Mari0 SE Beta
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.
Also every mappack is broken. You can try to repair them by replacing the delimiters, but other things changed as well. It's a beta.
--DELIMITERS old: ,-;*= new: ¤×¸·¨
Edit: Totally forgot about the new enemy.lua.
I just threw it in there because I didn't have time to test it. Changelog for that here.
http://guegan.de/stuff/mari0_se_2014-03 ... emies.love
Changelog _8
- Background scrolls vertically now
- Castleflag gets removed properly
- Fixed upside down Mario logic
- Fixed name in levelscreen
- Fixed level editor buttons not getting disabled
- Added foregrounds to menu
- Fixed crouching in funnels
- Completing a mappack in testmode no longer throws to menu
- Fixed enemies not spawning from Y-scrolling
- Fixed some enemies not getting emancipated
- Hud now has outline on custom background
- Fixed platforms in SMB mappack
- Fixed vines crashing on high maps
- Fixed crash by placing animated tiles on newly created wide map
- Added RS-FlipFlop gate. Gets toggled on by one input, toggled off by another.
Changelog _9
- Fixed:
- Boxes not blocking lasers
- Dontpistondist not doing anything
- Spikeys not getting emancipated
- Emancipation grills on high maps
- Some enemies being launched by faithplates when they shouldn't
- Text entities not getting removed after test
- Bulletbills colliding
- Backgrounds requiring a number
- Crash when mapwidth < 25
- Foregrounds not scrolling vertically
- Bulletbills not unrotating
- Vines still not working on high maps
- Spikey eggs being fireballed
- Sublevel is main condition
- Mazes
- Fireballs not being emancipated
- Added:
- Every mappack is now broken (Delimiters changed)
- Animationtriggers are now IO objects
- Toad says "Thank you <charname>" now
- Checkboxes for regiontriggers
- Graphic at end of funnels
- Condition: coin amount
- Characters can be named from json (property "name")
Also every mappack is broken. You can try to repair them by replacing the delimiters, but other things changed as well. It's a beta.
--DELIMITERS old: ,-;*= new: ¤×¸·¨
Edit: Totally forgot about the new enemy.lua.
I just threw it in there because I didn't have time to test it. Changelog for that here.
http://guegan.de/stuff/mari0_se_2014-03 ... emies.love
Changelog _8
- Background scrolls vertically now
- Castleflag gets removed properly
- Fixed upside down Mario logic
- Fixed name in levelscreen
- Fixed level editor buttons not getting disabled
- Added foregrounds to menu
- Fixed crouching in funnels
- Completing a mappack in testmode no longer throws to menu
- Fixed enemies not spawning from Y-scrolling
- Fixed some enemies not getting emancipated
- Hud now has outline on custom background
- Fixed platforms in SMB mappack
- Fixed vines crashing on high maps
- Fixed crash by placing animated tiles on newly created wide map
- Added RS-FlipFlop gate. Gets toggled on by one input, toggled off by another.
Changelog _9
- Fixed:
- Boxes not blocking lasers
- Dontpistondist not doing anything
- Spikeys not getting emancipated
- Emancipation grills on high maps
- Some enemies being launched by faithplates when they shouldn't
- Text entities not getting removed after test
- Bulletbills colliding
- Backgrounds requiring a number
- Crash when mapwidth < 25
- Foregrounds not scrolling vertically
- Bulletbills not unrotating
- Vines still not working on high maps
- Spikey eggs being fireballed
- Sublevel is main condition
- Mazes
- Fireballs not being emancipated
- Added:
- Every mappack is now broken (Delimiters changed)
- Animationtriggers are now IO objects
- Toad says "Thank you <charname>" now
- Checkboxes for regiontriggers
- Graphic at end of funnels
- Condition: coin amount
- Characters can be named from json (property "name")
it's crashes to me i don't:(
i don't know why.
i think i must delete the mappacks.
or the older SE but i don't sure this well delete the save data.
please anyone tell me what to do i know i'm doing something wrong:(
i don't know why.
i think i must delete the mappacks.
or the older SE but i don't sure this well delete the save data.
please anyone tell me what to do i know i'm doing something wrong:(
Last edited by 0>0 on 08 Mar 2014, 22:01, edited 1 time in total.
