CURRENT RELEASE: 1.6

General Mar0 discussion has been moved to this subforum!
Post Reply
Franpa
Posts: 409
Joined: 08 Mar 2012, 07:20
Contact:

Post » 09 Mar 2012, 17:44

Bonjour wrote:
Franpa wrote:Also, I like that bullets and enemies don't despawn when you finish a level.
OhmygoddoyouhaveevenhaveplayedtheoriginalmariohowhighdoyouhavetoBEEEEtodosomethinglikethatseriousely.
It was a suggestion to keep it the way that it currently is, I'm well aware that the original game despawns enemies etc. when you reach the flag pole. As for the issue regarding hammers, I've never really tried it in the game so it was an honest mistake.

94m3k1n9
Posts: 2
Joined: 09 Mar 2012, 17:49

Post » 09 Mar 2012, 17:58

i don't know if these are already fixed, didn't test with 1.4:

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

Post » 09 Mar 2012, 18:50

Bug 1: Happens in Portal 1, so if it is a bug, I won't fix it.
Bug 2: Not a bug, what did you expect?
Bug 3: Won't fix.

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

Post » 09 Mar 2012, 18:52

Franpa wrote:
Someone64 wrote:The rotating fireball blocks (clockwise only) are gone and harmless, -.- the block is there but not the deadly part.
Both clock-wise and counter clock-wise are present and working in my levels.
You can expect anyone using "-.-" to just be an idiot, that makes sorting through bug reports so much easier.

User avatar
l21118
Posts: 38
Joined: 06 Mar 2012, 15:12

Post » 09 Mar 2012, 20:34

Just some bugs fast reported cause i 've to go to work. Iam sorry if they are already reported.
  1. Light bridge can push you under the ground if you shoot them to close over your head
  2. Falling platforms let you fall trough the ground
  3. Lvl-Editor>Entities>"Create gel on this block" without function (windows 7, maybe an OS problem? idk)
  4. Lvl-Editor>Entities>The cube "will send on signal for a duration" without function(or i am rly an idiot)
at least not a bug but a feature request: can you add the function to toggle the first status of lasers and light bridges?

Btw i love u for developing Mari0 :D

greetz l21118
Last edited by l21118 on 09 Mar 2012, 23:43, edited 1 time in total.

benw36
Posts: 54
Joined: 04 Mar 2012, 01:40

Post » 09 Mar 2012, 20:38

l21118 wrote:Just some bugs fast reported cause i 've to go to work. Iam sorry if they are already reported.
  1. Light bridge can push you under the ground if you shoot them to close over your head
  2. Falling platforms let you fall trough the ground
  3. Lvl-Editor>Entities>"Create gel on this block" without function (windows 7, maybe an OS problem? idk)
  4. Lvl-Editor>Entities>The cube "will send on signal for a duration" without function (or i am rly an idiot)
at least not a bug but a feature request: can you add the function to toggle the first status of lasers and light bridges?

Btw i love u for developing Mari0 :D

greetz l21118
you can toggle them with the inverter intentity.

ToastyKen
Posts: 10
Joined: 08 Mar 2012, 11:17

Post » 09 Mar 2012, 20:49

WanderingTedium wrote:To everybody posting Bloopers swimming in air as a "bug":

Bloopers are programmed to swim anywhere regardless of the presence of water, even in the original game. Proof of this is in SMB: Lost Levels, which runs on the same engine as SMB and features--you guessed it--airborne Bloopers.

Hell, Bloopers even fly in air in New Super Mario Bros. Wii when placed out of water in an editor. Nintendo just never bothered because Bloopers are water-exclusive enemies.
The problem isn't that they fly in the air, per se, it's that they swim too high up on the screen. In the original SMB they would simply never go so high up on the screen as to go off the top, even if you were "treading water" at the top of the water levels.

94m3k1n9
Posts: 2
Joined: 09 Mar 2012, 17:49

Post » 09 Mar 2012, 21:21

Maurice wrote:Bug 2: Not a bug, what did you expect?
I expected that i wouldn't be able to get that near to a wall while carrying a cube that i can't place it in front of me

ToastyKen
Posts: 10
Joined: 08 Mar 2012, 11:17

Post » 09 Mar 2012, 21:28

Some more issues I found:
1. On Mac OS X, after opening the maps folder, the LOCAL maps screen in the game will show ".DS_STORE" which is a hidden file generated by the operating system. Mari0 should probably filter out dot-files.
2. In the original game, the hammer brother at the very end of 8-4, after the last pipe, will eventually "charge" the player after several seconds. When the player is little mario, this provides the player with a small window to jump over him and get to the end. In Mari0, the hammer brother never charges the player.

