Wanted: Entity tooltip thumbnails

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idiot9.0
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Post » 30 Oct 2013, 04:55

Image: Door
Image: Faith Plate
Image: Fire Start (used bill start as a template)
Image: Wall indicators (Used Kiashi's text)

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Jackostar10000
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Post » 30 Oct 2013, 06:46

Mari0Maker wrote:
Jackostar10000 wrote:With the edited version of mine you should move the bill start / end to the very front mari0maker. it may be a bit easier to understand
I think how it is now is fine. You could edit it if you want.
i guess its up to maurice

Also did up the cloud platform one
Image

Maurice
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Post » 30 Oct 2013, 12:18

Image
None of these are final and any can be replaced with a better one.

http://pastebin.com/zTN86t7e
If you care about being properly credited, check if I got your credits right (iconauthor)

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Firaga
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Post » 30 Oct 2013, 18:25

Lakitu Stop
Image
EDIT : Found some errors, fixing. Fixed.

Also, I was bored so I fixed up Jacko's sprites a bit.
Image

Image
Evened out the groud a bit, gave them a new brighter color, evened out the line dividing sky and B-B area.
If you use them, credit him, not me.

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Superjustinbros
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Post » 30 Oct 2013, 19:08

Image
Input inverters or whatever they're called.

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TheSeek
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Post » 30 Oct 2013, 20:14

They're not gates, and fixed your image
Image

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Superjustinbros
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Post » 30 Oct 2013, 21:24

TheSeek wrote:They're not gates, and fixed your image
Image
Thanks.

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Mari0Maker
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Post » 30 Oct 2013, 22:58

Firaga wrote:Lakitu Stop
Image
EDIT : Found some errors, fixing. Fixed.

Also, I was bored so I fixed up Jacko's sprites a bit.
Image

Image
Evened out the groud a bit, gave them a new brighter color, evened out the line dividing sky and B-B area.
If you use them, credit him, not me.
Already done by me.
Image Image
The entity is also in line with the block.

If Maurice didn't add mine, he probably won't add either of our versions.

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TripleXero
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Post » 31 Oct 2013, 01:00

I feel like the lines after them isn't needed

Camewel
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Post » 31 Oct 2013, 01:33

Maurice wrote:Well it's a contest, if you think someone's tooltip sucks you do it better.

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TripleXero
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Post » 31 Oct 2013, 02:31

Image Image
Mario's there because it doesn't start until Mario doesn't pass the entity

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MM102
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Post » 31 Oct 2013, 02:53

(not to sound demanding but i'm kinda still waiting on the SE entity sprites)

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BobTheLawyer
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Post » 31 Oct 2013, 02:54

Please let me win one!
Gotta get my name into Mari0...
Everything with/without blue background. If background of tooltips is white, words may not show up on no background.
No going above top block:
ImageImage
Maze Start/End:
ImageImage
World (with colored text to fit your scenario). Didn't look good with blue background, but if needed, I can add:
ImageImageImage


Also, whatever happened to the raccoon?
Is that just a cheat?

EDIT: Animated Tiles:
Image

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Jackostar10000
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Post » 31 Oct 2013, 07:16

TripleXero wrote:Image Image
Mario's there because it doesn't start until Mario doesn't pass the entity
Yes. BUT. the line does show that its the ROW that tuns it on / off. so it may be necessary
Imagine you were a new player. then you saw the one without the "danger line" you may just consider that you can pass by it.
The danger line isn't there to look pretty. it makes it more understandable

Not to mention more people have adapted the "danger line"
Although i do like mario there that makes some sense

Maurice
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Post » 31 Oct 2013, 17:52

Maze entities will probably be hidden in the editor.
The animatedtiletrigger above is very distracting and not clear what it does.
I have already taken a bulletbill pair (see some posts above) and I think it's pretty good.

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BobTheLawyer
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Post » 31 Oct 2013, 20:30

Maurice wrote:Maze entities will probably be hidden in the editor.
The animatedtiletrigger above is very distracting and not clear what it does.
I have already taken a bulletbill pair (see some posts above) and I think it's pretty good.
Are any of mine good?
And how are you going to do mazes then?

