Mari0 SE Beta

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maidenTREE
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Post » 21 Jan 2014, 04:05

alesan99 wrote:Image
O_O How can I do that on the Open With thing? I might need it.
Last edited by maidenTREE on 21 Jan 2014, 04:19, edited 1 time in total.

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MM102
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Post » 21 Jan 2014, 04:14

I feel like replying for some reason...

B-Man99
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Post » 21 Jan 2014, 04:16

Is it because of your avatar?
Also, best content-filled on-topic post 2014 already decided right here very good job
Edit: That was a joke. Not meant to be offensive, meant to be funny. Just pointing that out for people that don't know me

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Jackostar10000
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Post » 21 Jan 2014, 05:11

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.

B-Man99
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Post » 21 Jan 2014, 06:03

Maurice 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.
Oh and trust me
It is super cool

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Superjustinbros
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Post » 21 Jan 2014, 07:33

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.
Image
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.

Camewel
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Post » 21 Jan 2014, 08:52

B-Man99 wrote:Thank god CARESS IDIOT'S FACE THE GAME still works otherwise I would have done the zip thing on day 1
that game is so hilariously simple that it works on 0.8.0 and 0.9.0, it'll probably work on 0.7.2 if you want.

Samario
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Post » 21 Jan 2014, 09:40

Image
Image
Well, crap.

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Flutter Skye
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Post » 21 Jan 2014, 09:54

Maurice wrote:Send issues and crashes to crash@stabyourself.net
Do not post them in here.
@SJB
I knew you come in, and again complain about no NES Palette. I just knew.

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maidenTREE
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Post » 21 Jan 2014, 10:29

Samario wrote:cropped
Well, crap.
Welcome to the forums.
Last edited by maidenTREE on 21 Jan 2014, 11:04, edited 1 time in total.

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Assasin-Kiashi
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Post » 21 Jan 2014, 10:48

But Flutter Skye... he DIDN'T complain about the palette...

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maidenTREE
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Post » 21 Jan 2014, 11:23

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.

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idiot9.0
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Post » 21 Jan 2014, 11:33

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.

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Sašo
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Post » 21 Jan 2014, 11:37

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.
All of these assumptions are wrong and stupid.

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maidenTREE
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Post » 21 Jan 2014, 11:38

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.
Uh, more like a ton of betas?

Also, for my mappack, the coins are changed to rings, and the ? blocks do not flash, the ? just spins.

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idiot9.0
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Post » 21 Jan 2014, 11:43

Turtley3 wrote:Uh, more like a ton of betas?
Multiple betas mean the bugs are getting fixed. And that's a good thing.
Turtley3 wrote:Also, for my mappack, the coins are changed to rings, and the ? blocks do not flash, the ? just spins.
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.

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maidenTREE
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Post » 21 Jan 2014, 11:48

Proof of progress on my mappack: Image

MedicInDisquise
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Post » 21 Jan 2014, 12:39

Image

Well now. I was just opening and exiting the editor many times, something I love to do when thinking of what to do.

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Jackostar10000
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Post » 21 Jan 2014, 12:47

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.

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maidenTREE
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Post » 21 Jan 2014, 12:59

MedicInDisquise wrote:Image

Well now. I was just opening and exiting the editor many times, something I love to do when thinking of what to do.
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.
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.

Maurice
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Post » 21 Jan 2014, 13:07

Samario wrote: Well, crap.
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.
Please make sure you're using beta _6.

Changelog _7:
- Fixed carried cubes getting emancipated by disabled grids

MedicInDisquise
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Post » 21 Jan 2014, 13:24

Just checked. I am using .6 .

Maurice
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Post » 21 Jan 2014, 13:32

Then I'm gonna need more accurate steps to replicate it.

Camewel
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Post » 21 Jan 2014, 13:41

editor.lua 558 is the scroll error from version 3 or so

MedicInDisquise
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Post » 21 Jan 2014, 13:48

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.

Maurice
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Post » 21 Jan 2014, 13:58

If your mappack crashes the game, you could send me that. That'd be super.

MedicInDisquise
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Post » 21 Jan 2014, 14:06

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!

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Flutter Skye
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Post » 21 Jan 2014, 14:50

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.

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MagicPillow
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Post » 21 Jan 2014, 15:36

But the question remains...
Will mari0 SE has door?

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MM102
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Post » 21 Jan 2014, 15:58

Image
This is fun

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Flutter Skye
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Post » 21 Jan 2014, 16:08

That looks seriously great. SE seriously has so many cool and new features.
EDIT:
Image

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HansAgain
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Post » 21 Jan 2014, 17:05

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.

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Sky
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Post » 21 Jan 2014, 17:11

Can we still request features? I've got one that would help a lot with region triggers.

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Superjustinbros
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Post » 21 Jan 2014, 17:11

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, I was saying if there's anything about the graphics, I could fix them myself, not have Maurice read through and edit it himself.

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Flutter Skye
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Post » 21 Jan 2014, 17:29

Whatever.
Maurice is streaming http://stabyourself.net/stream/

Maurice
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Post » 21 Jan 2014, 18:20

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

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Hatninja
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Post » 21 Jan 2014, 18:33

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.

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Sky
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Post » 21 Jan 2014, 19:00

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:
Image
It's delayed, glitchy, unsightly, and a pain to set up everywhere that I need one.

Maurice
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Post » 21 Jan 2014, 19:24

If you can give me a correct name for that. It was something like D-Latch or something.

Edit: Asked my electronics dude, he says it's an RS Flip-flop.

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shotgiy12
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Post » 21 Jan 2014, 19:31

um how do i get VVVVVVVVVVVV GEL

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Flutter Skye
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Post » 21 Jan 2014, 19:33

In the editor, select a gel, right click it and select purple.
Image

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Mariobros2
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Post » 21 Jan 2014, 19:36

Superjustinbros wrote: Image
What would be wrong with this palete?
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

Maurice
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Post » 21 Jan 2014, 19:36

You can select several instances of the same entity with the selection tool and then configure them all at once.

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Flutter Skye
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Post » 21 Jan 2014, 19:37

I completely agree with Mariobros2. Also SJB What is wrong with Mane 6 colors?
Thanks Maurice, that will save a lot of time.

Chris0neilson
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Post » 21 Jan 2014, 19:47

Found a freeze game.When press 'Ctrl' and press 'F' to freeze game there are no responding on game.

Maurice
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Post » 21 Jan 2014, 19:51

LCtrl puts Lua into debug mode. Enter "cont" in the console to continue.

Chris0neilson
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Post » 21 Jan 2014, 19:53

WillWare wrote:Image
How make trigger on flood water?

Chris0neilson
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Post » 21 Jan 2014, 19:59

Maurice,
Where is debug mode. there not here in game.
there.. thank

Chris0neilson
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Post » 21 Jan 2014, 21:18

I found a bug.
Image
Image
Image
When player go in pipe or exit next map there light bridge and flag on another map.

B-Man99
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Post » 21 Jan 2014, 22:08

MM102 wrote:[image]
This is fun
This is awesome
MagicPillow wrote:But the question remains...
Will mari0 SE has door?
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...

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