User avatar
Sky
Posts: 1283
Joined: 08 Mar 2012, 04:35
Contact:

Post » 10 Mar 2012, 00:11

Maurice, I'm glad you have the patience to deal with a dynamic number of bugs and problems with each version...
Anyway, here's my quibble: Light bridges/lasers do not reappear with each iteration of a logical maze. Can you fix that, please?


User avatar
fakeuser
Posts: 135
Joined: 04 Mar 2012, 01:20

Post » 10 Mar 2012, 00:34

Maurice wrote:Bug 2: Not a bug, what did you expect?
It would be less frustrating if mario is the one who bounces back and not the cube.. at least in real life boxes aren't able to accidentally jump behind you when there's no space in front of you. But you're the author, it's your call after all

User avatar
SpocKirk
Posts: 160
Joined: 03 Feb 2012, 02:48

Post » 10 Mar 2012, 02:31

fakeuser wrote:
Maurice wrote:Bug 2: Not a bug, what did you expect?
It would be less frustrating if mario is the one who bounces back and not the cube.. at least in real life boxes aren't able to accidentally jump behind you when there's no space in front of you. But you're the author, it's your call after all
In real life portals don't exist.

User avatar
4matsy
Posts: 80
Joined: 04 Mar 2012, 18:34

Post » 10 Mar 2012, 02:42

ToastyKen wrote:2. In the original game, the hammer brother at the very end of 8-4, after the last pipe, will eventually "charge" the player after several seconds. When the player is little mario, this provides the player with a small window to jump over him and get to the end. In Mari0, the hammer brother never charges the player.
This is true of all hammer bros in SMB1, actually: after 128 ticks of a timer that ticks once every 21 frames, they start walking to the left as long as Mario is to the left of them.

Starting at world 5-3, when the secondary hard mode flag kicks in, that period is reduced to 80 ticks of said timer. Aggro hammer bros ftw :p

User avatar
Pyrosaur
Posts: 769
Joined: 03 Feb 2012, 00:15
Contact:

Post » 10 Mar 2012, 06:06


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

Post » 10 Mar 2012, 06:53

The vertical position of Check Points in Sub Levels is not taken into account. I was going to use Check Points in Sub Levels to bypass a certain limitation in the Over World but this negates some of its use.
Last edited by Franpa on 10 Mar 2012, 08:16, edited 3 times in total.

User avatar
EntranceJew
Posts: 93
Joined: 05 Mar 2012, 05:37

Post » 10 Mar 2012, 06:59

Leftward facing gel dispensers don't seem to want to make their graphic visible.
Image

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

Post » 10 Mar 2012, 08:50

sorry if this has already been said but...
in the original smb if you had an item out in the open e.g. flower, mushroom, 1-up mushroom and hit another block with an item in it,
the 1st item would dissapear
this isn't really an issue but more of an oversite.

User avatar
Minisoniczx
Posts: 29
Joined: 04 Mar 2012, 05:08

Post » 10 Mar 2012, 09:34

I am a plumber and i can go through pipes :D.
Image

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

Post » 10 Mar 2012, 09:58

Sliding through walls is normal.

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

Post » 10 Mar 2012, 10:17

Minisoniczx wrote:I am a plumber and i can go through pipes :D.
*snip
that's actually meant to be that way, there's a tile you can find in the game that has no collision.
It's to make up for the fact that you can't perform the minus world glitch due to it having different physics.

User avatar
Mariboy
Posts: 35
Joined: 05 Mar 2012, 17:16

Post » 10 Mar 2012, 11:06

1.5 when coming?

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

Post » 10 Mar 2012, 11:40

Mariboy wrote:1.5 when coming?
be patient these things take time.
.
be sides it's only been one day.

User avatar
Mariboy
Posts: 35
Joined: 05 Mar 2012, 17:16

Post » 10 Mar 2012, 14:11

fixes big mario ? can't go to end

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

Post » 10 Mar 2012, 16:22

moonwalked (or moon raned) into a red shell and I got hurt.

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

Post » 10 Mar 2012, 16:30

If you continue a game on a different mappack you gat bluescreened.
When a map-pack ends on 1-4, the completion message shows up with the world number 2-1. You may think this is insignificant, but it also unlocks World 2 for selection, despite there being no level there.

User avatar
fakeuser
Posts: 135
Joined: 04 Mar 2012, 01:20

Post » 10 Mar 2012, 17:59

Is it just me, orr you can't have a character shooting portals with keyboard keys? If you change the charaxter not to use mouse you may asign keys to shoot portals, but ingame nothing happens.

