Mari0 SE Beta
In SMW, there is a ghost that transforms into a block (solid) when Mario looks at it.
Saulo, i thought you were talking about them.
Saulo, i thought you were talking about them.
There was something like a ghost block in NSMBW & NSMBU in the ghost houses, It's disguised as a normal block but when the player gets near it's range, The block gets covered in purple aura. Then homes at the player but breaks like a glass cup or window, ect. If it hits something.
Agree. Maurice should add this possibilityzorua7551 wrote:SauloFX wrote:well,this would be a enemy.Hans1998 wrote:In SMW, there is a ghost that transforms into a block (solid) when Mario looks at it.
Saulo, i thought you were talking about them.
Would be a challenge to make though, (Enemy to tile)
Parameters shown
Code: Select all
"staticwhenlookedatbyplayer": boolean (becomes static when player faces the enemy)
"transformtriggerenemycollide": string (transfroms when it collides with an enemy)
"roatatetowardsplayer": boolean (faces player in all directions)
Those 3 coding are in the new enemy.lua?alesan99 wrote:
Parameters shownCode: Select all
"staticwhenlookedatbyplayer": boolean (becomes static when player faces the enemy) "transformtriggerenemycollide": string (transfroms when it collides with an enemy) "roatatetowardsplayer": boolean (faces player in all directions)
Those three parameters and many more will be in the next enemy.lua I release.SauloFX wrote:Those 3 coding are in the new enemy.lua?
"marioproxy": array
preforms action when mario is within proximity of the enemy
array is set up like custom timer array + transform into action
"marionotproxy": array
like "marioproxy" but when mario is not within proximity of the enemy (no shet relly?)
"mariofacing": array
preforms action when mario is facing the enemy
array is set up like custom timer array + transform into action
This seems much more versatile than just being static
"marionotfacing": array
I think you get it
"proxytimeroverride": boolean
If true, custom timer actions stop while mario is/isn't in proximity zones
along with the other variations of this parameter where the first trigger overrides the next,
"proxyfacingoverride"
"facingtimeroverride"
"facingproxyoverride"
"timerfacingoverride"
"timerproxyoverride"
preforms action when mario is within proximity of the enemy
array is set up like custom timer array + transform into action
"marionotproxy": array
like "marioproxy" but when mario is not within proximity of the enemy (no shet relly?)
"mariofacing": array
preforms action when mario is facing the enemy
array is set up like custom timer array + transform into action
This seems much more versatile than just being static
"marionotfacing": array
I think you get it
"proxytimeroverride": boolean
If true, custom timer actions stop while mario is/isn't in proximity zones
along with the other variations of this parameter where the first trigger overrides the next,
"proxyfacingoverride"
"facingtimeroverride"
"facingproxyoverride"
"timerfacingoverride"
"timerproxyoverride"
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Heh, might wanna change "proxy" to "prox". I thought when I first read the top idea, it was going to be something about representing Mario as a separate entity as in a proxy. Think, the clay clone from the original Tomb Raider that mirrored all of your movements. That would be a proxy. :P
There's a transform trigger for this so if you want your enemy to jump when the player faces it make it transform into an enemy that does that.MM102 wrote: "mariofacing": array
preforms action when mario is facing the enemy ..
.. This seems much more versatile than just being static
It won't be that hard to add. It may be fun to play around with for a while but I don't find it useful.
- Flutter Skye
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If you would add that, a "Reverseplayermovements" would be useful, you move left, the enemy moves right, we could do a Fake Mario battle using that.
That's what i was talking about,this would be useful for some puzzles,but the level should be in the default size.Flutter Skye wrote:If you would add that, a "Reverseplayermovements" would be useful, you move left, the enemy moves right, we could do a Fake Mario battle using that.
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Well if you made the camera only move horizontal, you could basically have a custom character.alesan99 wrote:It won't be that hard to add. It may be fun to play around with for a while but I don't find it useful.
Found a bug. If you open the SMB pack in the editor, erase an entity then try to save, it will change the world and discard the changes before saving. There are a few other things that can trigger this, but I couldn't figure out how I made them occur.
double cherryalesan99 wrote:It won't be that hard to add. It may be fun to play around with for a while but I don't find it useful.
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I find it ironic that I was just discussing how boring the Double Cherry is with my cousin the prior night and then the following day it gets mentioned on the forums.TurretBot wrote:double cherryalesan99 wrote:It won't be that hard to add. It may be fun to play around with for a while but I don't find it useful.
Does anyone remember Super Paper Mario's Bit Army item? The items in that game are quite unloved even today.
