Mari0 SE Beta

General Mar0 discussion has been moved to this subforum!
B-Man99
Posts: 1868
Joined: 02 Jul 2012, 00:32
Contact:

Post » 15 Mar 2014, 05:36

I thought Turret's joke was funny.

User avatar
idiot9.0
Posts: 1707
Joined: 09 Mar 2012, 10:28
Contact:

Post » 15 Mar 2014, 06:10

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.

User avatar
Áçé Syntax Áçé
Posts: 106
Joined: 01 Dec 2013, 09:39

Post » 15 Mar 2014, 07:48

Nobody would answer my question :(
Áçé Syntax Áçé wrote:I have this problem by playing 1.2 version of SE
Image

User avatar
MissingWorld
Posts: 230
Joined: 06 Jan 2014, 01:45

Post » 15 Mar 2014, 07:52

Áçé Syntax Áçé wrote:Nobody would answer my question :(
Áçé Syntax Áçé wrote:I have this problem by playing 1.2 version of SE
Image
Please refer to the "all mappacks are broken" section of the 1.2 update.

User avatar
gemwrecker
Posts: 200
Joined: 16 Jun 2013, 22:30
Contact:

Post » 15 Mar 2014, 15:49

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.

B-Man99
Posts: 1868
Joined: 02 Jul 2012, 00:32
Contact:

Post » 15 Mar 2014, 19:49

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
B-Man99 wrote:
Maurice wrote:wow gemwrecker stop posting in this thread.
Last edited by B-Man99 on 15 Mar 2014, 20:23, edited 1 time in total.

User avatar
TurretBot
Posts: 4412
Joined: 15 Mar 2012, 23:18
Contact:

Post » 15 Mar 2014, 20:09

B-Man99 wrote:figuring out a way to simulate 0.8 in 0.9
technically, animation triggers are still different

Maurice
Stabyourself.net
Posts: 2145
Joined: 01 Feb 2012, 20:19

Post » 15 Mar 2014, 20:10

gemwrecker wrote:And, note to Maurice: You thought I was a useless coder. Think again.
wow
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.

User avatar
MagicPillow
Posts: 1108
Joined: 20 Jul 2013, 04:59
Contact:

Post » 15 Mar 2014, 22:26

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.

User avatar
Automatik
Posts: 1073
Joined: 20 Jul 2012, 17:54
Contact:

Post » 15 Mar 2014, 23:07

Maurice was sarcastic.

User avatar
gemwrecker
Posts: 200
Joined: 16 Jun 2013, 22:30
Contact:

Post » 15 Mar 2014, 23:12

Maurice wrote:Seriously man. "A useless coder"? I'm not THAT rude to random people for no reason.
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?).
I guess we did the same mistake, then. Glad to hear!

User avatar
MagicPillow
Posts: 1108
Joined: 20 Jul 2013, 04:59
Contact:

Post » 16 Mar 2014, 17:56

Wait... So is SE still on hiatus?

User avatar
SauloFX
Posts: 556
Joined: 26 Feb 2014, 02:52

Post » 16 Mar 2014, 18:00

Mari0 Should have a title editor,i mean...




in the graphics folder of your mappack,if you place a image with the name of the title screen,the title screen would change if someone change to your mappack


want more details?

User avatar
MissingWorld
Posts: 230
Joined: 06 Jan 2014, 01:45

Post » 16 Mar 2014, 18:03

SauloFX wrote:want more details?
No, that's pretty self-explanatory. But I also see it as fairly doubtful.

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 16 Mar 2014, 19:10

MagicPillow wrote:Wait... So is SE still on hiatus?
no , but online multiplayer is.

User avatar
MegaKid
Posts: 25
Joined: 07 Feb 2014, 18:28

Post » 16 Mar 2014, 23:32

The latest version of SE crashes when I open it. What do I do?