GokuSSJ5
Posts: 7
Joined: 04 Mar 2012, 17:49

Post » 10 Mar 2012, 18:13


Hexonxonx
Posts: 21
Joined: 03 Feb 2012, 04:11

Post » 10 Mar 2012, 18:30

Confirmed that players who don't use the mouse can't shoot portals with keyboard keys, only gamepad buttons.

As for boxes not killing enemies, the code only says to even notice if it's a goomba or bullet (or spikey). You should get 200 points, but the line to kill it is currently missing. The line b:stomp() is missing from inside of the if a == "goomba"... section of box:floorcollide. The animation for squashing a spikey won't look right, as there isn't a flat spikey image, but I think it makes "game sense" that a box can squash a spikey when Mario can't.

User avatar
EntranceJew
Posts: 93
Joined: 05 Mar 2012, 05:37

Post » 10 Mar 2012, 19:12

Just chiming in that the player can't jump over the flagpole. This makes certain aspects of the level packs people are working on impossible to implement.

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

Post » 10 Mar 2012, 19:21

Making it possible to jump over the flagpole would break it way too often since it's piss easy with portals.

User avatar
fakeuser
Posts: 135
Joined: 04 Mar 2012, 01:20

Post » 10 Mar 2012, 19:22

Portals on same blocks bug is back again:
Image
You are unable to shoot a portal on both sides of a single tile wall

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

Post » 10 Mar 2012, 19:23

I know.
Questionable if I will ever fix that, just redesign your map.

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

Post » 10 Mar 2012, 19:27

fakeuser wrote:Portals on same blocks bug is back again
It left?

User avatar
trosh
Posts: 1594
Joined: 03 Feb 2012, 08:36

Post » 10 Mar 2012, 19:31

yeah, in an old stabyourself.net blog post. don't care to search for it, but it might be in the marathon.

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

Post » 10 Mar 2012, 19:44

I was talking about during its release.

get8p
Posts: 14
Joined: 09 Mar 2012, 00:45

Post » 10 Mar 2012, 19:45

Image
==============================================================================
Image

Koopa hasn't gone. Intendedly?

Ps. I've changed jump button to W, but Mario won't climb up on a liana with other button but space. Bug?

User avatar
fakeuser
Posts: 135
Joined: 04 Mar 2012, 01:20

Post » 10 Mar 2012, 21:02

Imagine there are two players in a level. It is enough just one of them to reach tha end flag. But while the music is playing and Mario is bringing down the flag, moving right etc. the other player may still move... and die. Death music and success music are overlaping, a flashing player is being respawned somewhere, it's kinda frustrating. Guess all player's controls should be blocked once one of them reaches the exit flag

User avatar
EntranceJew
Posts: 93
Joined: 05 Mar 2012, 05:37

Post » 10 Mar 2012, 23:24

fakeuser wrote:Imagine there are two players in a level. It is enough just one of them to reach tha end flag. But while the music is playing and Mario is bringing down the flag, moving right etc. the other player may still move... and die. Death music and success music are overlaping, a flashing player is being respawned somewhere, it's kinda frustrating. Guess all player's controls should be blocked once one of them reaches the exit flag
Could still cause death involving falling into a pit or colliding with an enemy even if the player has no control.
The best way to handle this would be to adopt what New Super Mario Brothers Wii does and:
  • Wait a period of time to let other players get on the flag.
  • Players that get to the flag should be set to invincible.
  • When the time period has elapsed, all players that did not get to the flag should be marked as invincible.
    (If they fall into a pit then a life should not be deducted.)
  • All players on the flag should begin the level finish animation proper.
  • Play only the first/first two notes of the death sound on player death unless they have lost all their lives.
Additionally, sometimes the audio only plays out of my left headphone as opposed to both of them.

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

Post » 10 Mar 2012, 23:25

Or just make it so you don't lose lives after the level is finished.
OH WAIT THAT'S HOW IT CURRENTLY IS.

User avatar
Mariboy
Posts: 35
Joined: 05 Mar 2012, 17:16

Post » 10 Mar 2012, 23:46

Mario portal connected to internet ??

And map selection doesn't work. Version : 1.4

benw36
Posts: 54
Joined: 04 Mar 2012, 01:40

Post » 11 Mar 2012, 00:00

when finishing a level with the invincibility star power on, the star's music continued when i made contact with the flagpole. when it did stop.. the background music i preset in the level settings, begun to play as well as the level ending music.

