Mari0 SE Beta

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B-Man99
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Post » 22 Jan 2014, 05:08

WillWare wrote:Yes, it would work, but I think it was a joke.
Ah yes, who could have posssibly forgot about that thread
I guess there is finally closure and resolution

Has anything been answered concerning the "multiple entity textures" discussion though? (I really wanted a companion cube and a weighted storage cube... I'll probably just forget about it in a day or two)

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MM102
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Post » 22 Jan 2014, 05:38

Does
"pegasus": true,
actually do anything or is it a silly joke?

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Mari0Maker
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Post » 22 Jan 2014, 06:03

I thought to create a changelog covering every version released. Changelog will always automatically be updated, no need for a new link.
https://dl.dropboxusercontent.com/u/926 ... ngelog.txt
If you find something wrong with it, Maurice, please tell me.

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OrbitalBlueprint
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Post » 22 Jan 2014, 14:08

I made a test chamber using Excursion Funnels!

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weee50
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Post » 22 Jan 2014, 14:40

The blog wrote: Back in October 2011 I posted a FAQ about Mari0. Here is the updated one for SE.

Is there a release date yet?
no.
Can you release a demo/beta?
no.
Thanks for reading.
Well you did.

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Mr.Q.Marx?
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Post » 22 Jan 2014, 14:59

With Maurice whatever he does is explained simply with the explanation: He wanted to, he is Maurice.
Basically it's his game, he wrote that to shut you up.

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Automatik
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Post » 22 Jan 2014, 15:06

Image
weee50 wrote:
The blog wrote: Back in October 2011 I posted a FAQ about Mari0. Here is the updated one for SE.

Is there a release date yet?
no.
Can you release a demo/beta?
no.
Thanks for reading.
Well you did.
When was this posted, already? Why would Maurice edit the blogpost? Why would he post at all the beta on the blog, since people would probably ignore all the warnings then complain that it's bugged and that there is no portal mappack?

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Mr.Q.Marx?
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Post » 22 Jan 2014, 15:36

Automatik wrote:Image
Mesmerizing.

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Sunset_Moth
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Post » 22 Jan 2014, 17:50

Automatik wrote:Image
You could do a + shape and make it go in a circle, couldn't you? Or is my brain failing at simulating Mari0's physics?

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Flutter Skye
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Post » 22 Jan 2014, 18:32

Image
Not possible.

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Superjustinbros
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Post » 22 Jan 2014, 19:30

Unless this can be modded in somehow, a way to define the skin of a moving platform since in SMB1 through hacking it was possible that you could change the appearance of a platform, thus you could get a girder platform that moves right when you step on it as if it's a cloud platform, or a scale made up of cloud platforms.

Of course it's minor, so if no one feels up to doing it, then so be it.

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Automatik
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Post » 22 Jan 2014, 19:55


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eraykaan
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Post » 22 Jan 2014, 20:04

Well, looks like even soon has a date...

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Superjustinbros
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Post » 22 Jan 2014, 20:57

Finally bothered to try to make a full level via the editor. As it stands it's almost unusable for me. Many of the features that were available in the Better Editor that made level editing so simple and quick, such as being able to hold down on an arrow key to scroll along the level at a fast speed, roll the mouse wheel to change tiles while in the editor (including small previews of the previous and next tiles in the tileset), shortcut keys are all gone. And since this is a beta, it crashes on me, the cause often being whenever I dare touch Ctrl.

An idea I had for when you're in the tile selection tab; one roll on the mouse wheel should only nudge the scrollbar down slowly (much like in folders on a computer and websites). With a giant tileset, it jumps through 1/6th of the tiles in one roll, when it should take about 50 or so rolls to get to the bottom of a monstrous tileset.
Rolls = number of times the mouse wheel "clicks" as you rotate it.
Being able to move up and down through a tileset with the arrow keys could serve as a nice alternative.

