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Assasin-Kiashi
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Post » 01 Mar 2014, 02:48

Maurice wrote:
Automatik wrote:
Maurice wrote:Characters will not have a gameplay impact.
pegasus.
Won't make the cut.
It's more likely that you'll be able to bundle a character with a mappack.
he's gotta leave SOME things left for us to mod or there's no longer gonna be any purpose in the modding forum.

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TurretBot
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Post » 01 Mar 2014, 02:49

Assasin-Kiashi wrote:
Maurice wrote:
Automatik wrote:pegasus.
Won't make the cut.
It's more likely that you'll be able to bundle a character with a mappack.
he's gotta leave SOME things left for us to mod or there's no longer gonna be any purpose in the modding forum.
that's a good thing
less mods = more fun, more compatible, etc etc

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HugoBDesigner
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Post » 01 Mar 2014, 04:36

TurretBot wrote:that's a good thing
less mods = more fun, more compatible, etc etc
OR we, modders, could, along with Maurice, come up with a "global mod detecting" system, so Mari0 SE wouldn't load mappacks using mods, but would show up a message like "This mappack requires the mod [MOD NAME HERE] to be played". To us, modders, we could add to our mods a system to add to each mappack a file, like a "mod.txt" file with the mod's name, and it could be loaded easily in SE.

It wouldn't be hard AT ALL, nor time-taking.

But, of course, this is just an option :)

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Mari0Maker
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Post » 01 Mar 2014, 04:37

HugoBDesigner wrote:
TurretBot wrote:that's a good thing
less mods = more fun, more compatible, etc etc
OR we, modders, could, along with Maurice, come up with a "global mod detecting" system, so Mari0 SE wouldn't load mappacks using mods, but would show up a message like "This mappack requires the mod [MOD NAME HERE] to be played". To us, modders, we could add to our mods a system to add to each mappack a file, like a "mod.txt" file with the mod's name, and it could be loaded easily in SE.

It wouldn't be hard AT ALL, nor time-taking.

But, of course, this is just an option :)
This is actually a really good idea.
Just make it user friendly, and you're good to go.

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HugoBDesigner
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Post » 01 Mar 2014, 05:11

Mari0Maker wrote: This is actually a really good idea.
Just make it user friendly, and you're good to go.
I thought on making it automatically, without the user having to worry about it. I mean, it'd be just a single text file wrote in each mappack you make on a mod, it isn't hard to make it automatic. I mean, I could easily add a function where the game saves the maps. It'd automatically make a text file named "mod.txt" with the name of the mod inside it. Oh, and the mod-detecting system (which isn't hard either) should not be only on SE: it should be in other mods too. This way we don't have incompatibility between mods either. For example: Alesan99's mod stuff don't work on my mod, nor vice-versa.

So making the game AND the mods make/detect these files would work out REALLY, REALLY well. If Maurice adds it to SE, I'll certainly add this to my mod as well, and I'm pretty sure some other users (alesan99, Turtle95, idiot9.0 ...) wouldn't bother either taking 2 minutes to add this to their mods too :)

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idiot9.0
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Post » 01 Mar 2014, 05:26

I agree that it is a very good idea. It'd make it less of a hassle to fix and prevent having a game crash trying to load a mod-only mappack.
Random rant below.
Kinda stupid question but why am I included in that last statement Hugo? Any mods I've hosted are either:
A/ Not fully made by me since I can't code (I gave proper credit); or
B/ Can be easily recreated in SE with it's standard assets or are already implemented in SE.
The ANSYS mod was intended for SE anyway as a single mappack so I wouldn't include it as a mod (I should really get to doing that) and the Character Mod is null and void since SE already has a better character loader anyway.
Sorry if I nitpick but I should really not be included in that.

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MagicPillow
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Post » 01 Mar 2014, 05:28

HugoBDesigner wrote:
TurretBot wrote:that's a good thing
less mods = more fun, more compatible, etc etc
OR we, modders, could, along with Maurice, come up with a "global mod detecting" system, so Mari0 SE wouldn't load mappacks using mods, but would show up a message like "This mappack requires the mod [MOD NAME HERE] to be played". To us, modders, we could add to our mods a system to add to each mappack a file, like a "mod.txt" file with the mod's name, and it could be loaded easily in SE.

It wouldn't be hard AT ALL, nor time-taking.

But, of course, this is just an option :)
maybe mod.txt should also have a version thing so tat you don't load a map with more stuff than the version you're using.

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MissingWorld
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Post » 01 Mar 2014, 05:33

Maurice wrote:
Automatik wrote:
Maurice wrote:Characters will not have a gameplay impact.
pegasus.
Won't make the cut.
So you're saying things like "pegasus" and "raccoon" will just be flat-out removed from the final version?
That's just... counter-intuitive. I don't see anything wrong with expanding upon the system, but I see plenty of wrong in removing it completely.