User avatar
MissingWorld
Posts: 230
Joined: 06 Jan 2014, 01:45

Post » 16 Mar 2014, 23:39

MegaKid wrote:The latest version of SE crashes when I open it. What do I do?
Open the old one and select the smb mappack.

smb64
Posts: 30
Joined: 03 Mar 2012, 20:18

Post » 18 Mar 2014, 07:10

could someone link me the latest snapshot of SE?
Edit: sorry was thinking of the SE beta releases like Minecraft's weekly snapshots (eg 14w04b)

bunny123
Posts: 22
Joined: 09 Jul 2013, 22:21

Post » 18 Mar 2014, 19:35

smb64 wrote:could someone link me the latest snapshot of SE?
Edit: sorry was thinking of the SE beta releases like Minecraft's weekly snapshots (eg 14w04b)
16w99pwxOMEGAgxp
Sorry. I got bored.
EDIT: So, what's expected in the next beta?

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 18 Mar 2014, 19:57

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

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
}
Red flying koopas that actually fly

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
}

User avatar
SauloFX
Posts: 556
Joined: 26 Feb 2014, 02:52

Post » 19 Mar 2014, 02:55

I have two more ideas for Mario SE:


Level gravity change option
More features for custom enemies

maybe they will give hard work for Maurice,but i just want to say my ideas.

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 19 Mar 2014, 03:02

SauloFX wrote:More features for custom enemies
Be more specific.

User avatar
SauloFX
Posts: 556
Joined: 26 Feb 2014, 02:52

Post » 19 Mar 2014, 03:06

alesan99 wrote:Be more specific.
Well..................

Special abilities-Climb Walls,Smash the floor(break blocks under him)

i don't know,Maurice have some great ideas,i can't think some ideas right now...

User avatar
idiot9.0
Posts: 1707
Joined: 09 Mar 2012, 10:28
Contact:

Post » 19 Mar 2014, 03:23

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.

Camewel
Posts: 2996
Joined: 02 Feb 2012, 21:32

Post » 19 Mar 2014, 03:27

SauloFX wrote:More features for custom enemies
SauloFX wrote:i don't know,Maurice have some great ideas,i can't think some ideas right now...
you do understand that "think of new things and add them" isn't actually an idea, right?

User avatar
jwright159
Posts: 442
Joined: 20 Nov 2013, 22:26

Post » 19 Mar 2014, 03:32

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)

User avatar
SauloFX
Posts: 556
Joined: 26 Feb 2014, 02:52

Post » 19 Mar 2014, 03:35

I know...i'm just a little tired,school throws all my creativity away. reason why Journey failed in all aspects

User avatar
MagicPillow
Posts: 1108
Joined: 20 Jul 2013, 04:59
Contact:

Post » 19 Mar 2014, 04:02

Ignore this post, something weird happened...
Last edited by MagicPillow on 19 Mar 2014, 05:01, edited 1 time in total.

User avatar
jwright159
Posts: 442
Joined: 20 Nov 2013, 22:26

Post » 19 Mar 2014, 04:05

I posted that in the enemy respritorium, not here

User avatar
MagicPillow
Posts: 1108
Joined: 20 Jul 2013, 04:59
Contact:

Post » 19 Mar 2014, 04:59

HOW DOES THIS KEEP HAPPENING?
I post something in one thread, and it moves to another...

Camewel
Posts: 2996
Joined: 02 Feb 2012, 21:32

Post » 19 Mar 2014, 12:46

maurice/saso are probably moving them for relevancy or something
either that or the forum broke

Maurice
Stabyourself.net
Posts: 2145
Joined: 01 Feb 2012, 20:19

Post » 19 Mar 2014, 19:14

Or he just posted in the wrong tab.

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 19 Mar 2014, 19:47

Ok I'll stop being lazy and start working on the enemy.lua.
Here's my todo list
  • fireball health
  • stomp health
  • fix collide with
  • Add custom firepoints
If I forgot about your suggestion or you want to suggest something tell me now.

