O_O How can I do that on the Open With thing? I might need it.alesan99 wrote:
Mari0 SE Beta
- maidenTREE
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Last edited by maidenTREE on 21 Jan 2014, 04:19, edited 1 time in total.
I feel like replying for some reason...
Is it because of your avatar?
Also, best content-filled on-topic post 2014 already decided right here very good job
Also, best content-filled on-topic post 2014 already decided right here very good job
- Jackostar10000
- Posts: 417
- Joined: 17 Jun 2012, 12:06
I'm Currently A VERY happy boy. I'm having So MUCH FUNS!
Also: I'm a bit confused on how to add custom tiles now. someone care to explain? It would be nice to get a full guide to using the new format.
Also: I'm a bit confused on how to add custom tiles now. someone care to explain? It would be nice to get a full guide to using the new format.
Oh and trust meMaurice wrote:There is a super cool documentation largely made by Trosh over here:
http://guegan.de/mari0doc/index.php
Go check it out to see about all the custom stuff for your mappack.
It is super cool
- Superjustinbros
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Jackostar10000 wrote:I'm a bit confused on how to add custom tiles now. someone care to explain? It would be nice to get a full guide to using the new format.
This diagram shows all of the possible properties in SE. The two Slant properties don't work, though everything else should work as depicted in Trosh's Mari0 Documentation.
In the meantime I should make/update some tilesets to accompany these new properties.
- Flutter Skye
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@SJBMaurice wrote:Send issues and crashes to crash@stabyourself.net
Do not post them in here.
I knew you come in, and again complain about no NES Palette. I just knew.
- maidenTREE
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Welcome to the forums.Samario wrote:cropped
Well, crap.
Last edited by maidenTREE on 21 Jan 2014, 11:04, edited 1 time in total.
- Assasin-Kiashi
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But Flutter Skye... he DIDN'T complain about the palette...
- maidenTREE
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Post removed by Saso and Idiot9.0 (the idiot XD), because of my stupid post making.
Last edited by maidenTREE on 21 Jan 2014, 11:40, edited 3 times in total.
The game's not released you idiot. It's a freaking beta, as you can clearly tell from the thread title. Maurice released this out to have us see what's possible so far, get some general feedback, and most importantly have various bugs reported so he can fix them. There's still no release date and this is far from a finished version.
Also shut up, Maurice will get an avatar if he goddamn feels like it, and the fact the beta was released on a U.S. holiday means nothing.
Also shut up, Maurice will get an avatar if he goddamn feels like it, and the fact the beta was released on a U.S. holiday means nothing.
All of these assumptions are wrong and stupid.Turtley3 wrote:Haha, didn't even expedited Mari0 SE's beta to come on Martin Luther King Jr Day, which was yesterday. Also Maurice, I think you need a avatar.
Wow, so the release date for Mari0 SE's beta is now January the 20th, 2014. So, Mari0 SE's release date was a surprise all along. Maybe that is why Maurice tried to keep Mari0 SE away from the original release date. Now I don't have to come to Gamescom 2014, even though it is in Germany.
- maidenTREE
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Uh, more like a ton of betas?idiot9.0 wrote:The game's not released you idiot. It's a freaking beta, as you can clearly tell from the thread title. Maurice released this out to have us see what's possible so far, get some general feedback, and most importantly have various bugs reported so he can fix them. There's still no release date and this is far from a finished version.
Also shut up, Maurice will get an avatar if he goddamn feels like it, and the fact the beta was released on a U.S. holiday means nothing.
Also, for my mappack, the coins are changed to rings, and the ? blocks do not flash, the ? just spins.
Multiple betas mean the bugs are getting fixed. And that's a good thing.Turtley3 wrote:Uh, more like a ton of betas?
Anyone who gives a damn raise your hands. No one? Absolutely no one? Well then, Shut up about your mappack until you made progress and have proof of it's existance, then post about it in the proper forum.Turtley3 wrote:Also, for my mappack, the coins are changed to rings, and the ? blocks do not flash, the ? just spins.
- maidenTREE
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Proof of progress on my mappack:
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Well now. I was just opening and exiting the editor many times, something I love to do when thinking of what to do.
- Jackostar10000
- Posts: 417
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Ive noticed that some goombas ( not sure bout other baddies ) are not spawning, its hard to explain so ill try my best
so i built a tower with some blocks and bottom to top platforms things to climb it. i placed goombas on each floor and even though theres no way out of the floor goombas are not appearing.
so i built a tower with some blocks and bottom to top platforms things to climb it. i placed goombas on each floor and even though theres no way out of the floor goombas are not appearing.
