Mari0 SE Beta

General Mar0 discussion has been moved to this subforum!
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MM102
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Post » 28 Jan 2014, 04:39

TheSeek wrote:
alesan99 wrote:That's a not a problem with mari0, it has to do with how your computer uses your mouse.
Maybe i'm wrong, but if it happens in SE but not in 1.6, doesnt it mean it's somehow a problem with SE(or with LOVE 0.9.0)? I'm saying this cuz it happens to me too.
Ditto

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TurretBot
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Post » 28 Jan 2014, 13:37

MM102 wrote:
TheSeek wrote:
alesan99 wrote:That's a not a problem with mari0, it has to do with how your computer uses your mouse.
Maybe i'm wrong, but if it happens in SE but not in 1.6, doesnt it mean it's somehow a problem with SE(or with LOVE 0.9.0)? I'm saying this cuz it happens to me too.
Ditto
Same, but only if I click the part that says "send feedback/issues to crash#stabyourself.net."
If I click the level itself, it only clicks once.

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Superjustinbros
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Post » 28 Jan 2014, 20:48

I wonder what happened to my conveyor belts idea from a while back?

Maurice
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Post » 28 Jan 2014, 23:13

That's a löve 0.9.0 (Or rather an SDL but who in their right mind would use a version of SDL with a glaring bug like that, rite?) issue.

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jwright159
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Post » 29 Jan 2014, 00:42

Mari0SE is really slow, like half a frame per second, even though I have a really fast computer. Is this normal? If it is, raise the frame rate.

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alesan99
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Post » 29 Jan 2014, 00:47

He can't just raise the frame rate. He always tries to find ways to make the game not lag.
The game runs fine for me, and I use a slow computer.

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TurretBot
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Post » 29 Jan 2014, 01:50

jwright159 wrote:Mari0SE is really slow, like half a frame per second, even though I have a really fast computer. Is this normal? If it is, raise the frame rate.
If you use bullettime at all this pretty much happens if you turn it off.

kevansevans
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Post » 29 Jan 2014, 02:32

TurretBot wrote:
jwright159 wrote:Mari0SE is really slow, like half a frame per second, even though I have a really fast computer. Is this normal? If it is, raise the frame rate.
If you use bullettime at all this pretty much happens if you turn it off.
That's weird. This version to me runs way faster than what I've experienced in the original. In fact it was something I immediately noticed.

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TripleXero
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Post » 29 Jan 2014, 02:39

I often have the game randomly get super slow, but restarting fixes it

B-Man99
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Post » 29 Jan 2014, 02:48

For me the game randomly got super slow with the framerate with v7, caused by using the middle mouse wheel in the editor. Are any of you still using v7 instead of v7fix maybe?

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maidenTREE
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Post » 29 Jan 2014, 03:01

It would be cool if Maurice would re add the minecraft mode to Mari0 SE, except you could take blocks in your inventory everywhere, even in sublevels.
And there should be a inventory by pressing E, and you could move around the blocks in the inventory.

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Sky
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Post » 29 Jan 2014, 03:34

Turtley3 wrote:It would be cool if Maurice would re add the minecraft mode to Mari0 SE, except you could take blocks in your inventory everywhere, even in sublevels.
And there should be a inventory by pressing E, and you could move around the blocks in the inventory.
It's requests like these that made Maurice remove it in the first place. Too many people wanting to make it bigger than it needs to be.
You should play Terraria.

B-Man99
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Post » 29 Jan 2014, 04:03

Code: Select all

loadenemy(loaddelayed[s][j]) --RECURSIVE PROGRAMMING AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH
...
if self.starttowardsplayerhorizontal then --Prize for best property name
...
--Functions, functions everywhere.

--[[ Oh noes this shit sucks
...
--music:load(v) --Sometimes I come back to code and wonder why things are commented out. This is one of those cases. But it works so eh.
Oh yay SE has even more hilarious code commentary! :D

It's a shame main.lua doesn't have the bathroom wallpaper bit. I bet someone, and if SE came out in 2014 with that still commented in the code I was going to actually do it.
(Wait it isn't too late why am I saying this?!?!)