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TheSeek
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Post » 31 Oct 2013, 22:02

BobTheLawyer wrote: And how are you going to do mazes then?
i think this answer Maurice gave in another thread applies here too
Maurice wrote: [...]It's simply that you shouldn't use mazes. They were not written with performance or anything in mind.
[...]They simply exist so that the SMB mappack can use them.
I will probably hide them from the editor in the future because yeah, they do not behave as one would expect.

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Superjustinbros
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Post » 01 Nov 2013, 03:49

In all fairness mazes are alright, but the way they're handled and the buggy nature with them (putting the final gate and end close to one another) is what kills using gates for most of us.

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BobTheLawyer
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Post » 01 Nov 2013, 03:54

The entity support was poor. I'm using that problem as a puzzle in the map I'm creating.

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Jackostar10000
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Post » 01 Nov 2013, 10:19

yea. i can use mazes. they take a while to figure out. and its buggy. but it works. maybe keep em in but warn that they are buggy and suggest not using them.
Perhaps make each description also include a tutorial. we could help write them.

Mazes: To use a maze place a maze start and a maze end somewhere after maze start.
(spread this out far) then place maze gates. to get out of the maze mario must go though each maze gate (walk over its tile)
right click the gate to pick a number 1 - 5. use the numbers to indicate witch order they need to cross them in. (you can place multiple of the same numbered maze gate so its easier to pass.) if mario successfully goes though all gate in order and passes the maze end he will escape.
(this is buggy is is not recommended if you don't know what your doing.

Maurice
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Post » 01 Nov 2013, 13:32

you can still edit the .txt itself to insert maze entities, which will then be correctly displayed in the map and everything.

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Jackostar10000
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Post » 01 Nov 2013, 14:36

yes but how...?

Camewel
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Post » 01 Nov 2013, 17:49

someone will make a maze entity mod within 10 minutes of SE's release

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Qwerbey
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Post » 02 Nov 2013, 00:50

Better flagpole:
Image

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BobTheLawyer
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Post » 02 Nov 2013, 00:57

Maurice, can I have an opinion on what color arrows/text you want?
Everyone's doing everything.

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MagicPillow
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Post » 02 Nov 2013, 02:44

Here you go:
Image Image

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idiot9.0
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Post » 02 Nov 2013, 03:38

Image: Companion Cube
Image: Maze entities

Yes, the Maze one's a bit of a joke, but could be used since Maurice did say many times that they aren't meant to be used and were only included in for the SMB mappack.

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mindnomad
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Post » 02 Nov 2013, 19:09

Excuse me if I don't quite understand how it works but, does the music entity work like the billstart where you pass through it and it triggers? Or does it change when you turn on a switch? I sort of want to make an icon for this, but I'm not clear on how it works...

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idiot9.0
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Post » 02 Nov 2013, 19:13

I believe it's like this: When Mario triggers the object that's linked to the music entity, via button, switch, etc., a new song starts playing.

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mindnomad
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Post » 02 Nov 2013, 19:48

So It doesn't work like Lakitu and Bullet Bill triggers, if I'm not mistaken? Poop... I was going to make something similar to that...

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HugoBDesigner
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Post » 02 Nov 2013, 22:32

mindnomad wrote:So It doesn't work like Lakitu and Bullet Bill triggers, if I'm not mistaken? Poop... I was going to make something similar to that...
You can have a tall trigger that goes from the bottom 'til the top of the map, so you can kind of simulate what you want. It works the same way :)

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Superjustinbros
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Post » 02 Nov 2013, 23:32

mindnomad wrote:So It doesn't work like Lakitu and Bullet Bill triggers, if I'm not mistaken? Poop... I was going to make something similar to that...
You could use the Region Triggers to have the music change without the use of a button.

