CURRENT RELEASE: 1.6

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Hatninja
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Post » 07 Mar 2012, 07:04

Last edited by Hatninja on 07 Mar 2012, 19:50, edited 3 times in total.

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EntranceJew
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Post » 07 Mar 2012, 07:17

Posting this from my thread over here, any custom entities on a map will crash the game if they use an index higher than that defined in entities.png. Some behavior to handle this exception would be neat.

Angus
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Post » 07 Mar 2012, 07:55


jpalomo
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Post » 07 Mar 2012, 07:59

Not really a bug or glitch of any sort, but a level design flaw in the portal maps. In level 2-1, the last part can be completed with no portals. This video should demonstrate the issue:


Just lower the left floor by one block and it should be fine.

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EntranceJew
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Post » 07 Mar 2012, 08:05

Image
  • Light bridges elevate only goombas and spikeys, most other enemies get stuck in them and freeze.
  • Lasers do not kill piranha plants.
  • Hard light bridges do not stop piranha plants from coming up. (May be intended feature.)
  • You can place portals behind the origin point of lasers and hard light bridges.
  • Lasers and hard light bridges overlapping are not dangerous (unless the enemies are positioned as such).

ReikObu
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Post » 07 Mar 2012, 08:08

jpalomo wrote:Not really a bug or glitch of any sort, but a level design flaw in the portal maps. In level 2-1, the last part can be completed with no portals. This video should demonstrate the issue:


Just lower the left floor by one block and it should be fine.
If you feel disapointed why you don't just use the level editor?

crewxp
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Post » 07 Mar 2012, 08:33

is there a fix for the game running really slow only for the portal map pack? (Takes about 10 seconds to complete a jump)

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EntranceJew
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Post » 07 Mar 2012, 08:37

Image
If the white gel gets on to a surface where the orange gel is also landing, the player can spam fire at the impact site until a portal successfully lands and this would enable the player to severely break any puzzle with white gel and any other gel coming out at an angle.

Maurice
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Post » 07 Mar 2012, 09:39

Angus wrote:
1.3? Because I fixed that in 1.2 and tested it twice, I found it if it was naughty or nice.

WanderingTedium
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Post » 07 Mar 2012, 10:25

The Hammer Bros. keep killing themselves as thrown hammers are scripted so that they kill upon contact with any enemy. Even the ones they've just thrown.

More often than not, I can wait them out until they throw one then immediately jump and whack themselves with their own hammer.

Angus
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Post » 07 Mar 2012, 12:31

Maurice wrote:
Angus wrote:
1.3? Because I fixed that in 1.2 and tested it twice, I found it if it was naughty or nice.
1.2 I believe, my apologies.

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renhoek
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Post » 07 Mar 2012, 13:22

lakitu's spiny have momentum now for some reason
and
Image
he doesn't move when dead!

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Raicuparta
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Post » 07 Mar 2012, 13:52

renhoek does that happen every time for you in 1.3? I couldn't replicate it.

EDIT: oh ok only with starman power.

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HeroKing
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Post » 07 Mar 2012, 14:17

WanderingTedium wrote:The Hammer Bros. keep killing themselves as thrown hammers are scripted so that they kill upon contact with any enemy. Even the ones they've just thrown.

More often than not, I can wait them out until they throw one then immediately jump and whack themselves with their own hammer.
yeah, that is a bit odd to me. i had figured like the hammers would only hurt after going through a portal, just like the bullet bills

Maurice
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Post » 07 Mar 2012, 14:49

Changelog 1.4:
- FIxed spikeys gaining momentum
- Fixed space key for input boxes
- Changed hammers to only kill after portaled
- Fixed 1.5
- Fixed lakitos shot
- Added shorter http timeout
- Removed slow scrolling on pushing against wall
- Fixed fireball shoot hat offset

Todo:

DRAGON
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Post » 07 Mar 2012, 14:51

Imagelol

Maurice
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Post » 07 Mar 2012, 14:55

Maybe I should just kill the player if he tries to push a koopa into a wall like that.
Maybe people will shut up about it then and hope that I don't kill the player when he portals in the next update.
Because killing the player is all I can do in that situation.

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renhoek
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Post » 07 Mar 2012, 15:13

Raicuparta wrote:renhoek does that happen every time for you in 1.3? I couldn't replicate it.

EDIT: oh ok only with starman power.
can't remember how but I think i JUMPED INTO HIM FROM THE BOTTOM and he died... I was confused as f*ck.

Maurice
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Post » 07 Mar 2012, 15:26

xXxrenhoekxXx wrote:
Raicuparta wrote:renhoek does that happen every time for you in 1.3? I couldn't replicate it.