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maidenTREE
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Post » 29 Jan 2014, 04:34

WillWare wrote:
Turtley3 wrote:It would be cool if Maurice would re add the minecraft mode to Mari0 SE, except you could take blocks in your inventory everywhere, even in sublevels.
And there should be a inventory by pressing E, and you could move around the blocks in the inventory.
It's requests like these that made Maurice remove it in the first place. Too many people wanting to make it bigger than it needs to be.
You should play Terraria.
Problem is that I am remaking my Minecraft mappack in SE, and I need the Minecraft mode. It's important to the mappack.....

B-Man99
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Post » 29 Jan 2014, 05:12

Is there a way to choose a different enemy to spawn from the bullet bill spawner?
I don't think so... that would be really nice :/

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MM102
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Post » 29 Jan 2014, 06:42

There is a enemy spawner and a wave entity

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renhoek
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Post » 29 Jan 2014, 12:30

EDIT: removed.
Last edited by renhoek on 29 Jan 2014, 15:02, edited 3 times in total.

Camewel
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Post » 29 Jan 2014, 14:05

WillWare wrote:
Maurice wrote:Send issues and crashes to crash@stabyourself.net
Do not post them in here.
Firaga wrote:
Maurice wrote:Send issues and crashes to crash@stabyourself.net
Do not post them in here.
it even says so in the screenshot you linked
renhoek you are silly

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Automatik
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Post » 29 Jan 2014, 14:48

jwright159 wrote:Mari0SE is really slow, like half a frame per second, even though I have a really fast computer. Is this normal? If it is, raise the frame rate.
No it's not. You probably have a problem with your graphics drivers or something. Try this: http://help.sketchup.com/en/article/36254
I doubt it's just SE, it's as fast as 1.6 for me.
(Also, Maurice has no reason to "keep framerate low")

Maurice
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Post » 29 Jan 2014, 15:52

Imagine the tearing if it was half a frame a second.

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Sunset_Moth
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Post » 29 Jan 2014, 20:22

WillWare wrote:
Turtley3 wrote:It would be cool if Maurice would re add the minecraft mode to Mari0 SE, except you could take blocks in your inventory everywhere, even in sublevels.
And there should be a inventory by pressing E, and you could move around the blocks in the inventory.
It's requests like these that made Maurice remove it in the first place. Too many people wanting to make it bigger than it needs to be.
You should play Terraria.
MINECRAFT MODE IS REMOVED?! *Explodes from NOOOOOOOOOOOOOOOOOOOOOOOOOO-ness* Now I have a reason to learn Lua and LOVE2D: To port minecraft mode and add every feature of minecraft, ever.

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Firaga
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Post » 29 Jan 2014, 20:52

bubba_nate wrote:
WillWare wrote:
Turtley3 wrote:It would be cool if Maurice would re add the minecraft mode to Mari0 SE, except you could take blocks in your inventory everywhere, even in sublevels.
And there should be a inventory by pressing E, and you could move around the blocks in the inventory.
It's requests like these that made Maurice remove it in the first place. Too many people wanting to make it bigger than it needs to be.
You should play Terraria.
MINECRAFT MODE IS REMOVED?! *Explodes from NOOOOOOOOOOOOOOOOOOOOOOOOOO-ness* Now I have a reason to learn Lua and LOVE2D: To port minecraft mode and add every feature of minecraft, ever.
Might as well just play Minecraft at that point.
Don't really see much of a reason to bring it back to Mari0.

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gemwrecker
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Post » 29 Jan 2014, 20:52

Is it just me, or does the game freeze randomly when you die (And no, I haven't opened the Löve debugger in the console)? The game doesn't crash though, but it's almost the same. You still have to reboot the whole game.

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Sky
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Post » 29 Jan 2014, 21:03

bubba_nate wrote:
WillWare wrote:
Turtley3 wrote:It would be cool if Maurice would re add the minecraft mode to Mari0 SE, except you could take blocks in your inventory everywhere, even in sublevels.
And there should be a inventory by pressing E, and you could move around the blocks in the inventory.
It's requests like these that made Maurice remove it in the first place. Too many people wanting to make it bigger than it needs to be.
You should play Terraria.
MINECRAFT MODE IS REMOVED?! *Explodes from NOOOOOOOOOOOOOOOOOOOOOOOOOO-ness* Now I have a reason to learn Lua and LOVE2D: To port minecraft mode and add every feature of minecraft, ever.
I think the code is still there, it just needs to be added to the cheats list again. I could be wrong.