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mindnomad
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Post » 03 Nov 2013, 02:27

Superjustinbros wrote:
mindnomad wrote:So It doesn't work like Lakitu and Bullet Bill triggers, if I'm not mistaken? Poop... I was going to make something similar to that...
You could use the Region Triggers to have the music change without the use of a button.
HugoBDesigner wrote: You can have a tall trigger that goes from the bottom 'til the top of the map, so you can kind of simulate what you want. It works the same way :)
Ah okay, I see now. I sorta don't want to make another icon anyway. Seems like it'd be difficult to describe that you can use multiple inputs with just a still image >_>;

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idiot9.0
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Post » 03 Nov 2013, 02:58

You don't have to show that it can be linked to many things, just show that it has to be linked. Like in this one that Mari0Maker made:
Image

Now clearly the box tube can be activated by a floor button but it's not shown.
Just make one that shows one example of how the music entity works. Simple as that.
EDIT: Kind of like this:
Image

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Sunset_Moth
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Post » 03 Nov 2013, 20:37

Automatik wrote:
bubba_nate wrote:I don't get that post. Also, do you need an animated tile tooltip for the animated tiles?
Which one?
Also, it's for ENTITY tooltips. As in how to place the entities, and how it should react. (Probably)Not for the ennemies. And not for the tiles.
Tile animator starters are entities, aren't they?

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Sky
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Post » 04 Nov 2013, 05:41

Better Mario Start entity (with four players):
Image

Falling platform (why has no one done this yet?):
Image

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Superjustinbros
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Post » 04 Nov 2013, 18:13

WillWare wrote:Better Mario Start entity (with four players):
Image

Falling platform (why has no one done this yet?):
Image
The Falling Platform should have some white arrows going downwards IMO.

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Sky
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Post » 04 Nov 2013, 19:04

Superjustinbros wrote:The Falling Platform should have some white arrows going downwards IMO.
I was thinking about that but didn't know where to put them.

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Jackostar10000
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Post » 05 Nov 2013, 00:17

WillWare wrote:
Superjustinbros wrote:The Falling Platform should have some white arrows going downwards IMO.
I was thinking about that but didn't know where to put them.
next to the first mario at the top.

joeyjoey396
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Post » 05 Nov 2013, 03:41

BobTheLawyer wrote: Also, whatever happened to the raccoon?
Is that just a cheat?
It's not a cheat, it's a character property that you can apply to custom characters. They're like custom enemy options except not as flexible. So far I think only Mario has raccoon, but I'm sure people will make all characters into rodents.

I'll try to get thumbnails if I have access to a computer soon.

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BobTheLawyer
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Post » 05 Nov 2013, 03:44

The raccoon leaf entity isn't in the entity list.

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alesan99
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Post » 05 Nov 2013, 03:51

BobTheLawyer wrote:The raccoon leaf entity isn't in the entity list.
Because it'll be a custom character. You'll turn into raccoon mario once you get a mushroom.

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Qwerbey
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Post » 10 Nov 2013, 02:01

Springs:
Image

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Automatik
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Post » 10 Nov 2013, 10:33

QwertymanO07 wrote:Springs:
Image
Mario should be jumping on the last frame, instead of standing in air.

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Qwerbey
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Post » 10 Nov 2013, 22:32

Image

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TurretBot
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Post » 11 Nov 2013, 05:24

alesan99 wrote:
BobTheLawyer wrote:The raccoon leaf entity isn't in the entity list.
Because it'll be a custom character. You'll turn into raccoon mario once you get a mushroom.
Dafuq? This makes no sense whatsoever, it's like that one skin from the SMBC forums where they have big mario as raccoon mario. Why the heck not just add it as a powerup?

Maurice
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Post » 11 Nov 2013, 11:11

This makes me really angry!

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Polybius
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Post » 11 Nov 2013, 11:54

Everyone hit the floor!, Maurice is gonna blow!

Which icons still need to be made? A lot of them have already been made, quite nicely at that. I think we`re missing a Cheep Cheep entity start/end thumbnail, and a pirahana plant one? (Guessing)...

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Automatik
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Post » 11 Nov 2013, 12:30

Here are the remaining icons(I just took the last update from Maurice and removed everything without authoricon set to ""):
http://hastebin.com/bafenejema.lua

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BobTheLawyer
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Post » 11 Nov 2013, 15:37

Many have been done since then, plus maurice doesn't want maze entities.

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