EDIT: oh ok only with starman power.
can't remember how but I think i JUMPED INTO HIM FROM THE BOTTOM and he died... I was confused as f*ck.
I doubt that. At least not without a star.

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Oceanus92
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Post » 07 Mar 2012, 18:40

Uh, I'm not sure if anyone else has had this issue, or if it's been brought up before, but whenever I make a checkpoint in a sublevel of a level I've made, if I die, it goes back to the original start of the level, with Mario nowhere to be found. Then I immediately die, and keep dying until a game over. Am I just doing something wrong, or is this just a bug?

Maurice
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Post » 07 Mar 2012, 18:45

Don't use checkpoints in sublevels, unless _0 is an intermission and you use them in _1.

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EntranceJew
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Post » 07 Mar 2012, 20:32

Image
Sometimes an emancipation grill can destroy a portal with mario traveling through it and cause him to teleport through blocks beneath him and presumably elsewhere.

podfish
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Post » 07 Mar 2012, 20:58

podfish wrote:Hey, there!

I'm finding that when I have a logitech game pad with 12 buttons, a hat and two axes, and I have portal control to the mouse, jump does not work no matter what button I assign on the pad.

I'm using Ubuntu 11.10 Oneiric.

Fabulous fusion here, I'm enjoying it. While I understand the people's frustration at not being able to have checkpoints, I like the additional frustration factor--it's really reminiscent of the old-school gaming experience. I remember memorizing the original super mario so I could basically defeat bowser in 8-4 in the neighborhood of 8 minutes.

However, it would be really cool if you could start at the beginning of the world after the last world completed (like using a-start on the old nintendo console).

The Podfish.
Great level-select functionality. I noticed that it doesn't let you warp to world 3 or 5 if you have only been to 1 or 8. Good work!

I'm still finding my control pad doesn't work properly when mapping the "jump" function to a joypad button in 1.3 when player 1 has mouse portals. I'm wondering if there is a fix on my end?

I'm still on 11.10 Oneiric Ocelot 64-bit, with the following entry in my lsusb:

Code: Select all

Bus 002 Device 007: ID 046d:c216 Logitech, Inc. Dual Action Gamepad
Thanks!

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RWLabs
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Post » 07 Mar 2012, 23:51

Try stepping on the flying red koopa troopas.

They become the turtle version of the Flash.

TheCakeIsALie
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Post » 08 Mar 2012, 00:09

These aren't glitches or anything crucial, just suggestions that would make it more convenient for people using controllers:

1) Allow whatever joystick controls are set for up,down,left,right to be usable in navigating the menu. And have whatever button is assigned to jump function act as the enter key does in the menu.

2) I'm using an Xbox 360 controller, and since RT and LT are pressure-sensitive I guess they are treated as axes rather than buttons. Therefore they aren't able to be assigned to the Portal1 and Portal2 buttons. I'd like to be able to use them though, since those are the buttons used to shoot portals in the actual portal games. So, if that's possible I think it'd feel better than having to use the RB and LB buttons.

Again, nothing crucial. You've been doing great so far, any other issues I had were fixed within the first couple of updates.

Dwarfyz
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Post » 08 Mar 2012, 01:57

Image
While testing a custom hat, i became Big Mario and i instantly got this.

dirtybanana
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Post » 08 Mar 2012, 02:05

I downloaded the latest love enigne and the latest version of mari0
but when I start the game it says; mari0 isn't working anymore and should be closed.
Löve gives the same error.
these are my stats, can you help me?
windows 7
intel core i7 1.73GHz
ATI Radeon HD 5730 VRAM 1GB
memory 4GB

TheCakeIsALie
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Post » 08 Mar 2012, 02:30

This happened in version 1.3 of Mari0:

During world 4-1 I got hit by one of Lakitu's spinies when I had a mushroom power-up. Mario turned small but stayed in shock. He just kept flashing and I could touch anything I wanted without dying.
It stopped after I got another mushroom.



My screen recording software was what was making it lag. Normally it runs smoothly.
Just up the speed to 2x and it'll look semi-normal.

TiagoTiago
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Post » 08 Mar 2012, 02:50

Player 2's second portal color is still too close to the first, nudge it a bit more to the right so the marker is over that area between solid green and solid cyan.

I tested it on 3 different monitors, one modern LCD and two older CRTs, all calibrated to the best i could with my eyes (those instruments to calibrate monitors cost a fortune), the older CRTs can't show colors perfectly 'cause of their aging phosphors and analog cables, and each of them distorts colors in a slightly different direction; in all of them that seawater color still looks different enough from the cyan of player 3's first portal color and it's definetly clearly different from the green of the first portal color of player 2. I haven't asked anyone else to confirm though, perhaps my eye is not sensitive enough to green hues, dunno...

