Mari0 SE Beta

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Maurice
Stabyourself.net
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Post » 13 Mar 2014, 16:52

SauloFX wrote:i will not use this new mari0 SE anymore,it is very buggy,i will wait when the real mari0 SE comes up.
I will not drink orange juice anymore. It has oranges in it.

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SauloFX
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Post » 13 Mar 2014, 16:56

Maurice wrote:
SauloFX wrote:i will not use this new mari0 SE anymore,it is very buggy,i will wait when the real mari0 SE comes up.
I will not drink orange juice anymore. It has oranges in it.
Nice one.

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MagicPillow
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Post » 13 Mar 2014, 17:21

Just out of curiosity, is the glitch where SE crashes if an enemy with a transform trigger of shot or death is killed by any way other than a stomp fixed yet?

EDIT: Are spinies supposed to be immune to fireballs?

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alesan99
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Post » 13 Mar 2014, 22:24

MagicPillow wrote:Just out of curiosity, is the glitch where SE crashes if an enemy with a transform trigger of shot or death is killed by any way other than a stomp fixed yet?
Oh my god Maurice going to kill me I'll fix this ASAP

EDIT:
Wait what did you do. I don't see anything wrong with the code

Code: Select all

	if self.transforms and (self.transformtrigger == "shot" or self.transformtrigger == "death") then
		self:transform(self.transformsinto)
		return
	end
You probably misspelled "transformtrigger" or "transformsinto"

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MagicPillow
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Post » 13 Mar 2014, 22:54

alesan99 wrote: You probably misspelled "transformtrigger" or "transformsinto"
No, because it works with stomp and such
Here's the code:

Code: Select all

{
	"quadcount": 12,

	"movement": "truffleshuffle",
	"truffleshufflespeed": 3,
	"truffleshuffleacceleration": 6,

	"turnaroundoncliff": true,

	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,

	"jumpsfromblocksbelow": true,
	"notkilledfromblocksbelow": true,
	
	"animationtype": "frames",
	"animationframes": 12,
	"animationstart": 1,
	"animationspeed": 0.1,

	"health": 0,

	"transforms": true,
	"transformsinto": "explosion",
	"transformtrigger": "death",

	"quadno": 1,
	"nospritesets": true,
	
	"width": 0.75,
	"height": 0.75,

	"offsetX": 6,
	"offsetY": 4,
	"quadcenterX": 8,
	"quadcenterY": 7,
	
	"gravity": 40,
	
	"static": false,
	"active": true,
	
	"category": 20,
	
	"mask": [	true, 
				false, false, false, false, false, 
				false, false, false, true],
					
	
	"emancipatecheck": false,
	"starttowardsplayerhorizontal": true,
	"speedx": -3,
	"autodelete": false

}
Image

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Sunset_Moth
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Post » 13 Mar 2014, 23:00

alesan99 wrote:self:tranform

Shouldn't that be a . and not a :, alesan? I have almost no knowlege of Lua/Love2D, so I'm probbably wrong.

Ninja'd
Last edited by Sunset_Moth on 13 Mar 2014, 23:03, edited 2 times in total.

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alesan99
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Post » 13 Mar 2014, 23:02

bubba_nate wrote: You didn't define Shot or Death, did you?
They're strings, I don't need to define them. Tested it and it worked.

@MagicPillow
Well it has nothing to do with the transform trigger.
I'd help if you could post the crash you know.

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Sunset_Moth
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Post » 13 Mar 2014, 23:03

See post below magicpillows, this post ninja'd his and he didn't read it.
Last edited by Sunset_Moth on 13 Mar 2014, 23:08, edited 1 time in total.

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MagicPillow
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Post » 13 Mar 2014, 23:04

alesan99 wrote:
bubba_nate wrote: Well it has nothing to do with the transform trigger.
I'd help if you could post the crash you know.
Try shooting the enemy with a fireball.
The crash screen doesn't show up, so I can't post it.
EDIT: You probably need the explosion, too.
Here:

Code: Select all

{
	"quadcount": 3,

	"animationtype": "frames",
	"animationframes": 3,
	"animationstart": 1,
	"animationspeed": 0.05,

	"spawnoffsety": 0.5,

	"movement": "none",

	"killsenemies": true,
			
	"active": true,

	"kills": true,

	"gravity": 0,

	"lifetime": 0.15,

	"width": 1.5,
	"height": 1.5,

	"nospritesets": true,

	"offsetX": 12,
	"offsetY": -4,
	"quadcenterX": 16,
	"quadcenterY": 16

}
And here:
Image
Last edited by MagicPillow on 13 Mar 2014, 23:06, edited 1 time in total.