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HugoBDesigner
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Post » 01 Mar 2014, 07:18

MagicPillow wrote: maybe mod.txt should also have a version thing so tat you don't load a map with more stuff than the version you're using.
That could be easily done and would already fit the system I suggested. Because it only allows the mappack to load if the text in "mod.txt" has the same name of the mod. If the "mod.txt" has, for example, "Mari0 +Portal v0.9.7" written in it and I try to load it in v0.9.8, it'll already be incompatible. Nicely observed, MagicPillow!
idiot9.0 wrote:I agree that it is a very good idea. It'd make it less of a hassle to fix and prevent having a game crash trying to load a mod-only mappack.
Random rant below.
Kinda stupid question but why am I included in that last statement Hugo? Any mods I've hosted are either:
A/ Not fully made by me since I can't code (I gave proper credit); or
B/ Can be easily recreated in SE with it's standard assets or are already implemented in SE.
The ANSYS mod was intended for SE anyway as a single mappack so I wouldn't include it as a mod (I should really get to doing that) and the Character Mod is null and void since SE already has a better character loader anyway.
Sorry if I nitpick but I should really not be included in that.
I was referring to ANSYS, because people used to use it a lot. Perhaps they still do, but I'm not sure, since now we have custom chars in SE. But hey, my mod also allows custom characters, but they're both different because they were made for Mari0 1.6, and, instead of converting their mappacks to SE, maybe some people would just rather using your mod. Who knows? It's always an option we need to consider.

Anyway, I hope Maurice adds it to SE, so I can copy-paste it to my mod :)

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Jackostar10000
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Post » 01 Mar 2014, 17:00

Hans1998 wrote:A little question: can the character have a "nogunanimation0.png"?
Yes.

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TurretBot
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Post » 01 Mar 2014, 18:56

ImageFinally, my own wordless gif post! Oh wait...

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MissingWorld
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Post » 01 Mar 2014, 19:21

TurretBot wrote:ImageFinally, my own wordless gif post! Oh wait...
Yeah I'd believe Wario would do something like this. But no seriously, is this supposed to be something completable or what?

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TurretBot
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Post » 01 Mar 2014, 19:39

MissingWorld wrote:
TurretBot wrote:ImageFinally, my own wordless gif post! Oh wait...
Yeah I'd believe Wario would do something like this. But no seriously, is this supposed to be something completable or what?
You do win, when the star goes through the portal, which is why it cuts away when it does. (Also, the star is replaced with a mushroom after I made this gif.)

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Flutter Skye
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Post » 01 Mar 2014, 21:08

Image

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Qwerbey
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Post » 01 Mar 2014, 22:56

Animated tiles + triggers.

B-Man99
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Post » 01 Mar 2014, 23:03

You could even make it so that you had to get the powerup to run across the ice, if the powerup was conviniently placed on a button.
The effect wouldn't be able to be lost though, unless some more trigger abilities were added
Nice job though! That's pretty awesome :)

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TurretBot
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Post » 02 Mar 2014, 00:27

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.

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MissingWorld
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Post » 02 Mar 2014, 02:04

Image

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Mari0Maker
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Post » 02 Mar 2014, 02:48

QwertymanO07 wrote:Animated tiles + triggers.
In all seriousness, it actually looks really cool!

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alesan99
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Post » 02 Mar 2014, 17:50

I improved input bars!
Image

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MissingWorld
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Post » 02 Mar 2014, 17:52

alesan99 wrote:I improved input bars!
Image
See, this is why you're incredible. Unrelatedly;
Image
Literally every time I try and make a new mappack, I end up sidetracked and goof around with the features instead.

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TurretBot
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Post » 02 Mar 2014, 17:54

alesan99 wrote:I improved input bars!
Image
Input bars are in enemy.lua? What?

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alesan99
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Post » 02 Mar 2014, 18:00

no silly :P
I just got bored and made the mod. I decided to show it off since it took me over 40 mins.

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TurretBot
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Post » 02 Mar 2014, 18:11

alesan99 wrote:mod
Image

B-Man99
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Post » 02 Mar 2014, 18:45

alesan99 wrote:I improved input bars!
Image
I love you Thank you so much! We've been needing that :D

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MagicPillow
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Post » 02 Mar 2014, 20:00

I've noticed that you can't set a faith plate's X velocity to 0 in the editor.
Will this be possible in future versions?
You could always edit the txt file, but that's a pain for using lots of faith plates.
Maybe a button you click to set it to 0?

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Flutter Skye
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Post » 02 Mar 2014, 22:17

Image

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MissingWorld
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Post » 02 Mar 2014, 22:46

.. Okay that one I'm at a loss on.
inb4 sjb complains it isn't the smbs wing

B-Man99
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Post » 02 Mar 2014, 22:47

Invisible button under the powerup, activates animated tiles which switch to underwater property
Nice ;)

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MagicPillow
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Post » 02 Mar 2014, 22:48

B-Man99 wrote:Invisible button under the powerup, activates animated tiles which switch to underwater property
Nice ;)
...or a region trigger...
I could be wrong...

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Flutter Skye
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Post » 02 Mar 2014, 22:58

B-Man99 wrote:Invisible button under the powerup, activates animated tiles which switch to underwater property
Nice ;)
You're only 20% correct.
Also no buttons are there.