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jmv3597
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Post » 08 Mar 2012, 03:19

in level 6-1 if you die, when you respwan the guy who throws the turtles doesnt come back and you can go threw the level without him

PAstateofmind26
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Post » 08 Mar 2012, 05:27

Is cheat mode supposed to be auto unlocked? It wasn't in previous versions and when I started 1.3 it would let me use it.

ReikObu
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Post » 08 Mar 2012, 08:00

You can't shoot a portal in a wall and then shoot the other portal in the other side of the wall.

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RWLabs
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Post » 08 Mar 2012, 08:48

Not a cheat, bug, or issue, but could you make it possible to change portal colour even if you're playing alone?

drewhearle
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Post » 08 Mar 2012, 09:23

Maurice, I looked into the problem I posted earlier (blank gray screen on OSX) and found a solution. It has to do with an FSAA setting that's too high for my old card. In the Love code (eventually in SDL's SDL_GL_MULTISAMPLESAMPLES), it's supposed to fail safe and disable AA, but that doesn't happen with my drivers... I just get the "invalid memory allocation" message.

Anyway, in Mari0, at 2x scale, the highest I can set fsaa is 2; at 3x scale, it only works when set to 0. So, I figured it would be nice to change the fsaa setting on-the-fly. I edited main.lua and menu.lua to add an entry to the options menu for fsaa (below vsync): 0,1,2,4,8,16. The setting is saved to the config file and has a default in defaultconfig(). I can send/post the changes/diff if it'd be helpful for the next release.

Now I can finally play Mari0 on my Mac - awesome! :)

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slime
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Post » 08 Mar 2012, 09:33

I kept telling him to lower FSAA to something reasonable before release, especially because 16x won't even work on most systems, but he was all like "no it looks good on my computer!" :P

Maurice
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Post » 08 Mar 2012, 09:50

Well totally ain't my fault that whatever you guys did in 0.7.2 or whatever to stop fsaa from crashing the game doesn't work!

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renhoek
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Post » 08 Mar 2012, 09:58

Maurice wrote:
xXxrenhoekxXx wrote:
Raicuparta wrote:renhoek does that happen every time for you in 1.3? I couldn't replicate it.

EDIT: oh ok only with starman power.
can't remember how but I think i JUMPED INTO HIM FROM THE BOTTOM and he died... I was confused as f*ck.
I doubt that. At least not without a star.
http://www.vgmaps.com/Atlas/NES/SuperMa ... rld4-1.png
happened at the end of this level I was making
but I don't remember how it happened exactly...

drewhearle
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Post » 08 Mar 2012, 10:17

Maurice wrote:
slime wrote:I kept telling him to lower FSAA to something reasonable before release, especially because 16x won't even work on most systems, but he was all like "no it looks good on my computer!" :P
Well totally ain't my fault that whatever you guys did in 0.7.2 or whatever to stop fsaa from crashing the game doesn't work!
:) well, in the mean time, if this helps anybody out, here's my patch to add FSAA to the options menu. It's diff'd against the 1.3 release. fsaa_menu.patch

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renhoek
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Post » 08 Mar 2012, 13:00

aparently red paratroopers (not sure if it happens to green) take redbull and when jumped on they run really fast.

in other words when red paratroopers land they run really fast.

Maurice
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Post » 08 Mar 2012, 13:05

Fixed for 1.4

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Moncole
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Post » 08 Mar 2012, 13:19

Mario turning small when hit when he has the fire power isn't a bug. People who played the original will know that. I remember it was like that and I just checked on an emulator and you do because small even if you have a fire flower.
And you are supposed to become big mario when you pick up a fire flower when small.

I cant believe some people are playing this and never played Super Mario Bros


When a red koopa goes in a portal they will walk off the platform no matter where they are on it.

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renhoek
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Post » 08 Mar 2012, 14:39

Moncole wrote:Mario turning small when hit when he has the fire power isn't a bug. People who played the original will know that. I remember it was like that and I just checked on an emulator and you do because small even if you have a fire flower.
And you are supposed to become big mario when you pick up a fire flower when small.

I cant believe some people are playing this and never played Super Mario Bros.
it's just baffling how many people haven't played super mario bros.

I just did a quick google search and found an emulator that plays smb1 online (no Im not linking could get in trouble.) and mario crossover has the origi- fuck it you get the point.

Franpa
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Post » 08 Mar 2012, 14:57

Moncole wrote:When a red koopa goes in a portal they will walk off the platform no matter where they are on it.
Confirmed.

TiagoTiago
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Post » 08 Mar 2012, 15:02

Moncole wrote:...