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jwright159
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Post » 29 Jan 2014, 22:57

I solved my lag probelem by using different computers:
-great computer at home: 1/2 fps
-bad computer at school: 12 fps
-great computer at school: 700 FPS!!!

I'm so happy! :D

Camewel
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Post » 29 Jan 2014, 22:58

700FPS seems pretty pointless you might want to vsync that

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jwright159
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Post » 29 Jan 2014, 23:08

I dont know what vsync does.
Edit: Where do I put mappacks for people to download? On here or in the mappack sub-forum?
Edit2: oh i will change my skin HOLY  icecr  I CAN CHANGE MY SKIN DESIGN
Edit3: Help with putting in my own skin. I have it done for regular mari0, but not for mari0 se.

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Mr.Q.Marx?
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Post » 29 Jan 2014, 23:34

jwright159 wrote:I dont know what vsync does.
Lower frames per second for less chance of the game looking weird some frames.
jwright159 wrote:Edit: Where do I put mappacks for people to download? On here or in the mappack sub-forum?
Mappacks forum. Put [SE] in the thread title.

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jwright159
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Post » 30 Jan 2014, 00:00

Help with putting in my own skin. I have it done for regular mari0, but not for mari0 se.

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Sunset_Moth
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Post » 30 Jan 2014, 00:13

Finally downloaded Love v9. For those of you not wanting to overwrite v8, save it as LOVE9 instead of LOVE in your program files. Now messing with SE. Splash text idea: Don't feed ponies mushrooms... Also, my sound stopped working.


A: I can't scroll through text in textboxes.
B: How do I make someone say something? I looked in a couple pre-loaded mappacks but I couldn't figure it out.

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HansAgain
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Post » 30 Jan 2014, 00:42

I know there is an image called "fontback" that is basically edges for the font, but those edges sometimes don't load on the menu, curiously they only load when the background is dark, and not when the background is a bright color.

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TheSeek
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Post » 30 Jan 2014, 00:42

bubba_nate wrote: Also, my sound stopped working.
Sadly, it's not an SE issue, it's a LOVE 0.9.0 issue. It's already known and someone is already trying to fix it, but it's not that easy as it's not replicable by the dev as they have no sound issues, and it also has a low priority cuz just a few people experience it.

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jwright159
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Post » 30 Jan 2014, 00:46

help with putting in my own skin. I have it done for regular mari0, but not for mari0 se

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maidenTREE
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Post » 30 Jan 2014, 00:46

I need some help reinstalling Love 0.7.2, and Love 0.8.0, and Love 0.9.0 so it looks like all of them are in the Open With Right Click Menu

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alesan99
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Post » 30 Jan 2014, 01:13

Turtley3 wrote:I need some help reinstalling Love 0.7.2, and Love 0.8.0, and Love 0.9.0 so it looks like all of them are in the Open With Right Click Menu
NOTE: I have windows 7 so it might not work if you're using different os
Right click the .love file.
If it has an arrow put your mouse over open with and once the side thing comes up click on "choose default program..." and choose the program you want to open it with but make sure you uncheck "Always use the selected program...". Do the same thing again for all your LOVE2d versions.
If it doesn't have an arrow click open with and choose the program you want to open it with but make sure you uncheck "Always use the selected program...". The arrow should appear now.

Not sure if this works or whatever.
jwright159 wrote:help with putting in my own skin. I have it done for regular mari0, but not for mari0 se
Don't post four times about it.
We can't help you because you didn't tell us what you need help with, config.txt?, images?, getting started?.
If you want, post your sprites here and I can help you.