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shotgiy12
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Post » 22 Jan 2014, 21:07

[img]file:///C:/Users/swaging%20like%20a%20boss/Documents/erssda.gif[/img]
WHHHHHHHHHHHHHHHHY DOES IT CRASH :,( i DON't KNOW WHY {SOBS}

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shotgiy12
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Post » 22 Jan 2014, 21:08

whoops
[url]file:///C:/Users/swaging%20like%20a%20boss/Documents/erssda.gif[/url]

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idiot9.0
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Post » 22 Jan 2014, 21:09

You're trying to load the picture directly from your PC, which doesn't work. Upload it to file sharing site like Imgur.com and post the URL it gives you then.

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shotgiy12
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Post » 22 Jan 2014, 21:13


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ChrisGin
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Post » 22 Jan 2014, 21:17

I know I gotta send errors to that email stuff, but for some reason its blocking me from sending...like I'm spamming or somethin...so ya.
Image
Apparently I can't spawn a vine when really far up.

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shotgiy12
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Post » 22 Jan 2014, 21:19

HEY
WHAT ABOUT ME

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idiot9.0
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Post » 22 Jan 2014, 21:39

Be patient, Maurice isn't going to fix every bug the absolute moment you report it. He usually takes care of multiple bugs before releasing a new beta anyway. Just be patient and try working around what you reported for now.

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TheSeek
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Post » 22 Jan 2014, 21:40

Superjustinbros wrote:Many of the features that were available in the Better Editor[...]are all gone.
They can't be gone as they were never there in the first place, hoever i agree with anyone who would want those(or something similar) included.
Superjustinbros wrote: And since this is a beta, it crashes on me, the cause often being whenever I dare touch Ctrl.
Regarding Ctrl, it doesn't cause a crash, it makes LÖVE go into debug mode(the main game window looks frozen)...simply go in the LÖVE console window and type "cont"(without quotes) and hit enter.

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shotgiy12
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Post » 22 Jan 2014, 22:00

http://imgur.com/GkOlfTU
i kinda got it working only works on start game but not editor

Maurice
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Post » 22 Jan 2014, 23:08

Great bug report shotgiy12

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eraykaan
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Post » 22 Jan 2014, 23:40

Maurice wrote:Great bug report shotgiy12
Wait... Was it sarcastic?

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Mr.Q.Marx?
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Post » 22 Jan 2014, 23:43

eraykaan wrote:
Maurice wrote:Great bug report shotgiy12
Wait... Was it sarcastic?
Maurice is sometimes sarcastic.

Maurice
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Post » 22 Jan 2014, 23:44

How can you even for one second think that I was serious?
What a downright shit bug report.

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HansAgain
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Post » 23 Jan 2014, 00:11

Hans1998 wrote:Maurice, are you planning making enemies have custom sprites? Or are you going to tell me that i can do it with custom enemies?
Also, is there a way to put a foreground to follow you (i was planning on putting a screen frame) other than put both scroll factors in 9?

EDIT: I found a bug, big Mario, when passing throught a portal with a high speed, he bounces.
EDIT 2: Small Mario bounces too.

MedicInDisquise
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Post » 23 Jan 2014, 00:24

Hans, mario bounces when he enters a portal because unstompable/killable enemies that don't kill prevent you from going through, so he bounces. It can make for a good test element. If I wasn't lazy, I'd make an example level.

Edit: It exists in the original Mari0 too.

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HansAgain
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Post » 23 Jan 2014, 00:29

MedicInDisquise wrote:Hans, mario bounces when he enters a portal because unstompable/killable enemies that don't kill prevent you from going through, so he bounces. It can make for a good test element. If I wasn't lazy, I'd make an example level.
Let me tell you that you are wrong, since this happens even if there are no enemies around, none in the first portal, none on the second, even if there are no enemies on the level or the mappack, he bounces (sometimes).

MedicInDisquise
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Post » 23 Jan 2014, 00:32

Huh, strange. I'm only familar with the "cube on the other side so you bounce off it" bug (is it a bug? Or a feature?)

It also occurs with boxes too.

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TurretBot
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Post » 23 Jan 2014, 00:45

It makes endless loops impossible.