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Sunset_Moth
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Post » 13 Mar 2014, 23:05

Did you install the new enemy.lua file, MagicPillow?
Last edited by Sunset_Moth on 13 Mar 2014, 23:09, edited 1 time in total.

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MagicPillow
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Post » 13 Mar 2014, 23:09

Well I have the new SE that has the new enemy.lua or at least Maurice says...
EDIT: The new SE actually DOESN'T have the new enemy.lua (dispite the changelog).
Thanks for the help.
Last edited by MagicPillow on 13 Mar 2014, 23:11, edited 1 time in total.

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Sunset_Moth
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Post » 13 Mar 2014, 23:10

_8 doesn't have it.
_9enemy has it, _9 doesn't.

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alesan99
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Post » 13 Mar 2014, 23:14

MagicPillow wrote: Try shooting the enemy with a fireball.
The crash screen doesn't show up, so I can't post it.
I did shoot the enemy.

Haven't tested the enemy yet but what does the screen show if the crash doesn't show up?

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MagicPillow
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Post » 13 Mar 2014, 23:16

MagicPillow wrote:Well I have the new SE that has the new enemy.lua or at least Maurice says...
EDIT: The new SE actually DOESN'T have the new enemy.lua (dispite the changelog).
Thanks for the help.
The problem is solved,
But just in case you're curious, the game just froze.

EDIT: But on the topic of glitches,(ish)
These keep multiplying...
dinogreen:

Code: Select all

{
	"quadcount": 1,

	"movement": "none",

	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,

	"jumpsfromblocksbelow": true,
	"notkilledfromblocksbelow": true,
	
	"animationtype": "none",

	"facesplayer": true,

	"quadno": 1,
	"nospritesets": true,
	
	"width": 0.75,
	"height": 0.75,

	"offsetX": 6,
	"offsetY": 4,
	"quadcenterX": 8,
	"quadcenterY": 7,
	
	"gravity": 40,
	
	"static": false,
	"active": true,

	"spawnsenemy": "greendinojump",
	"spawnenemydelays": [0.5],
	"spawnenemyspeedy": -12,
	"spawnenemyspeedx": -8,
	"spawnenemyoffsety": 0,
	"spawnenemyspeedxtowardsplayer": true,

	"lifetime": 0.52,
	
	"category": 20,
	
	"mask": [	true, 
				false, false, false, false, false, 
				false, false, false, true],
					
	
	"emancipatecheck": false,
	"autodelete": false

}
greendinojump:

Code: Select all

{
	"quadcount": 1,

	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,

	"resistsfire": true,

	"starttowardsplayerhorizontal": true,
	"speedx": 8,
	
	"animationtype": "none",

	"nospritesets": true,

	"transforms": true,
	"transformsinto": "dinogreen",
	"transformtrigger": "floorcollide",
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,
	
	"category": 5,
	
	"mask": [	true, 
				false, false, true, true, true,
				false, true, false, true, false,
				false, false, false, false, false,
				true, true, false, false, true,
				false, true, true, false, false,
				true, false, true, true, true],
					
					
	"gravity": 30,
	
	"emancipatecheck": true,
	"autodelete": true,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}
The images are 16x16.

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MissingWorld
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Post » 14 Mar 2014, 00:05

Spike property doesn't work unless it's applied alongside collision. Well, at least on animated tiles anyway. Haven't tested it on normal tiles.

EDIT: Just now remembered I came up with this, but if it's not possible that's fine. A separate "watermovements" flag that determines how an enemy moves underwater.
Like a fish acts like a fish underwater, but gets stuck on the ground and bounces above water.

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TurretBot
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Post » 14 Mar 2014, 00:42

You're not colliding with the spikes so how will they kill you?
Try platform+spike.

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HansAgain
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Post » 14 Mar 2014, 00:49

Questions:
How can i make deadly water (where you get hurt, but you can swim out)?
Is it posible to make an enemy that blocks lasers, but doesn't collide with Mario?
Is it possible to copy a mappack with empty levels (there is a text file of them) and edit them in SE_9 editor?