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Firaga
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Post » 02 Mar 2014, 23:23

If you press the Debug Key (F) after dieing, it will stay on the level instead of bringing you to the 'Lives' screen or editor.

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MissingWorld
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Post » 02 Mar 2014, 23:29

Firaga wrote:If you press the Debug Key (F) after dieing, it will stay on the level instead of bringing you to the 'Lives' screen or editor.
Well technically this shouldn't matter since it's a debug key.
Also, dying underwater when animated to walk and mashing the jump key will still let you swim. In place. While dead.
And powering up while animated to walk makes you not power up, but moonwalk. For no discernible reason.

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alesan99
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Post » 03 Mar 2014, 00:18

Here's my enemy.lua for anyone that wants it early.
https://www.dropbox.com/s/s2potbu3spcd7oo/enemy.lua
Changelog:

Code: Select all

-----------------------
----ENEMY CHANGELOG----
-----------------------
--Any thing that was --
----suggested after----
-2/23/2014 isn't here--
-----------------------

ADDED: "givecoinwhenstomped": boolean   (gives coin when stomped)
ADDED: "givecoinwhenshot": boolean   (gives coin when shot)
ADDED: "followspeed": decimal   (how fast the enemy will follow you(if movement is set to "follow"))
ADDED: "shotjumpforce": decimal   (shot jumpforce duh)
ADDED: "shotspeedx": decimal   (shot speedx)
ADDED: "fallswhenstomped": boolean   (falls when stomped, even if it has a stomped frame)
ADDED: "health": integer   (health, decreased when shot or stomped)
ADDED: "customtimer": array   (put arrays in the array, the first slot is the delay, the second one is the action, the third one are the arguments)
	ACTIONS
	"bounce"
	"playsound"
	"setframe"
	"set[PARAMETER HERE]"	
ADDED: "chasetime": decimal   (chase mario after a x seconds (like hammer bros in SMB))
ADDED: "chasespeed": decimal
ADDED: "breaksblocks": boolean
ADDED: "breakblockside": string   (what side to break)
ADDED: "spawnsenemyrandoms": array   (spawns a random enemy)
ADDED: "flyingtime": decimal
ADDED: "flyingdistance": decimal
ADDED: "reflects": boolean   (bounces off of tiles)

ADDED: tranformtriggers: "rightcollide", "leftcollide", "ceilcollide", "globalcollide", "collide", "death", "shot", "collidewith" .. enemyname
ADDED: movements: "flyvertical", "flyhorizontal" (flying koopas)

FIXED: dontpistondist not working
Simply replace the enemy.lua that's in mari0 with this one and you're good to go.
Last edited by alesan99 on 03 Mar 2014, 00:24, edited 1 time in total.

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Flutter Skye
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Post » 03 Mar 2014, 00:18

Thank you so much.

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Sky
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Post » 03 Mar 2014, 00:20

My day has been made, thank you!

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MagicPillow
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Post » 03 Mar 2014, 01:50

I've invented portable blue gel!
Image
Also, is there a way to make an enemy transform after it's out of health?

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MissingWorld
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Post » 03 Mar 2014, 02:04

MagicPillow wrote:I've invented portable blue gel!
Image
Oh yeah, that bug. Odd one ain't it.

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alesan99
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Post » 03 Mar 2014, 02:12

MagicPillow wrote:Also, is there a way to make an enemy transform after it's out of health?
Use "death", "stomped", or "shot"

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TurretBot
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Post » 03 Mar 2014, 02:35

My right click suggestion didn't make the cut... Image

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alesan99
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Post » 03 Mar 2014, 02:37

TurretBot wrote:My right click suggestion didn't make the cut... Image
Cause rightclick functions are obviously in enemy.lua

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TurretBot
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Post » 03 Mar 2014, 02:40

alesan99 wrote:
TurretBot wrote:My right click suggestion didn't make the cut... Image
Cause rightclick functions are obviously in enemy.lua
So are input bars.

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alesan99
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Post » 03 Mar 2014, 02:45

My input bars aren't in SE, it was a
alesan99 wrote:----->mod<-----

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TurretBot
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Post » 03 Mar 2014, 02:48

joke

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jwright159
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Post » 03 Mar 2014, 03:13

QwertymanO07 wrote:You can.
How can I?
Edit: again for the 99999.... Th time I missed the next page
I am talking about stacking hats

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Flutter Skye
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Post » 03 Mar 2014, 17:28

Image

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MagicPillow
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Post » 04 Mar 2014, 00:56

I remember posting something like that in the Mari0 Suggestions Thread™
Good to know it works.

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Mr.Q.Marx?
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Post » 04 Mar 2014, 15:55

Flutter Skye wrote:Image
Custom enemies. One with kills and one without?

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Qwerbey
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Post » 04 Mar 2014, 20:24

jwright159 wrote:How can I?
"mariohats:1:1,2,3,4,5,6,7,8,9,10,11...32,33;"

bunny123
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Post » 04 Mar 2014, 22:22

Is there an ETA on the next beta update?

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