Maurice
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Post » 23 Jan 2014, 01:09

It's a side effect of the not working fix for the grate thing.

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HansAgain
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Post » 23 Jan 2014, 01:12

Since some of the characters are incomplete, i decided to make them:
Here is Chell without portalgun:
Image

If you think is not good, propose a better one.

Also, i noticed that the nogun sprites doesn't have enough sprites to make the swimming part, so i modified mario nogun sprites to make him doesn't look like a "Look! Mario swims without moving his arms!":
Image

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idiot9.0
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Post » 23 Jan 2014, 01:25

With Chell there's a complete sprite set already when she was first suggested minus swimming sprites for big form. It can be found on the link below.
viewtopic.php?f=8&t=1582&hilit=+Chell

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HansAgain
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Post » 23 Jan 2014, 01:33

idiot9.0 wrote:With Chell there's a complete sprite set already when she was first suggested minus swimming sprites for big form. It can be found on the link below.
viewtopic.php?f=8&t=1582&hilit=+Chell
Excuse me, i didn't remeber that.
I don't get why Maurice didn't put those sprites in the actual game, and i did big luigi too, but it's not there.

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Turtle95
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Post » 23 Jan 2014, 02:02

Anyone else notice that if a dialogue box is full, it won't clear the text and start over? Or is it just me?

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Jackostar10000
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Post » 23 Jan 2014, 03:04

One thing that is needed is something to tell me the x and y position of a block. so i can use the x y animation stuff without counting for 10 minutes. :/

Camewel
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Post » 23 Jan 2014, 03:15

Guess randomly and refine always worked for me

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TripleXero
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Post » 23 Jan 2014, 03:58

You could try to make a background image that has numbers every 16px. Also, I don't get how to set up animated tiles. I have an image of four frames all with properties and such, and a .txt file with the name name as the image that contains "0.12,0.12,0.12,0.12" and nothing is showing up. Help please?

B-Man99
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Post » 23 Jan 2014, 04:09

Don't you only have to put the 0.12 (in your case) once unless it differentiates?
Putting "triggered" as the first element makes the tile wait for a trigger. What follows are comma seperated values in seconds. If there are more frames than supplied values, it will repeat those values throughout the animation (so a simple "0.1" will set 0.1 seconds for each frame.)

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TripleXero
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Post » 23 Jan 2014, 04:13

Not sure, tried both, neither worked

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alesan99
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Post » 23 Jan 2014, 04:15

Is the name a number?

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TripleXero
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Post » 23 Jan 2014, 04:19

alesan99 wrote:Is the name a number?
No, should it be? I figured it wouldn't need to be since the backgrounds didn't
EDIT: Solved the number question, thank you

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MM102
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Post » 23 Jan 2014, 04:30

Can someone make a short guide to working with custom characters?

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alesan99
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Post » 23 Jan 2014, 04:33

You can look at the characters in the game files.
I made my avatar a character and it wasn't hard.

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MM102
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Post » 23 Jan 2014, 04:44

I have no idea what:
smalloffset is,
smallquadcenter is,
shrinkquadcenter is,
shrinkquadcenterY2 is,
shrinkoffset is,
growquadcenter is,and
duckquadcenter is

I can't copy off mario or chell since my character is an abnormal shape

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TripleXero
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Post » 23 Jan 2014, 05:54

Uh, so my GIF recorder hates me and my Internet sucks so this is all I could upload, but starting to make SMB3 levels. Know it's been done before, but now there's more possibilities

Image
On that note, custom coins and question mark blocks still not possible?

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idiot9.0
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Post » 23 Jan 2014, 05:59

As seen on the documentation page, you're able to replace the custom graphics for coins and ?-blocks. However you're limited to the frames they have.
You can also make animated tiles look like a ?-block but you can't make it give a single coin.

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TripleXero
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Post » 23 Jan 2014, 06:05

If they still are doing the bounce back animation thing that might be a problem, but the images are different now so I don't think they are. Frames also might be a small issue, oh well

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