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MissingWorld
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Post » 14 Mar 2014, 00:53

TurretBot wrote:You're not colliding with the spikes so how will they kill you?
Try platform+spike.
I'm trying to make it so that if the player has a power-up they're still just going to fall through. I'm trying to make a "drowning" system where when the animated tile reaches the end, it's impossible to get out. It shifts from water, to no water with spikes.
Hans1998 wrote:How can i make deadly water (where you get hurt, but you can swim out)?
This is actually similar to what I'm trying to do, minus the water.

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TurretBot
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Post » 14 Mar 2014, 00:59

Hans1998 wrote:How can i make deadly water (where you get hurt, but you can swim out)?
You can't.
Hans1998 wrote:Is it posible to make an enemy that blocks lasers, but doesn't collide with Mario?
Try transformtrigger: death and make it transform into itself.
Hans1998 wrote:Is it possible to copy a mappack with empty levels (there is a text file of them) and edit them in SE_9 editor?
Yes.
MissingWorld wrote:I'm trying to make it so that if the player has a power-up they're still just going to fall through. I'm trying to make a "drowning" system where when the animated tile reaches the end, it's impossible to get out. It shifts from water, to no water with spikes.
Use animations.
Triggers: "Animation trigger" and "After seconds"
Actions: "Kill Player"

Do MagicPillow's, it's better.

(Uh oh time for the guy who knows what he's talking about come and tell me I don't.)
Last edited by TurretBot on 14 Mar 2014, 01:21, edited 1 time in total.

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MagicPillow
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Post » 14 Mar 2014, 01:06

MissingWorld wrote:I'm trying to make a "drowning" system.
You could have an animation region trigger in the water and on land.
For the water animation, make it set the remaining time to 10 or whatever.
For the land one, set the time to 0.
That's what I did.

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MissingWorld
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Post » 14 Mar 2014, 01:25

MagicPillow wrote:
MissingWorld wrote:I'm trying to make a "drowning" system.
You could have an animation region trigger in the water and on land.
For the water animation, make it set the remaining time to 10 or whatever.
For the land one, set the time to 0.
That's what I did.
Sheesh, you're assuming they have the lungs of a fly? But I was hoping on using the timer for other purposes, regardless.
This is how I set it up:
Image

Code: Select all

triggered,10,10,10,10,0.1

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MagicPillow
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Post » 14 Mar 2014, 01:39

If only the developers would add duplicate fireflower with duplicate fireballs and duplicate enemy events...
Then we could have an ice flower AND a fire flower in the same map...

Camewel
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Post » 14 Mar 2014, 02:28

Hans1998 wrote:How can i make deadly water (where you get hurt, but you can swim out)?
cover the water in a region trigger (use or gates for weird shapes)
hook up a resettable delay (I think reverse timers work like this)
use an animation trigger to set the water to spikes for one frame
profit

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Áçé Syntax Áçé
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Post » 14 Mar 2014, 14:25

I have this problem by playing 1.2 version of SE
Image

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Sky
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Post » 14 Mar 2014, 21:02

Am I just not noticing it, or is there no way to make a new level using the new maps GUI?

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TurretBot
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Post » 14 Mar 2014, 21:04

Wow willware YUO'RE SOOOOOO IGNORANT!! Get it togethber!!1!!!11!1111!!!!
*cough*
Maurice wrote:The new map GUI isn't done yet and you can't create new maps through it yet! You will have to copy an existing map and rename it. If you don't like that, don't use beta _9.

Make an empty level in every slot and you won't have any more problems.
Last edited by TurretBot on 14 Mar 2014, 21:05, edited 1 time in total.

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Turtle95
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Post » 14 Mar 2014, 21:05

WillWare wrote:Am I just not noticing it, or is there no way to make a new level using the new maps GUI?
That's how it is, but it will probably be fixed in v10 (otherwise how the hell could you add maps?)

Also, that map gui is still clickable when not having the editor open/not being on the maps tab.

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Sky
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Post » 14 Mar 2014, 22:20

Image

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TurretBot
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Post » 14 Mar 2014, 22:29

TurretBot wrote:
Qwertyman007 wrote:Custom enemies + lifetime + transforms on death + second enemy throws more + no gravity + lifetime.
I love how the first response to an awesome gif is breaking it down so it's not as awesome anymore.

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HansAgain
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Post » 14 Mar 2014, 22:38

Turret, it's still awesome (mostly because he is using my character).