TiagoTiago
Posts: 101
Joined: 05 Mar 2012, 07:44

Post » 11 Mar 2012, 00:46

Maurice wrote:Making it possible to jump over the flagpole would break it way too often since it's piss easy with portals.

Why not add a block that is infinitly tall so that levels where there is no point in jumping over the flag would just have that block place on block to the right of the top of the flagpole?

User avatar
4matsy
Posts: 80
Joined: 04 Mar 2012, 18:34

Post » 11 Mar 2012, 02:43

Things I've been noticing during my playthroughs:
  • The jumping green paratroopas aren't jumping high enough: they're supposed to jump just under 3 blocks off the ground. Jumping on them sometimes hurts you, too, which obviously isn't supposed to happen. o_O
  • You can move and jump through moving platforms from the side. That's not supposed to happen, either--they should block Mario just as they do from the bottom. (I bet this is what's responsible for most/all of those "falling through platforms" incidents: the collision check sees Mario as hitting the platform segment from the side instead of from above, and doesn't let him land on it. :p)
  • The Bowsers in worlds 6 and 7 are supposed to stop spitting fire when you reach them and only use the hammers against you; only the world 8 Bowser is supposed to use both hammers and fire. (Nintendo probably did it that way because it can sometimes be cheap: due to too-many-sprites-on-screen overload thanks to the hammers, the world 8 Bowser's fire is sometimes invisible. lol)
benw36 wrote:when finishing a level with the invincibility star power on, the star's music continued when i made contact with the flagpole. when it did stop.. the background music i preset in the level settings, begun to play as well as the level ending music.
Same thing happens in the NES game (except there, you have to be already done sliding down the flag and on the ground by the time the invincibility music ends, since Mario touching the ground is what triggers the level end music in that version of the game).

And speaking of NES fidelity, hey, the shell-on-stairs trick actually works now!...
Image
...eeeeexcept it just gives you points, in batches of 600. Ah well, was worth a shot, I guess. :p

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

Post » 11 Mar 2012, 02:52

Image
if you're wandering what the glitch was,
the platform sqawner spawned into the first part of the map when I did the maze wrong.

gotta get back to making the level now.

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

Post » 11 Mar 2012, 03:00

Elements that are loaded on mapload won't work with mazes.

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

Post » 11 Mar 2012, 03:28

Maurice wrote:Elements that are loaded on mapload won't work with mazes.
frig I'm remaking smb2j and it requires that bieng there.
I'll have to replace it with a moving platform.

mainegeek
Posts: 108
Joined: 05 Mar 2012, 04:41

Post » 11 Mar 2012, 03:38

EntranceJew wrote:
fakeuser wrote:Imagine there are two players in a level. It is enough just one of them to reach tha end flag. But while the music is playing and Mario is bringing down the flag, moving right etc. the other player may still move... and die. Death music and success music are overlaping, a flashing player is being respawned somewhere, it's kinda frustrating. Guess all player's controls should be blocked once one of them reaches the exit flag
Could still cause death involving falling into a pit or colliding with an enemy even if the player has no control.
The best way to handle this would be to adopt what New Super Mario Brothers Wii does and:
  • Wait a period of time to let other players get on the flag.
  • Players that get to the flag should be set to invincible.
  • When the time period has elapsed, all players that did not get to the flag should be marked as invincible.
    (If they fall into a pit then a life should not be deducted.)
  • All players on the flag should begin the level finish animation proper.
  • Play only the first/first two notes of the death sound on player death unless they have lost all their lives.
Additionally, sometimes the audio only plays out of my left headphone as opposed to both of them.
I may have found a fix for this.

I added this to mario.lua at the top of function mario:update(dt):

Code: Select all

	if levelfinished == true and self.invincible == false then
		self.invincible = true
	end
I did a bit of testing by setting "goomba attack" to on and playing 1-1. Before I added this code you would die after getting the flag. Now you can still kill the goombas if you land on them but otherwise you walk right through them. I also confirmed that you can still die the usual ways (during play, falling in pits, etc). And, when the next level starts the invincible flag is reset to false in Maurice's code so it seems to work out perfectly.

The only thing I have not done is test this in co-op.

Maurice feel free to include if you approve
Last edited by mainegeek on 11 Mar 2012, 03:48, edited 2 times in total.

User avatar
Chwoka
Posts: 17
Joined: 11 Mar 2012, 03:33

Post » 11 Mar 2012, 03:43

Why do lasers go right through doors?

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

Post » 11 Mar 2012, 03:45

Because you're on an outdated version.

Post Reply