe if you were in IRC the day he wanted it. It's likely not that he has a grudge against you, just that you weren't there when the time came.
I think it's more of me not wishing to be a part of IRC's because of lack of interest. But I am open for the job if Maurice wants another graphic designer/spriter.
Why would he?
Jorichi's better than you anyway.
Camewel, professional dickhead at your service

Maurice
Stabyourself.net
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Post » 20 Oct 2013, 20:51

Are we hating camawel now?
That's cool with me

Camawel you.. uh.. camel.

Camewel
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Post » 20 Oct 2013, 21:30

Maurice wrote:Camawel you.. uh.. camel.
the fuck man that's way harsh

anyway the point I was making is that SJB always makes it out like people have things against him
they don't
it's just that jorichi does better art than him
and I think he doesn't realise that
if his art was as good/better then I can see him getting annoyed
at that point the only explanation is that it's personal
it's just that it's not
he'll get better as he keeps trying
and some day a project will be lucky to find him
just like this one was lucky to find jorichi

(ban me if you want I'm done being profound)

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Automatik
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Post » 20 Oct 2013, 22:14

It's just that saying
Jorichi's better than you anyway.
like that is harsh, and sound more like you're a troll trying to hurt him than to give him advice.

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Superjustinbros
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Post » 21 Oct 2013, 21:03

Back on topic, with the folding plates, do only Up and non-portable variants exist by default?

I was thinking we could have ones facing down, left, or right, while the plate itself could also be white and portable, allowing the player(s) to fire portals onto the tile's white side (on any other side, it's non-portable).

If it's not going to be in vanilla Mario SE, I'm sure it'd be somehow possible with how custom animated tiles will work.

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TurretBot
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Post » 21 Oct 2013, 21:41

How would portals even work if you placed a portal on a tile that animates?

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Automatik
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Post » 21 Oct 2013, 21:44

Turret Opera wrote:How would portals even work if you placed a portal on a tile that animates?
They would stay here until the tile become uncollidable or unportalable

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MM102
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Post » 22 Oct 2013, 00:03

@Superjustinbros
I think it was just an example
I'm sure you can edit and make your own tiles if needed

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Qwerbey
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Post » 22 Oct 2013, 00:08

It would still be damn useful and convenient if it was in by default.

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Mr.Q.Marx?
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Post » 22 Oct 2013, 10:15

Image
Already posting this as even the post references Megaman.

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TheJonyMyster
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Post » 22 Oct 2013, 22:41

speaking of megaman
i cant wait to make the megaman block puzzles things
i really like them

B-Man99
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Post » 24 Oct 2013, 04:45

I couldn't agree more! Also, this animated tile feature seems to have a lot more capabilities and possible uses then might meet the eye. Just throwing that out there, I'm already scheming as we speak :)

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Mr.Q.Marx?
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Post » 24 Oct 2013, 09:53

I guess the underwater for a frame or two idea is for waves? I'm still working out uses for that...

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TheJonyMyster
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Post » 25 Oct 2013, 01:45

i think super mario world had that
i dont remember

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popcan12
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Post » 25 Oct 2013, 03:22



I'm basically waiting for the day when something like this can be created. Unfortunately, there would still be tons of modding by the community in order to pull something like it off/remake it when Mari0 SE comes out.

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BobTheLawyer
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Post » 25 Oct 2013, 03:27

It's not impossible to make looking at SE atm.
The hard part is the dropping shrooms.

Someone convince Maurice we need a random number function to be used in custom entities

Wilo
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Post » 25 Oct 2013, 03:35

maurice, we need a random number function to be used in custom entities.

B-Man99
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Post » 25 Oct 2013, 03:43

That would actually sound really nice to have... great idea Bob!

EDIT: I meant the random number thing
Last edited by B-Man99 on 25 Oct 2013, 03:46, edited 1 time in total.

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idiot9.0
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Post » 25 Oct 2013, 03:45

BobTheLawyer wrote:It's not impossible to make looking at SE atm.
The hard part is the dropping shrooms.
Okay okay okay.... that hack has so many various types of enemies and also a near-perfect recreation of the Airman fight and you think the hardest part to make is the DROPPING SHROOMS? FUCKING REALLY? Making the custom Airman boss would be the hardest part I'd imagine, if it even is able to be done.

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BobTheLawyer
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Post » 25 Oct 2013, 03:47

Well, it would be hard to make, but possible.
Now that I think about it, that would be impossible without random variables for the fire.

EDIT: Also, entities need to be able to get mario.x and y

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idiot9.0
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Post » 25 Oct 2013, 03:54

I'd imagine it could be done with a mod or something. What I meant was if it was able to be done using only the resources that are provided in SE's custom enemy creation, since no one outside of Maurice and his beta team know exactly how far and in-depth it can be taken.

In short, if it can be done in vanilla SE or not.

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BobTheLawyer
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Post » 25 Oct 2013, 03:58

I've seen a little of what it can do from the blogs and pestering Maurice and a little website Trosh had.
I think a lot of it would be possible.
I could do a whole lot more with sandboxed lua (sandboxed only enough to keep out viruses), then with Maurice's choice, JSON.

Camewel
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Post » 25 Oct 2013, 19:37

Making shrooms drop randomly would be easy.
I forget how bowser's health system works, but the only impossible thing there is the screen transitions and the boss health bar.

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popcan12
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Post » 31 Dec 2013, 21:32

Well, it looks like there's not going to be an update for this month.

Bummer.

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