Most Excited in SE?

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Legend_of_Kirby
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Post » 17 Jan 2013, 04:24

Whats your favorite thing thats gonna be in SE?
Are you excited?

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renhoek
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Post » 17 Jan 2013, 04:25

I'm most exited for it because then people are going to stop making threads or asking about it.

Snowconez
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Post » 17 Jan 2013, 10:52

I'm looking forward to running around as Link with a raccoon tail shooting portals everywhere. You know, because Link looks badass with Neko features.

Camewel
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Post » 17 Jan 2013, 18:24

xXxrenhoekxXx wrote:I'm most exited for it because then people are going to stop making threads or asking about it.
You clearly don't remember what happened when SE came out.

cbailey78
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Post » 17 Jan 2013, 19:47

My favorite this is the background with the RGB sliders, Racoon mario and the vertical scrolling!

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Automatik
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Post » 17 Jan 2013, 20:30

I'm waiting for the "animation system that animates animations".(A scripting system, you can show dialogs boxes, focus on a particular point in the level, and other stuff)
Also, playing with the viridian gel, and custom ennemies.

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renhoek
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Post » 18 Jan 2013, 05:57

Camewel wrote:
xXxrenhoekxXx wrote:I'm most exited for it because then people are going to stop making threads or asking about it.
You clearly don't remember what happened when SE came out.
I think you mean mari0 and I meant as in they're going to stop asking for release dates... Now that I think about it there's probably going to be more threads... I hope se never gets released now. :S

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TurretBot
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Post » 18 Jan 2013, 14:45

everyone is jinxing the release =(

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Smear-Gel
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Post » 21 Jan 2013, 21:25

The "water tile" function seems the most exciting to me personally.

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Vyper
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Post » 24 Jan 2013, 03:02

I'm pretty exited about the custom character making-thingy, because it will be easier to make mods with custom characters.

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Sky
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Post » 24 Jan 2013, 04:34

I'm excited for platforms, sticky gel, and a fix for that background loading error involving intermissions and dying.

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PortalSnivy
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Post » 17 Feb 2013, 21:23

When is there is going to be a online mutiplayer?

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Qcode
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Post » 17 Feb 2013, 21:27

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Last edited by Qcode on 21 Oct 2021, 09:07, edited 1 time in total.

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jokekid
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Post » 17 Feb 2013, 21:33

im excited for auto portals, ive already ran into a situation where i needed them for a good looping system...

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PortalSnivy
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Post » 17 Feb 2013, 21:35

@Qcode i have Mari0 .1.6

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Qcode
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Post » 17 Feb 2013, 21:38

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Last edited by Qcode on 21 Oct 2021, 09:06, edited 1 time in total.

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PortalSnivy
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Post » 17 Feb 2013, 21:43

@Qcode When is it being released?

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PortalSnivy
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Post » 17 Feb 2013, 21:48

@Camewel Hey I have a funny thing on that line! Here is it:You clearly don't understand anything about defeating trolls.

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Qcode
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Post » 17 Feb 2013, 21:55

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Last edited by Qcode on 21 Oct 2021, 09:06, edited 1 time in total.

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PortalSnivy
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Post » 17 Feb 2013, 23:27

umm.. ok

i am most excited about the online mutiplayer

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Vyper
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Post » 18 Feb 2013, 00:49

Custom textboxes means no more letter tiles, which will be kind of nice.

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Superjustinbros
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Post » 18 Feb 2013, 15:38

SMB2J/SMBS/SMBDX enemies/items. But when you consider Maurice never played those even if he will add SMB3 items.

Also the spikes that kinda look like Sonic spikes.

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Smear-Gel
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Post » 18 Feb 2013, 16:41

I'm liking the spikes.

I cant tell how many times I wanted a completely static "enemy" for an obstacle.

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Superjustinbros
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Post » 18 Feb 2013, 20:57

Smear-Gel wrote:I'm liking the spikes.

I cant tell how many times I wanted a completely static "enemy" for an obstacle.
That too, like a Paratroopa that stays perfectly still (considering how Maurice is adding in the additional Koopa movements used in SMB2J, like further bouncing and horizontal flight.

Since you mention spikes, I'd like it best if only the pointed sides of the spikes actually would harm you, while with the orb-spikes from SMBDX's VS mode, those harm you from all ends.

Spikes are also non-portable. (seeing how they're uneven surfaces)

See these screens? The red areas are the areas on each spike where Mario can take damage. Any other surface, and it's just a non-portable solid block.
ImageImage

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Smear-Gel
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Post » 18 Feb 2013, 21:49

Yeah, I hope so too. Although if it's an enemy that may be customisable we may just be able to do it.

At least, I HOPE there's a way to make it that you'd get unharmed from a certain direction, because I want an enemy that can be "ridden" from the top

Maurice
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Post » 18 Feb 2013, 22:19

Besides "kills" there's several properties for that, "killsontop", "killsonsides" and "killsonbottom".
Spikes are a block type though.

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Smear-Gel
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Post » 19 Feb 2013, 16:29

Oh good. I'm ok with that then.

