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.Bonjour wrote:OhmygoddoyouhaveevenhaveplayedtheoriginalmariohowhighdoyouhavetoBEEEEtodosomethinglikethatseriousely.Franpa wrote:Also, I like that bullets and enemies don't despawn when you finish a level.
CURRENT RELEASE: 1.6
You can expect anyone using "-.-" to just be an idiot, that makes sorting through bug reports so much easier.Franpa wrote:Both clock-wise and counter clock-wise are present and working in my levels.Someone64 wrote:The rotating fireball blocks (clockwise only) are gone and harmless, -.- the block is there but not the deadly part.
Just some bugs fast reported cause i 've to go to work. Iam sorry if they are already reported.
Btw i love u for developing Mari0 :D
greetz l21118
- Light bridge can push you under the ground if you shoot them to close over your head
- Falling platforms let you fall trough the ground
- Lvl-Editor>Entities>"Create gel on this block" without function (windows 7, maybe an OS problem? idk)
- Lvl-Editor>Entities>The cube "will send on signal for a duration" without function(or i am rly an idiot)
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.
you can toggle them with the inverter intentity.l21118 wrote:Just some bugs fast reported cause i 've to go to work. Iam sorry if they are already reported.
at least not a bug but a feature request: can you add the function to toggle the first status of lasers and light bridges?
- Light bridge can push you under the ground if you shoot them to close over your head
- Falling platforms let you fall trough the ground
- Lvl-Editor>Entities>"Create gel on this block" without function (windows 7, maybe an OS problem? idk)
- Lvl-Editor>Entities>The cube "will send on signal for a duration" without function (or i am rly an idiot)
Btw i love u for developing Mari0 :D
greetz l21118
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.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.
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.
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.
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?
Anyway, here's my quibble: Light bridges/lasers do not reappear with each iteration of a logical maze. Can you fix that, please?
issue with leveleditor!
http://www.youtube.com/watch?v=5P3Gd__V ... r_embedded
http://www.youtube.com/watch?v=5P3Gd__V ... r_embedded
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 allMaurice wrote:Bug 2: Not a bug, what did you expect?
In real life portals don't exist.fakeuser wrote: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 allMaurice wrote:Bug 2: Not a bug, what did you expect?
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.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.
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
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.
- EntranceJew
- Posts: 93
- Joined: 05 Mar 2012, 05:37
Leftward facing gel dispensers don't seem to want to make their graphic visible.
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.
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.
Sliding through walls is normal.
that's actually meant to be that way, there's a tile you can find in the game that has no collision.Minisoniczx wrote:I am a plumber and i can go through pipes :D.
*snip
It's to make up for the fact that you can't perform the minus world glitch due to it having different physics.
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.
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.
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.
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.
- EntranceJew
- Posts: 93
- Joined: 05 Mar 2012, 05:37
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.
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
- EntranceJew
- Posts: 93
- Joined: 05 Mar 2012, 05:37
Could still cause death involving falling into a pit or colliding with an enemy even if the player has no control.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
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.
-
- Posts: 101
- Joined: 05 Mar 2012, 07:44
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?
Things I've been noticing during my playthroughs:
And speaking of NES fidelity, hey, the shell-on-stairs trick actually works now!...
...eeeeexcept it just gives you points, in batches of 600. Ah well, was worth a shot, I guess. :p
- 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)
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).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.
And speaking of NES fidelity, hey, the shell-on-stairs trick actually works now!...
...eeeeexcept it just gives you points, in batches of 600. Ah well, was worth a shot, I guess. :p
I may have found a fix for this.EntranceJew wrote:Could still cause death involving falling into a pit or colliding with an enemy even if the player has no control.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
The best way to handle this would be to adopt what New Super Mario Brothers Wii does and:Additionally, sometimes the audio only plays out of my left headphone as opposed to both of them.
- 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.
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
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.