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You mean the Pal Pills?
Yeah, those were neat. So was the Mega Star. (Like 50% of that game's power-ups involved 8-bit.)
Yeah, those were neat. So was the Mega Star. (Like 50% of that game's power-ups involved 8-bit.)
- MagicPillow
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I have to ask - Do/will enemies retain thier current health when they transform?
Nothing gets passed over when an enemy transforms (and i'll keep it that way).MagicPillow wrote:I have to ask - Do/will enemies retain thier current health when they transform?
- MissingWorld
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Actually, the game in general seemed to like squares quite a bit. But this is getting off focus.bubba_nate wrote:(Like 50% of that game's power-ups involved 8-bit.)
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They'll have the same glitches as you...
- MagicPillow
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It depends.
Does that stuff happen to you?
Does that stuff happen to you?
Mappacks should be fine.SauloFX wrote:I Know,but in gameplay,may the entire map dissapear?
A Glitchy meteor crash on the entire mappack?
The smb mappack does disappear though.
Yeah I know, just saying it's the only mappack that disappears.SauloFX wrote:gemwrecker posted a fix for this.alesan99 wrote: The smb mappack does disappear though.
I Can't find beta 8 ( or it doesn't exists)
Beta 9 have a lot of glitches:
-if you create a custom tile or an animated tile in the first slot,all changes you made dissapear and you receive another tile.
- SMB 5-3 = CRASH
- Custom coin blocks transform into default coin blocks.
- ''n'' stuff
Beta 9 have a lot of glitches:
-if you create a custom tile or an animated tile in the first slot,all changes you made dissapear and you receive another tile.
- SMB 5-3 = CRASH
- Custom coin blocks transform into default coin blocks.
- ''n'' stuff
Well it's a beta what did you expect.SauloFX wrote:Beta 9 have a lot of glitches
well,beta 7 have 79% less bugsalesan99 wrote:Well it's a beta what did you expect.SauloFX wrote:Beta 9 have a lot of glitches
i thought beta 9 would have 92%less bugs.But i don't blame Maurice for that.
Maurice should let someone test a beta before he release it.
Don't like it, don't use it.SauloFX wrote:test a beta
WE are testing the beta, so the next version will have less bugs.SauloFX wrote:Maurice should let someone test a beta before he release it.
This ruins the whole point of a beta you know.SauloFX wrote:test a beta before he release it.
i would not use this beta,but he fixed my animated tile bug(i was annoying everyone bcz of this) but anyway,he fixed this bug,so i want to create another mappack similar to Journey but better without shitty stuff that you hated(i hated too)Firaga wrote:Don't like it, don't use it.SauloFX wrote:test a beta
so,i'm F orked
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Not sure I this is intentional or not, but you can hit an invisible block if you're standing inside it.
Also, in the original smb, you could stomp a squid if you weren't swimming, but not in Mari0.
Also, in the original smb, you could stomp a squid if you weren't swimming, but not in Mari0.
make a new squidMagicPillow wrote:Not sure I this is intentional or not, but you can hit an invisible block if you're standing inside it.
Also, in the original smb, you could stomp a squid if you weren't swimming, but not in Mari0.
"stompable": true
put it in the not swimming level
win
TurretBot wrote:make a new squidMagicPillow wrote:Not sure I this is intentional or not, but you can hit an invisible block if you're standing inside it.
Also, in the original smb, you could stomp a squid if you weren't swimming, but not in Mari0.
"stompable": true
put it in the not swimming level
win
- MagicPillow
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I know you can do this, it just bothers me that it's not a perfect recreation...TurretBot wrote:make a new squidMagicPillow wrote:Not sure I this is intentional or not, but you can hit an invisible block if you're standing inside it.
Also, in the original smb, you could stomp a squid if you weren't swimming, but not in Mari0.
"stompable": true
put it in the not swimming level
win
Also, has anyone else noticed that the timer won't go down if controls are disabled?
- MagicPillow
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What do you mean?SauloFX wrote:Can anyone fix the Beta 9 level designer?
- MagicPillow
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But what exactly do you want to be fixed about it?SauloFX wrote:ModzMagicPillow wrote:What do you mean?SauloFX wrote:Can anyone fix the Beta 9 level designer?
Well, he doesn't know what he is saying.
He means that someone should mod "levels" tab, to make it add new levels and stuff.
EDIT: It's "mods", moron.
He means that someone should mod "levels" tab, to make it add new levels and stuff.
EDIT: It's "mods", moron.