- maidenTREE
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Which one did you download? I can help you with this, but are you using custom tiles? You'll need the latest version on the main post, for using custom tiles.MedicInDisquise wrote:
Well now. I was just opening and exiting the editor many times, something I love to do when thinking of what to do.
Also, beta_6 is the most recent, so use it.
Last edited by maidenTREE on 21 Jan 2014, 13:11, edited 1 time in total.
Samario wrote: Well, crap.
Please make sure you're using beta _6.MedicInDisquise wrote:Well now. I was just opening and exiting the editor many times, something I love to do when thinking of what to do.
Changelog _7:
- Fixed carried cubes getting emancipated by disabled grids
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I play the game off a USB stick, using the source code. Every time it crashed, it had something to do with the animation I made;
Start after 5 seconds --> Enable Scrolling/ Shake Screen with 2.5 force/ Change background colour to r250 g250 b250 and play overworld music from no music.
I also made a small map with a lot of unused space (10-20 of it?) after the level already made and I also tried making a NOT gate and triggers to close a door before it crashed.
Edit: If more crashes happen I'll send it to the email address. Did'nt realise it was there! Sorry.
Start after 5 seconds --> Enable Scrolling/ Shake Screen with 2.5 force/ Change background colour to r250 g250 b250 and play overworld music from no music.
I also made a small map with a lot of unused space (10-20 of it?) after the level already made and I also tried making a NOT gate and triggers to close a door before it crashed.
Edit: If more crashes happen I'll send it to the email address. Did'nt realise it was there! Sorry.
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Sure. After looking at my brother play it with no issue and at the crashes, I think it may be my graphics card. I'll send you crash reports once I get it to my computer!
- Flutter Skye
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Assasin-Kiashi wrote:But Flutter Skye... he DIDN'T complain about the palette...
Superjustinbros wrote:Got it booted up. Whatever graphic/color inaccuracies (and enemy/entity name errors) are present I can easily fix via modding. Kinda sad Infinite Worlds/Sublevels didn't make it in, nor any of the SMB2J stuff (that can be handled via custom enemies) or an extended SMB1 tileset (but that too can be done through modding, especially now that we can do animated tiles.)
Looks as if entity tooltips aren't present for every entity.
Anyways, i sent a mail with a few bugs, a few hours ago.
- MagicPillow
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But the question remains...
Will mari0 SE has door?
Will mari0 SE has door?
- Flutter Skye
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That looks seriously great. SE seriously has so many cool and new features.
EDIT:
EDIT:
Looks like it's impossible to make the foreground follows you like the background with scrollfactor 9.
Can you fix it?
Nevermind, i found a weird way make it work.
Can you fix it?
Nevermind, i found a weird way make it work.
Can we still request features? I've got one that would help a lot with region triggers.
- Superjustinbros
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Flutter, I was saying if there's anything about the graphics, I could fix them myself, not have Maurice read through and edit it himself.Flutter Skye wrote:Assasin-Kiashi wrote:But Flutter Skye... he DIDN'T complain about the palette...Superjustinbros wrote:Got it booted up. Whatever graphic/color inaccuracies (and enemy/entity name errors) are present I can easily fix via modding. Kinda sad Infinite Worlds/Sublevels didn't make it in, nor any of the SMB2J stuff (that can be handled via custom enemies) or an extended SMB1 tileset (but that too can be done through modding, especially now that we can do animated tiles.)
Looks as if entity tooltips aren't present for every entity.
- Flutter Skye
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Whatever.