User avatar
Sky
Posts: 1283
Joined: 08 Mar 2012, 04:35
Contact:

Post » 19 Mar 2014, 20:03

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

User avatar
TurretBot
Posts: 4412
Joined: 15 Mar 2012, 23:18
Contact:

Post » 19 Mar 2014, 22:05

if two enemies have "killsenemies" on, they don't collide/interact at all

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 19 Mar 2014, 22:08

TurretBot wrote: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.

User avatar
zorua7551
Posts: 193
Joined: 10 Jul 2013, 04:23

Post » 19 Mar 2014, 22:18

Probably the colliding. Enemies, They still follow bowser's orders. .-.

User avatar
SauloFX
Posts: 556
Joined: 26 Feb 2014, 02:52

Post » 20 Mar 2014, 00:29

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?

User avatar
TurretBot
Posts: 4412
Joined: 15 Mar 2012, 23:18
Contact:

Post » 20 Mar 2014, 00:33

alesan99 wrote:
TurretBot wrote: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.
they don't collide

User avatar
Sunset_Moth
Posts: 781
Joined: 02 Sep 2012, 23:22
Contact:

Post » 20 Mar 2014, 00:33

Animated tiles with scripts attached?

User avatar
zorua7551
Posts: 193
Joined: 10 Jul 2013, 04:23

Post » 20 Mar 2014, 00:59

bubba_nate wrote:Animated tiles with scripts attached?
Pretty much sums it up.

User avatar
SauloFX
Posts: 556
Joined: 26 Feb 2014, 02:52

Post » 20 Mar 2014, 01:00

bubba_nate wrote:Animated tiles with scripts attached?
i said in the post,they work like animated tiles.

User avatar
zorua7551
Posts: 193
Joined: 10 Jul 2013, 04:23

Post » 20 Mar 2014, 01:11

They can't collide with anything....

So. If you were to touch an animate tile Or jump on it and whatever. the game would freeze?

User avatar
SauloFX
Posts: 556
Joined: 26 Feb 2014, 02:52

Post » 20 Mar 2014, 01:13

zorua7551 wrote:They can't collide with anything....

So. If you were to touch the animate tile the game would freeze?
well,let's solutionate this,you can choose if the Advanced animation will be a foreground or a background animation.

User avatar
zorua7551
Posts: 193
Joined: 10 Jul 2013, 04:23

Post » 20 Mar 2014, 01:19

SauloFX wrote:
well,let's solutionate this,you can choose if the Advanced animation will be a foreground or a background animation.
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?

User avatar
SauloFX
Posts: 556
Joined: 26 Feb 2014, 02:52

Post » 20 Mar 2014, 01:24

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?
Have you ever tried make ghost blocks?

Advanced animation works that way,don't colide with anything,it just keeps there.

No,Mari0 wouldn't freeze,i think...

User avatar
zorua7551
Posts: 193
Joined: 10 Jul 2013, 04:23

Post » 20 Mar 2014, 01:29

Ghost blocks? I don't recall any of the games having those.

User avatar
SauloFX
Posts: 556
Joined: 26 Feb 2014, 02:52

Post » 20 Mar 2014, 01:44

zorua7551 wrote:Ghost blocks? I don't recall any of the games having those.
Actually,Megaman X2 have a ghost block in the Crystal level,but the ghost block is a foreground block.
Last edited by SauloFX on 20 Mar 2014, 01:56, edited 1 time in total.

User avatar
zorua7551
Posts: 193
Joined: 10 Jul 2013, 04:23

Post » 20 Mar 2014, 01:50

SauloFX wrote:
zorua7551 wrote:Ghost blocks? I don't recall any of the games having those.
Actually,Megaman X2 have a ghost block in the Crystal level,but the ghost blocks is a foreground block.
Figured.

User avatar
SauloFX
Posts: 556
Joined: 26 Feb 2014, 02:52

Post » 20 Mar 2014, 01:55

zorua7551 wrote: Figured.
YAY!

Locked