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MagicPillow
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Post » 14 Mar 2014, 23:30

Image
Image

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TurretBot
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Post » 14 Mar 2014, 23:54

TurretBot wrote:
Qwertyman007 wrote:Custom enemies + transforms on death.
I love how the first response to an awesome gif is breaking it down so it's not as awesome anymore.
TurretBot wrote:
Qwertyman007 wrote:Custom enemies + ground sprite.
I love how the first response to an awesome gif is breaking it down so it's not as awesome anymore.
(yes, this is my response to everything now)

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MissingWorld
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Post » 15 Mar 2014, 00:37

Image

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alesan99
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Post » 15 Mar 2014, 00:40

MY TURN
Image

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Sunset_Moth
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Post » 15 Mar 2014, 00:42

MagicPillow wrote: Image
Minecraft map, anyone?

also
alesan
HOW

tons of enemies spawning eachother?
Last edited by Sunset_Moth on 15 Mar 2014, 00:44, edited 1 time in total.

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MissingWorld
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Post » 15 Mar 2014, 00:44

bubba_nate wrote:
MagicPillow wrote: Image
Minecraft map, anyone?
Never dig straight down.
alesan99 wrote:MY TURN
Image
... Okay I'm officially lost.

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Sunset_Moth
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Post » 15 Mar 2014, 00:45

alesan
HOW


(Tons of enemies spawning eachother?)

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alesan99
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Post » 15 Mar 2014, 00:59

mari0 + love.physics = crazy blocks

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MissingWorld
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Post » 15 Mar 2014, 01:01

alesan99 wrote:mari0 + love.physics = crazy blocks
Isn't that kind of cheating?

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TurretBot
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Post » 15 Mar 2014, 01:02

missingworld
TurretBot wrote:
QwertymanO07 wrote:Animated tiles + triggers.
I love how the first response to an awesome gif is breaking it down so it's not as awesome anymore.
thanks alesan you did it for me (yeah, it's cheating)
TurretBot wrote:
Qwertyman007 wrote:Mari0 + love.physics.
I love how the first response to an awesome gif is breaking it down so it's not as awesome anymore.

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alesan99
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Post » 15 Mar 2014, 01:04

MissingWorld wrote:
alesan99 wrote:mari0 + love.physics = crazy blocks
Isn't that kind of cheating?
It was just a joke. I was going to see if turret could come up with an explanation.

EDIT: NINJA'D. I WAS WAITING FOR THAT POST

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MagicPillow
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Post » 15 Mar 2014, 01:11

alesan99 wrote:MY TURN
Image
I've figured out how to actually do this.

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Turtle95
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Post » 15 Mar 2014, 02:21

MagicPillow wrote:
alesan99 wrote:MY TURN
Image
I've figured out how to actually do this.
I think it has something to do with the gravity direction. Not much else that's possible.

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MM102
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Post » 15 Mar 2014, 03:00

Image
Single coin blocks
no animated blocks
no wiring
no animations

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MagicPillow
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Post » 15 Mar 2014, 03:06

Turtle95 wrote:
MagicPillow wrote:
alesan99 wrote:MY TURN
Image
I've figured out how to actually do this.
I think it has something to do with the gravity direction. Not much else that's possible.
You could just have a bunch of animated blocks.

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MM102
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Post » 15 Mar 2014, 03:09

MagicPillow wrote:
alesan99 wrote:MY TURN
Image
You could just have a bunch of animated blocks.
or one big enemy that takes up the entire screen

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Qwerbey
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Post » 15 Mar 2014, 04:45

MM102 wrote:Image
Single coin blocks
no animated blocks
no wiring
no animations
Custom enemies and coin blocks (do you notice the slight delay?).

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TurretBot
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Post » 15 Mar 2014, 04:50

TurretBot wrote:
QwertymanO07 wrote:Custom enemies and coin blocks (do you notice the slight delay?).
I love how the first response to an awesome gif is breaking it down so it's not as awesome anymore.
stay outta my turf brother

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renhoek
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Post » 15 Mar 2014, 05:19

TurretBot wrote:
TurretBot wrote:
QwertymanO07 wrote:Custom enemies and coin blocks (do you notice the slight delay?).
I love how the first response to an awesome gif is breaking it down so it's not as awesome anymore.
stay outta my turf brother
Turret stop being whinny.
If anything you're the one ruining these.

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Qwerbey
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Post » 15 Mar 2014, 05:30

And besides, it was me who originally said that.

Locked