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maidenTREE
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Post » 30 Jan 2014, 01:26

alesan99 wrote:
Turtley3 wrote:I need some help reinstalling Love 0.7.2, and Love 0.8.0, and Love 0.9.0 so it looks like all of them are in the Open With Right Click Menu
NOTE: I have windows 7 so it might not work if you're using different os
Right click the .love file.
If it has an arrow put your mouse over open with and once the side thing comes up click on "choose default program..." and choose the program you want to open it with but make sure you uncheck "Always use the selected program...". Do the same thing again for all your LOVE2d versions.
If it doesn't have an arrow click open with and choose the program you want to open it with but make sure you uncheck "Always use the selected program...". The arrow should appear now.

Not sure if this works or whatever.
Problem is that I have Windows Vista. :C

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slime
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Post » 30 Jan 2014, 01:50

TheSeek wrote:
bubba_nate wrote: Also, my sound stopped working.
Sadly, it's not an SE issue, it's a LOVE 0.9.0 issue. It's already known and someone is already trying to fix it, but it's not that easy as it's not replicable by the dev as they have no sound issues, and it also has a low priority cuz just a few people experience it.
It's almost definitely an OpenAL or audio driver issue rather than a problem with LÖVE's code, based on the reported error messages.

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Turtle95
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Post » 30 Jan 2014, 05:57

Figured out how to make turrets (semi) work with Renhoek's help:

Image

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popcan12
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Post » 30 Jan 2014, 13:23

jwright159 wrote:help with putting in my own skin. I have it done for regular mari0, but not for mari0 se
Ok, so simple guide; open the .love of SE with an archiving program like winrar, then find the folder named "Characters". Go inside it and you'll see all the characters. Create a new folder inside characters (This will also be the name of your character, remember to change it so ingame it's not "new folder" or something) by dragging it in from an external source and also put your animations into the folder you just created. After this, create a config file for you character and also drag it into your character folder. Here's Mari0's to give you a basic guideline.

Code: Select all

{
	"colorables": [
		"hat",
		"hair",
		"skin"
	],

	"defaulthat": 1,
	
	"defaultcolors": [
		[
			[224,32,0],
			[136,112,0],
			[252,152,56]
		],
		
		[
			[255,255,255],
			[0,160,0],
			[252,152,56]
		],
		
		[
			[0,0,0],
			[200,76,12],
			[252,188,176]
		],
		
		[
			[32,56,236],
			[0,128,136],
			[252,152,56]
		]
	],

	"smalloffsetX": 6,
	"smalloffsetY": 3,
	"smallquadcenterX": 11,
	"smallquadcenterY": 10,

	"shrinkquadcenterX": 9,
	"shrinkquadcenterY": 32,
	"shrinkoffsetY": -3,
	"shrinkquadcenterY2": 16,

	"growquadcenterY": 4,
	"growquadcenterY2": -2,

	"duckquadcenterY": 22,
	"duckoffsetY": 7,

	"runframes": 3,
	"jumpframes": 1,
	"customframes": 3,

	"smallquadwidth": 20,
	"smallquadheight": 20,
	"smallimgwidth": 240,
	"smallimgheight": 80,

	"bigquadcenterY": 20,
	"bigquadcenterX": 9,
	"bigoffsetY": -3,
	"bigoffsetX": 6,

	"bigquadwidth": 20,
	"bigquadheight": 36,
	"bigimgwidth": 240,
	"bigimgheight": 144,

	"hatoffsets": {
		"idle": [0,0],
		"running": [[0,0],[0,0],[-1,-1]],
		"sliding": [0,0],
		"jumping": [[0,-1]],
		"falling": [0,0],
		"climbing": [[2,0],[2,-1]],
		"swimming": [[1,-1],[1,-1]],
		"grow": [-6,0]
	},
	
	"bighatoffsets": {
		"idle": [-4,-2],
		"fire": [-5,-4],
		"running": [[-5,-4],[-4,-3],[-3,-2]],
		"sliding": [-5,-2],
		"jumping": [[-4,-4]],
		"falling": [-4,-2],
		"climbing": [[-4,-4],[-4,-4]],
		"swimming": [[-5,-4],[-5,-4]],
		"ducking": [-5,-12],
		"grow": [-6,0]
	}
}
Seems a bit complex but you get the picture.