I cant believe some people are playing this and never played Super Mario Bros

...

Part of the issue is actually that people played it a long time ago, and then played many different new Mario games since then, and got the game mechanics all mixed up i their heads

Maurice
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Post » 08 Mar 2012, 15:07

Fixed for 1.4

WanderingTedium
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Post » 08 Mar 2012, 15:12

TiagoTiago wrote:Part of the issue is actually that people played it a long time ago, and then played many different new Mario games since then, and got the game mechanics all mixed up i their heads
Either that or the only Mario games they've played were 3 and every other Mario 2D platformer past World, where they finally decided to make Mario take an extra hit past the Super Mushroom.

codebracker
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Post » 08 Mar 2012, 18:17

Glitches i found
1. bloopers swim in air if in a water level(haven't tried elsewhere
2. i jumped into a lakitu without powers and killed him(but not shure if it was in mari0 or sm1, sorry)
3. if you portal a sliding koopa vertically from the cealing, it hits the floor at a 90 degreese angle and then continues to slide horisontaly, but very slowly

Hexonxonx
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Post » 08 Mar 2012, 18:45

A few quick things, which I just checked on SMB:

- Fireballing a Spiny should get you 200 points, not 100. Same for a Spiny Egg.

- Fireballs are still bouncing off springboards, when they should stop instead.

- Multi-coin blocks should stay active for longer. On SMB, you can get 12 coins out of a block that's close to your head, and 9 out of one slightly higher up. I consistently get only 7 in Mari0.

- Starman power should last a bit longer. On SMB it lasts 30 or 31 game-seconds, compared to 25 in Mari0.

- Maurice can't win: now it seems like Bullet Bills don't fire enough. I think the limit of three "on screen" considers the entire level, not just the screen box?

- I retract my previous report that fireballing a Buzzy Beetle should make the sound of a fireball stopping. I was wrong.

- Fireballing a Koopa should make them fall off the screen as an upside down shell, not as a Koopa.

- Fireballs should be initially shot out at a 45 degree angle and travel in a straight line until they strike the ground, when they start bouncing. In Mari0, they have "realistic" physics immediately upon firing, traveling in an arc. This is most noticeable on 2-2 (and 7-2) when you're elevated a lot.

- Stomping on two Goombas simultaneously should get you 100 and 400 points (start of 1-2). In Mari0, I can't seem to stomp two at the same time.

- If you run and jump at a down pipe, and hold down as you touch it, Mario should do the walking/running motion as he goes down the pipe. It looks like he's dancing, and 1987-me thought this was hilarious.

Most of those are just changing a number or single variable, or don't really affect gameplay. I only mention them because you seem to have added the skidding animation in 1.3, so it seems like you're trying to exactly replicate SMB. Keep up the good work.

Maurice
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Post » 08 Mar 2012, 19:05

Hexonxonx wrote:A few quick things, which I just checked on SMB:

- Fireballing a Spiny should get you 200 points, not 100. Same for a Spiny Egg.
Won't fix because it requires too much change
- Fireballs are still bouncing off springboards, when they should stop instead.
fixed 1.4
- Multi-coin blocks should stay active for longer. On SMB, you can get 12 coins out of a block that's close to your head, and 9 out of one slightly higher up. I consistently get only 7 in Mari0.
During development I always thought it was 7, and now I'm too lazy to fix this.
- Starman power should last a bit longer. On SMB it lasts 30 or 31 game-seconds, compared to 25 in Mari0.
fixed 1.4
- Maurice can't win: now it seems like Bullet Bills don't fire enough. I think the limit of three "on screen" considers the entire level, not just the screen box?
raised to 5?
- Fireballing a Koopa should make them fall off the screen as an upside down shell, not as a Koopa.
fixed 1.4
- Fireballs should be initially shot out at a 45 degree angle and travel in a straight line until they strike the ground, when they start bouncing. In Mari0, they have "realistic" physics immediately upon firing, traveling in an arc. This is most noticeable on 2-2 (and 7-2) when you're elevated a lot.
won't fix, fireballs are physics controlled
- Stomping on two Goombas simultaneously should get you 100 and 400 points (start of 1-2). In Mari0, I can't seem to stomp two at the same time.
won't fix because effort
- If you run and jump at a down pipe, and hold down as you touch it, Mario should do the walking/running motion as he goes down the pipe. It looks like he's dancing, and 1987-me thought this was hilarious.
won't fix because effort
The slideframe thing was just a bug, the frame was always in.

Camewel
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Post » 08 Mar 2012, 19:24

Maurice, I told you in the other topic, don't limit bullet bills, just slow down your stupidly fast fire rate.

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