Mari0 SE Beta
I thought Turret's joke was funny.
Herp-a derp-a I know how these thingies work I'mma gonna spoil all the secrets behind them because I feel like being a total smart ass they use dem dare custom enemies to do stuff herp-a derp.
Sheesh it's like a contest to you all to decipher how things work first. It's getting annoying.
Sheesh it's like a contest to you all to decipher how things work first. It's getting annoying.
- Áçé Syntax Áçé
- Posts: 106
- Joined: 01 Dec 2013, 09:39
Nobody would answer my question :(
Áçé Syntax Áçé wrote:I have this problem by playing 1.2 version of SE
- MissingWorld
- Posts: 230
- Joined: 06 Jan 2014, 01:45
Please refer to the "all mappacks are broken" section of the 1.2 update.Áçé Syntax Áçé wrote:Nobody would answer my question :(Áçé Syntax Áçé wrote:I have this problem by playing 1.2 version of SE
- gemwrecker
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Everyone: I fixed the map reset glitch.
I just simply removed the new "Map preview" feature, and brought back the old one. It was THAT thing that was causing problem to the game.
Link to download: http://www.mediafire.com/download/dql9u ... apfix.love
The "Maps" tab looks like it did before version 9, I know. But with my knowledge of coding, I could only bring the old one back, not fix the new one (Yes, I tried. And I broke the whole game instead). But it's fixed now!
And, note to Maurice: You thought I was a useless coder. Think again. Never mind. You're still better than me.
*EDIT: I forgot, I also brought back the old delimiters. Didn't like the new ones.
I just simply removed the new "Map preview" feature, and brought back the old one. It was THAT thing that was causing problem to the game.
Link to download: http://www.mediafire.com/download/dql9u ... apfix.love
The "Maps" tab looks like it did before version 9, I know. But with my knowledge of coding, I could only bring the old one back, not fix the new one (Yes, I tried. And I broke the whole game instead). But it's fixed now!
And, note to Maurice: You thought I was a useless coder. Think again. Never mind. You're still better than me.
*EDIT: I forgot, I also brought back the old delimiters. Didn't like the new ones.
Thank you for completely breaking compatibility for v9 maps and figuring out a way to simulate 0.8 in 0.9
You are our lord and savior I bet Maurice is going to give you a medal
You are our lord and savior I bet Maurice is going to give you a medal
Last edited by B-Man99 on 15 Mar 2014, 20:23, edited 1 time in total.
technically, animation triggers are still differentB-Man99 wrote:figuring out a way to simulate 0.8 in 0.9
wowgemwrecker wrote:And, note to Maurice: You thought I was a useless coder. Think again.
I probably said something really harmless at some point that you spectacularly misunderstood.
Seriously man. "A useless coder"? I'm not THAT rude to random people for no reason.
also I'm surprised you managed to figure out that the only thing in the game that loads maps is the thing that is loading maps.
- MagicPillow
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Maurice wrote:I'm not THAT rude to random people for no reason.
Maurice wrote:I'm surprised you managed to figure out that the only thing in the game that loads maps is the thing that is loading maps.
Maurice was sarcastic.
- gemwrecker
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I was ironic, I am trying to take this thread less seriously. That's why I strikethroughed the text (Or do you say it like that, strikethroughed?).Maurice wrote:Seriously man. "A useless coder"? I'm not THAT rude to random people for no reason.
I guess we did the same mistake, then. Glad to hear!
- MagicPillow
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Wait... So is SE still on hiatus?
- MissingWorld
- Posts: 230
- Joined: 06 Jan 2014, 01:45
No, that's pretty self-explanatory. But I also see it as fairly doubtful.SauloFX wrote:want more details?
no , but online multiplayer is.MagicPillow wrote:Wait... So is SE still on hiatus?
- MissingWorld
- Posts: 230
- Joined: 06 Jan 2014, 01:45
Open the old one and select the smb mappack.MegaKid wrote:The latest version of SE crashes when I open it. What do I do?
Here are some enemy fixes that work only with the new enemy.lua (included in beta 9)
Hammer bros that chase you after some time
Red flying koopas that actually fly
Hammer bros that chase you after some time
Code: Select all
{
"quadcount": 4,
"movement": "wiggle",
"wiggledistance": 1,
"wigglespeed": 1.5,
"speedx": -1.5,
"facesplayer": true,
"stompable": true,
"killsonsides": true,
"killsonbottom": true,
"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.2,
"quadno": 1,
"width": 0.75,
"height": 0.75,
"gravity": 40,
"static": false,
"active": true,
"category": 20,
"mask": [ true,
false, false, false, false, true,
false, false, false, true],
"emancipatecheck": true,
"autodelete": true,
"offsetX": 6,
"offsetY": 8,
"quadcenterX": 8,
"quadcenterY": 21,
"jumps": true,
"jumptime": 3,
"jumpforce": 19,
"jumpforcedown": 6,
"chasetime": 44,
"chasespeed": 1.5,
"spawnsenemy": "hammer",
"spawnenemydelays": [0.6, 1.6],
"spawnenemyspeedy": -8,
"spawnenemyspeedx": -4,
"spawnenemyoffsety": -1,
"spawnenemyspeedxtowardsplayer": true,
"throwquadoffset": 2,
"throwpreparetime": 0.5
}
Code: Select all
{
"quadcount": 2,
"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.2,
"killsonsides": true,
"killsonbottom": true,
"transforms": true,
"transformsinto": "koopared",
"transformtrigger": "stomp",
"stompable": true,
"movement": "flyvertical",
"width": 0.75,
"height": 0.75,
"static": false,
"active": true,
"category": 5,
"mask": [ true,
false, false, false, false, true,
false, true, false, true, false,
false, false, true, false, false,
true, true, false, false, true,
false, true, true, false, false,
true, false, true, true, true],
"emancipatecheck": true,
"autodelete": true,
"gravity": 0,
"offsetx": 6,
"offsety": 0,
"quadcenterX": 8,
"quadcenterY": 19
}
Be more specific.SauloFX wrote:More features for custom enemies
If you didn't know exactly what kind of features you wanted the enemies to have, why did you suggest the idea?