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Superjustinbros
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Post » 19 Feb 2013, 19:49

Maurice wrote:"killsontop", "killsonsides" and "killsonbottom".
Have "killsonsides" be split into "killsonleft" and "killsonright".

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Mr.Q.Marx?
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Post » 19 Feb 2013, 22:08

Superjustinbros wrote: Have "killsonsides" be split into "killsonleft" and "killsonright".
Spikes almost always come out from a wall though so it'll hang off and be fine with just killing Mario if he touches the sides.

Maurice
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Post » 20 Feb 2013, 06:26

Superjustinbros wrote:
Maurice wrote:"killsontop", "killsonsides" and "killsonbottom".
Have "killsonsides" be split into "killsonleft" and "killsonright".
Nah.

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Superjustinbros
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Post » 20 Feb 2013, 08:28

Well, as long as they exist in the five varieties (u, d, l, r, all sides) use the two skins (the spikes in the pictures above, extended the rest of the way (by way I mean to fill up the 16x16 tile) and without the red marking plus the spike tiles from SMBDX, and the Portal 8x8 ones, I'm okay.

Generalcanada
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Post » 23 Feb 2013, 00:24

Freaking online. SO HYPED!

RavingDead
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Post » 23 Feb 2013, 03:17

WillWare wrote:I'm excited for platforms, sticky gel, and a fix for that background loading error involving intermissions and dying.
If i'm alone having this bug (maybe not), I hope they fix an bug making the portal colors changer working. I changed one to green, but it stayed blue...

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Firaga
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Post » 23 Feb 2013, 03:22

RavingDeed wrote:If i'm alone having this bug (maybe not), I hope they fix an bug making the portal colors changer working. I changed one to green, but it stayed blue...
It only changes in multiplayer. In singleplayer, it's automatically changed to orange and blue.

HAPPYFACES
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Post » 23 Feb 2013, 14:45

I find it hard to believe RavingDead simply ignored the same exact answer I gave him in the "Having Problems? Check Here first!" Thread.

I feel rather ignored and useless right now. sadface :c

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TurretBot
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Post » 23 Feb 2013, 18:18

SADFACES

HAPPYFACES
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Post » 23 Feb 2013, 22:59

Oh crap, I probably caused Turret's bam! D:

On topic: The most exciting part I'll find in Mari0: SE is that it will be finished.

Franpa
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Post » 24 Feb 2013, 14:15

Superjustinbros wrote:ImageImage
Am I right when saying those collision masks for damage zones, are outside the spike graphics? Wouldn't it make more sense to have to touch the spikes to incur damage instead of just above them? Or is that just not possible?

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renhoek
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Post » 24 Feb 2013, 14:16

Franpa wrote:
Superjustinbros wrote:ImageImage
Am I right when saying those collision masks for damage zones, are outside the spike graphics? Wouldn't it make more sense to have to touch the spikes to incur damage instead of just above them? Or is that just not possible?
I don't think sjb drew a pixel perfect hit box.

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Superjustinbros
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Post » 24 Feb 2013, 15:26

I drew the hit boxes inside the 16x16 tile area each spike occupies, if you were to measure it.

I certainly hope it's possible to make your own splkes in tilesets.

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TurretBot
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Post » 25 Feb 2013, 02:59

HAPPYFACES wrote:Oh crap, I probably caused Turret's bam! D:

On topic: The most exciting part I'll find in Mari0: SE is that it will be finished.
You did. *sends hate mail*
Also, I'm not the only one who missed the old bam game.

On topic: The most exciting part I'll find in Mari0: SE is that it will be finished.

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Hatninja
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Post » 25 Feb 2013, 22:21

there are so many new features i cant choose!

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LightningFire
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Post » 25 Feb 2013, 22:23

I would choose the online multiplayer. The real challenge in it will mostly be trying to avoid the trolls with portals.

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Firaga
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Post » 25 Feb 2013, 22:26

LightningFire wrote:I would choose the online multiplayer. The real challenge in it will mostly be trying to avoid the trolls with portals.
A.K.A - Me

Back on topic, I'd say I'm most excited about enemy customization. I really need to get back into one of my older maps.

AceEliteMaster
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Post » 26 Feb 2013, 20:32

why do I feel like I'm the only one that doesn't know every new feature of the special edition? anyway the thing that most exited about is the six player mode and online mode, because it seems like they just go together. here is a trailer I found that shows six players along with some other things:

the six player feature is shown about 30 seconds into the video. if this trailer is fake, please let me know.

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BobTheLawyer
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Post » 26 Feb 2013, 22:12

That video is fake.

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Qcode
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Post » 26 Feb 2013, 22:43

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Last edited by Qcode on 21 Oct 2021, 09:14, edited 1 time in total.

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Sašo
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Post » 27 Feb 2013, 00:03

Mari0 technically already supports unlimited amount of local players. It's just bound to 4 for practical reasons.

We've had tests where 100 players would all be controlled by a keyboard.

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BobTheLawyer
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Post » 27 Feb 2013, 00:09

Technically, not without modding.

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D-Pad
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Post » 27 Feb 2013, 02:39

I think im the only one who's most excited for the tons of new level editor features but online multiplayer will also be awesome.

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