I will not drink orange juice anymore. It has oranges in it.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.
Mari0 SE Beta
- MagicPillow
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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?
EDIT: Are spinies supposed to be immune to fireballs?
Oh my god Maurice going to kill me I'll fix this ASAPMagicPillow 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?
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
- MagicPillow
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No, because it works with stomp and suchalesan99 wrote: You probably misspelled "transformtrigger" or "transformsinto"
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
}
- Sunset_Moth
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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.
They're strings, I don't need to define them. Tested it and it worked.bubba_nate wrote: You didn't define Shot or Death, did you?
@MagicPillow
Well it has nothing to do with the transform trigger.
I'd help if you could post the crash you know.
- Sunset_Moth
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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.
- MagicPillow
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Try shooting the enemy with a fireball.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.
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
}
Last edited by MagicPillow on 13 Mar 2014, 23:06, edited 1 time in total.
- Sunset_Moth
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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.
- MagicPillow
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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.
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.
- Sunset_Moth
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_8 doesn't have it.
_9enemy has it, _9 doesn't.
_9enemy has it, _9 doesn't.
I did shoot the enemy.MagicPillow wrote: Try shooting the enemy with a fireball.
The crash screen doesn't show up, so I can't post it.
Haven't tested the enemy yet but what does the screen show if the crash doesn't show up?
- MagicPillow
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The problem is solved,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.
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
}
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
}
- MissingWorld
- Posts: 230
- Joined: 06 Jan 2014, 01:45
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.
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.
You're not colliding with the spikes so how will they kill you?
Try platform+spike.
Try platform+spike.
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?
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?
- MissingWorld
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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.TurretBot wrote:You're not colliding with the spikes so how will they kill you?
Try platform+spike.
This is actually similar to what I'm trying to do, minus the water.Hans1998 wrote:How can i make deadly water (where you get hurt, but you can swim out)?
You can't.Hans1998 wrote:How can i make deadly water (where you get hurt, but you can swim out)?
Try transformtrigger: death and make it transform into itself.Hans1998 wrote:Is it posible to make an enemy that blocks lasers, but doesn't collide with Mario?
Yes.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?
Use animations.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.
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.
- MagicPillow
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You could have an animation region trigger in the water and on land.MissingWorld wrote:I'm trying to make a "drowning" system.
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.
- MissingWorld
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- Joined: 06 Jan 2014, 01:45
Sheesh, you're assuming they have the lungs of a fly? But I was hoping on using the timer for other purposes, regardless.MagicPillow wrote:You could have an animation region trigger in the water and on land.MissingWorld wrote:I'm trying to make a "drowning" system.
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.
This is how I set it up:
Code: Select all
triggered,10,10,10,10,0.1
- MagicPillow
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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...
Then we could have an ice flower AND a fire flower in the same map...
cover the water in a region trigger (use or gates for weird shapes)Hans1998 wrote:How can i make deadly water (where you get hurt, but you can swim out)?
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
- Áçé Syntax Áçé
- Posts: 106
- Joined: 01 Dec 2013, 09:39
I have this problem by playing 1.2 version of SE
Am I just not noticing it, or is there no way to make a new level using the new maps GUI?
Wow willware YUO'RE SOOOOOO IGNORANT!! Get it togethber!!1!!!11!1111!!!!
*cough*
Make an empty level in every slot and you won't have any more problems.
*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.
That's how it is, but it will probably be fixed in v10 (otherwise how the hell could you add maps?)WillWare wrote:Am I just not noticing it, or is there no way to make a new level using the new maps GUI?
Also, that map gui is still clickable when not having the editor open/not being on the maps tab.
TurretBot wrote:I love how the first response to an awesome gif is breaking it down so it's not as awesome anymore.Qwertyman007 wrote:Custom enemies + lifetime + transforms on death + second enemy throws more + no gravity + lifetime.
Turret, it's still awesome (mostly because he is using my character).
TurretBot wrote:I love how the first response to an awesome gif is breaking it down so it's not as awesome anymore.Qwertyman007 wrote:Custom enemies + transforms on death.
(yes, this is my response to everything now)TurretBot wrote:I love how the first response to an awesome gif is breaking it down so it's not as awesome anymore.Qwertyman007 wrote:Custom enemies + ground sprite.
- Sunset_Moth
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Minecraft map, anyone?MagicPillow wrote:
also
alesan
HOW
tons of enemies spawning eachother?
Last edited by Sunset_Moth on 15 Mar 2014, 00:44, edited 1 time in total.
- MissingWorld
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- Joined: 06 Jan 2014, 01:45
Never dig straight down.bubba_nate wrote:Minecraft map, anyone?MagicPillow wrote:
... Okay I'm officially lost.alesan99 wrote:MY TURN
- Sunset_Moth
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alesan
HOW
(Tons of enemies spawning eachother?)
HOW
(Tons of enemies spawning eachother?)
mari0 + love.physics = crazy blocks
- MissingWorld
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Isn't that kind of cheating?alesan99 wrote:mari0 + love.physics = crazy blocks
missingworld
thanks alesan you did it for me (yeah, it's cheating)TurretBot wrote:I love how the first response to an awesome gif is breaking it down so it's not as awesome anymore.QwertymanO07 wrote:Animated tiles + triggers.
TurretBot wrote:I love how the first response to an awesome gif is breaking it down so it's not as awesome anymore.Qwertyman007 wrote:Mari0 + love.physics.
It was just a joke. I was going to see if turret could come up with an explanation.MissingWorld wrote:Isn't that kind of cheating?alesan99 wrote:mari0 + love.physics = crazy blocks
EDIT: NINJA'D. I WAS WAITING FOR THAT POST
- MagicPillow
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I've figured out how to actually do this.alesan99 wrote:MY TURN
I think it has something to do with the gravity direction. Not much else that's possible.MagicPillow wrote:I've figured out how to actually do this.alesan99 wrote:MY TURN
Single coin blocks
no animated blocks
no wiring
no animations
- MagicPillow
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You could just have a bunch of animated blocks.Turtle95 wrote:I think it has something to do with the gravity direction. Not much else that's possible.MagicPillow wrote:I've figured out how to actually do this.alesan99 wrote:MY TURN
or one big enemy that takes up the entire screenMagicPillow wrote:You could just have a bunch of animated blocks.alesan99 wrote:MY TURN
Custom enemies and coin blocks (do you notice the slight delay?).MM102 wrote:
Single coin blocks
no animated blocks
no wiring
no animations
stay outta my turf brotherTurretBot wrote:I love how the first response to an awesome gif is breaking it down so it's not as awesome anymore.QwertymanO07 wrote:Custom enemies and coin blocks (do you notice the slight delay?).
Turret stop being whinny.TurretBot wrote:stay outta my turf brotherTurretBot wrote:I love how the first response to an awesome gif is breaking it down so it's not as awesome anymore.QwertymanO07 wrote:Custom enemies and coin blocks (do you notice the slight delay?).
If anything you're the one ruining these.
And besides, it was me who originally said that.