Maurice (and Alesan since he's given a chance at enemies) can only add so many features he can think of, he won't know everything you want without you saying exactly what you want implemented.
Simply saying "More features for enemies" is completely useless. Think your ideas through completely before posting.
Maurice (and Alesan since he's given a chance at enemies) can only add so many features he can think of, he won't know everything you want without you saying exactly what you want implemented.
Simply saying "More features for enemies" is completely useless. Think your ideas through completely before posting.
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
Add a part where when enemies go through a portal they change their collision (like shooting fireballs but when you redirect them they don't hurt you)
- MagicPillow
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Ignore this post, something weird happened...
Last edited by MagicPillow on 19 Mar 2014, 05:01, edited 1 time in total.
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
I posted that in the enemy respritorium, not here
- MagicPillow
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- Joined: 20 Jul 2013, 04:59
- Contact:
HOW DOES THIS KEEP HAPPENING?
I post something in one thread, and it moves to another...
I post something in one thread, and it moves to another...
Ok I'll stop being lazy and start working on the enemy.lua.
Here's my todo list
Here's my todo list
- fireball health
- stomp health
- fix collide with
- Add custom firepoints
transformtriggers:
- lifetime
- collide with Mario
- hit from below (bricks)
- Mario is within x blocks (is this even possible with just enemy.lua?)
"givescoin", like makesmariostar
"stopwhenmariolooks", for Boos
"movement": "circle" (Roto-discs)
"movement": "followvertical" (Lakitus with vertical movement)
Fixes:
- "removeonmariocontact" doesn't work right if it doesn't give Mario something (like a star); he collides with the enemy for a short time before it disappears
- Using an enemy as a base, and adding "jumps" to it; when the new enemy jumps, instances of the old one will fall through the floor
I totally haven't been thinking of ideas and hoping for more work on this, nosiree
Hopefully I'm not being overwhelming
- lifetime
- collide with Mario
- hit from below (bricks)
- Mario is within x blocks (is this even possible with just enemy.lua?)
"givescoin", like makesmariostar
"stopwhenmariolooks", for Boos
"movement": "circle" (Roto-discs)
"movement": "followvertical" (Lakitus with vertical movement)
Fixes:
- "removeonmariocontact" doesn't work right if it doesn't give Mario something (like a star); he collides with the enemy for a short time before it disappears
- Using an enemy as a base, and adding "jumps" to it; when the new enemy jumps, instances of the old one will fall through the floor
I totally haven't been thinking of ideas and hoping for more work on this, nosiree
Hopefully I'm not being overwhelming
if two enemies have "killsenemies" on, they don't collide/interact at all
You mean they don't collide with each other or they just magically stop working when exactly 2 enemies kill enemies.TurretBot wrote:if two enemies have "killsenemies" on, they don't collide/interact at all
I have a GREAT idea for Mari0: Advanced Animations!
Imagine in The Mari0 Level editor menu,the option[Advanced Animations]You will put the animations you did in the ''AA"folder of your mappack,Advanced Animations work like animated tiles,the scale of the animations need to be multiples of 16,your advanced animation need a .json file with some script(how many frames? Animation scale:(__X__) Animation speed,the animations can´t colide with anything,now how the Advanced Animation works: Imagine a Door opening,you will do each frame,then you will code the .json file,the animation preview is similar to a entity preview,the animation base will be the down-right-bottom of the animation.
I will post some image examples later...
So what you guys think?
Imagine in The Mari0 Level editor menu,the option[Advanced Animations]You will put the animations you did in the ''AA"folder of your mappack,Advanced Animations work like animated tiles,the scale of the animations need to be multiples of 16,your advanced animation need a .json file with some script(how many frames? Animation scale:(__X__) Animation speed,the animations can´t colide with anything,now how the Advanced Animation works: Imagine a Door opening,you will do each frame,then you will code the .json file,the animation preview is similar to a entity preview,the animation base will be the down-right-bottom of the animation.
I will post some image examples later...
So what you guys think?
they don't collidealesan99 wrote:You mean they don't collide with each other or they just magically stop working when exactly 2 enemies kill enemies.TurretBot wrote:if two enemies have "killsenemies" on, they don't collide/interact at all
- Sunset_Moth
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- Joined: 02 Sep 2012, 23:22
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Animated tiles with scripts attached?
I know what you mean by that, I meant if you were to step on etheir one, or an enemy colliding with it, The game would freeze if that happened?SauloFX wrote:
well,let's solutionate this,you can choose if the Advanced animation will be a foreground or a background animation.
Have you ever tried make ghost blocks?zorua7551 wrote:
I know what you mean by that, I meant if you were to step on etheir one, or an enemy, The game would freeze if that happened?
Advanced animation works that way,don't colide with anything,it just keeps there.
No,Mari0 wouldn't freeze,i think...