Edit: I would just send this to him in a pm but I think that not everyone knows how to put a character in SE yet (and someone should make a better guide for it).

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jwright159
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Post » 30 Jan 2014, 19:26

I want my character in my mod. Please help me.
viewtopic.php?f=13&t=3984

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Sunset_Moth
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Post » 30 Jan 2014, 21:35

How do I create a text box in an animation? I can't figure it out.

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Firaga
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Post » 30 Jan 2014, 21:37

bubba_nate wrote:How do I create a text box in an animation? I can't figure it out.
[Create Dialog] [>>TEXT<<] [>>SPEAKER<<]

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Sunset_Moth
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Post » 30 Jan 2014, 21:58

Firaga wrote:
bubba_nate wrote:How do I create a text box in an animation? I can't figure it out.
[Create Dialog] [>>TEXT<<] [>>SPEAKER<<]
Is it supposed to show just "with text [Box]" or should it show a box for the speaker too? Scrollbar at the bottom. My bad.

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Flutter Skye
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Post » 31 Jan 2014, 00:35

I think it would be great if we were able to create custom Power-Ups.
For instance we could make Limited Fire Flowers Etc.
It could work like this:
We choose a Power-Up as a base

Code: Select all

base=flower
And we are able to give abilities like

Code: Select all

"createsenemy": "goomba"
Or

Code: Select all

"timelimit": true,
"timelimittime": 20
Or we could limit the Power-Ups to a number of shoots.

Code: Select all

"Powerlimited": true,
"PowerUses" 5:
I think it would be really useful for custom mappacks.

B-Man99
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Post » 31 Jan 2014, 00:41

I think having multiple textures for the different entities would be really helpful. Maybe we're going along the lines of custom entities and not just enemies, Flutter? Idk
Also, animations could be a lot more versatile with things like a block that when triggered by a button etc. will trigger an animation, as well as being able to manipulate other variables in Mari0 or use them in the animation code (Mari0's y value -> 10 blocks up from where he is currently; change gravity to up/down/left/right; load sublevel...)

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HansAgain
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Post » 31 Jan 2014, 00:55

Flutter Skye wrote:I think it would be great if we were able to create custom Power-Ups.
I was going to suggest something like that along with character properties:

In the character config file, separating the options in state 1, state 2, etc.
State 1 is how you start, and the other states is how the player will be when he is transformed.
then putting options like:
"animation": text --which animation would use, if you (Maurice) want to allow to use more than small and big animations use this, if not then something like "usebiganimations": boolean.

"throw": text --what thing will you throw. Fireballs hammers, even other enemies (of course, if maurice want to allow that)
"immunetoprojectile": boolean. if after throwing the projectile you will be immune to the projectile.
"projectilegravity" --obvious
"projectilelimit": integer -- how many projectiles could be on screen.

"changecolors": boolean -- in case using another animations isn't allowed, it should be possible having a different colors.
"colors": [colors] the colors that the player will have.

"jumpforce" -- to make possible having a super jump power.
"gravity" -- the gravity of the player.

then in powerups it should be possible put a property
"givestate": integer.

After that i think Skye's properties are good too.

Of course to prevent any crashes or something like that, if the cinfig doesn't have the state that the power up is giving, then the player will transform in state 2 (like a mushroom).

B-Man99
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Post » 31 Jan 2014, 07:45

Hey guys just so you know the glitch where you can jump in midair was put into SE, while is wasn't in 1.6 . I assumed it was a bug; I never would have remembered that from the original. This is just so cool :)

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Superjustinbros
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Post » 31 Jan 2014, 08:06

Well I can see we'll be able to make Kaizo maps that abuse that little trick.

Has anyone figured out what the "Left Slant" and "Right Slant" tile properties are intended for?

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renhoek
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Post » 31 Jan 2014, 08:22

Superjustinbros wrote:Well I can see we'll be able to make Kaizo maps that abuse that little trick.

Has anyone figured out what the "Left Slant" and "Right Slant" tile properties are intended for?
I thought the slants were for the canceled slope feature.

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Sunset_Moth
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Post » 31 Jan 2014, 18:36

Augh. I'm gonna explode. I can't figure out how to name animations...

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