Maurice is streaming http://stabyourself.net/stream/
Maurice is streaming http://stabyourself.net/stream/
http://guegan.de/stuff/mari0_se_2014-01-21_7.love
Changelog _7 fixed stuff:
- Fixed carried cubes getting emancipated by disabled grids
- Funnel + grate = enemies going through it
- Gravity mistakenly going to default when out of funnel
- Spikeys and Beetles emancipate now
- Orange portal glow
- Enemies waking up will go towards mario
- Bridge now properly disappears
- Plants no longer fly away on fireball
- Blue screen between sublevels
- Foregrounds not getting resetted in editor
- Spikes on non-triggered animated tiles
- Chell crashing the game
- Axe screenboundary too far right
- Max amount of enemies throwable for spawning enemies
- Ceil blockers now block portals
Changelog _7 fixed stuff:
- Fixed carried cubes getting emancipated by disabled grids
- Funnel + grate = enemies going through it
- Gravity mistakenly going to default when out of funnel
- Spikeys and Beetles emancipate now
- Orange portal glow
- Enemies waking up will go towards mario
- Bridge now properly disappears
- Plants no longer fly away on fireball
- Blue screen between sublevels
- Foregrounds not getting resetted in editor
- Spikes on non-triggered animated tiles
- Chell crashing the game
- Axe screenboundary too far right
- Max amount of enemies throwable for spawning enemies
- Ceil blockers now block portals
Do you think you could add optional vertical scrolling?
Plus, i noticed that the sublevel condition saves "main" as "main" in the file and of course, doesn't work.
Yes, this is all related to my skydive mappack.
Plus, i noticed that the sublevel condition saves "main" as "main" in the file and of course, doesn't work.
Yes, this is all related to my skydive mappack.
I guess I'll request it anyway: Some sort of "always on/off" gate. Call it a lightbulb gate or something.
I realize that toggle buttons always output on and off, but what about things like region triggers? It would be very useful to have something that keeps outputting on or off whenever Mario leaves the region trigger. As it stands, region triggers can't do everything yet - but I would have all my use cases covered with this one gate.
The gate would have two power links, one for on and one for off. Whenever the "on" power link is switched on, even when it it switched back off, the gate will always output "on." Likewise, whenever the "off" power link is switched on (yes, switched on, this is important!) it will always output "off." It would have to check for when the output turns on and not WHILE the output is on, because overlapping signals would probably produce some weird effects.
Having it set up this way would open up a lot of possibilities outside of just being always on or off. With a delay, it can be set up to output a signal for only so long. With several other gates, it could be used to stop animations on one frame (by cycling a square wave really quickly), and wait for another output for it to continue.
Basically, I don't want to use this every time:
It's delayed, glitchy, unsightly, and a pain to set up everywhere that I need one.
I realize that toggle buttons always output on and off, but what about things like region triggers? It would be very useful to have something that keeps outputting on or off whenever Mario leaves the region trigger. As it stands, region triggers can't do everything yet - but I would have all my use cases covered with this one gate.
The gate would have two power links, one for on and one for off. Whenever the "on" power link is switched on, even when it it switched back off, the gate will always output "on." Likewise, whenever the "off" power link is switched on (yes, switched on, this is important!) it will always output "off." It would have to check for when the output turns on and not WHILE the output is on, because overlapping signals would probably produce some weird effects.
Having it set up this way would open up a lot of possibilities outside of just being always on or off. With a delay, it can be set up to output a signal for only so long. With several other gates, it could be used to stop animations on one frame (by cycling a square wave really quickly), and wait for another output for it to continue.
Basically, I don't want to use this every time:
It's delayed, glitchy, unsightly, and a pain to set up everywhere that I need one.
- Flutter Skye
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In the editor, select a gel, right click it and select purple.
- Mariobros2
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The thing that is wrong is that there are custom backgrounds AND RGB value inputs available. In all due respect I personally do not get why completely every pixel has to be perfect, every color precise to the NES pallete. I understand that you would like it to be true to the original, but let's be honest, there is no fun in making a fan game/remake if you have to worry about a close, but not perfect pallete more than the actual game. Sorry for this rant, it is just that I don't get why the game should have every single minority exact to the original if it can easily be done with built-in features
- Flutter Skye
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I completely agree with Mariobros2. Also SJB What is wrong with Mane 6 colors?
Thanks Maurice, that will save a lot of time.
Thanks Maurice, that will save a lot of time.
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Found a freeze game.When press 'Ctrl' and press 'F' to freeze game there are no responding on game.
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How make trigger on flood water?WillWare wrote:
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Maurice,
Where is debug mode. there not here in game.
there.. thank
Where is debug mode. there not here in game.
there.. thank
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I found a bug.
When player go in pipe or exit next map there light bridge and flag on another map.
When player go in pipe or exit next map there light bridge and flag on another map.
This is awesomeMM102 wrote:[image]
This is fun
You could make an invisible pedestal button and have it trigger an animation but then the door wouldn't actually work gee this is hard but there's gotta be a way to do it...MagicPillow wrote:But the question remains...
Will mari0 SE has door?