Maurice wrote:Also every mappack is broken. You can try to repair them by replacing the delimiters, but other things changed as well. It's a beta.
--DELIMITERS old: ,-;*= new: ¤×¸·¨
welp gonna stream all day gotta make up all that time wasted on the wanna be from the old version
It's already been reported.
Also instead of posting bugs here you should send them to crash@stabyourself.net
Also instead of posting bugs here you should send them to crash@stabyourself.net
- MagicPillow
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How do I do this?Maurice wrote:Also every mappack is broken. You can try to repair them by replacing the delimiters, but other things changed as well. It's a beta.
--DELIMITERS old: ,-;*= new: ¤×¸·¨
- Mari0Maker
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There should be a replace function in programs like Notepad++.MagicPillow wrote:How do I do this?Maurice wrote:Also every mappack is broken. You can try to repair them by replacing the delimiters, but other things changed as well. It's a beta.
--DELIMITERS old: ,-;*= new: ¤×¸·¨
Just open your mappack's level .txt file (for example, 1-1.txt), find the replace function, put in the text that is currently as a delimiter for the text that is going to be replaced, and then paste in the new one from that list that Maurice gave as the text that will replace the text that is going to be replaced.
Then just save it, and you should be good to go!
i'm too asking thisMagicPillow wrote:How do I do this?Maurice wrote:Also every mappack is broken. You can try to repair them by replacing the delimiters, but other things changed as well. It's a beta.
--DELIMITERS old: ,-;*= new: ¤×¸·¨
umm... i'm sorry but i don't understand can make a video or images for help pleeeeease.Mari0Maker wrote:There should be a replace function in programs like Notepad++.
Just open your mappack's level .txt file (for example, 1-1.txt), find the replace function, put in the text that is currently as a delimiter for the text that is going to be replaced, and then paste in the new one from that list that Maurice gave as the text that will replace the text that is going to be replaced.
Then just save it, and you should be good to go!
if you ask why i'm not understand because i'm not in English country.
- Sunset_Moth
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Beta nine? It says 7fix on the first post. where is _9?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.
Also every mappack is broken. You can try to repair them by replacing the delimiters, but other things changed as well. It's a beta.
--DELIMITERS old: ,-;*= new: ¤×¸·¨
Edit: Totally forgot about the new enemy.lua.
I just threw it in there because I didn't have time to test it. Changelog for that here.
http://guegan.de/stuff/mari0_se_2014-03 ... emies.love
I am an idiot, it's right above it.
And I thought he said to use beta _9 and that he was on beta _10
Where is _8?
- MissingWorld
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Was there even any practical reason for doing this?Maurice wrote:Also every mappack is broken. You can try to repair them by replacing the delimiters, but other things changed as well. It's a beta.
--DELIMITERS old: ,-;*= new: ¤×¸·¨
I think it was so that you could have special symbols and stuff in titles and text and etc.
- Flutter Skye
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_8 is in a secret place.
The new map gui looks great, even though it isn't finished yet.
The new map gui looks great, even though it isn't finished yet.
Nah, everything I do is motivated only by hate.MissingWorld wrote:Was there even any practical reason for doing this?Maurice wrote:Also every mappack is broken. You can try to repair them by replacing the delimiters, but other things changed as well. It's a beta.
--DELIMITERS old: ,-;*= new: ¤×¸·¨
- Sunset_Moth
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Are you serious? Why not make it 7.5 and nobody would know it existed, and not ask where it was.Flutter Skye wrote:_8 is in a secret place.
The new map gui looks great, even though it isn't finished yet.
- MagicPillow
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I just realized something...
You know how, for songs in mari0 to loop, there can't be an intro that doesn't repeat?
Well using the wait animation and the change music animation, you can!
Also, could someone maybe create a converter to change ,-;*= to ¤×¸·¨ ?
You know how, for songs in mari0 to loop, there can't be an intro that doesn't repeat?
Well using the wait animation and the change music animation, you can!
Also, could someone maybe create a converter to change ,-;*= to ¤×¸·¨ ?
It didn't work. It said it couldn't find the old delimiter.Mari0Maker wrote:There should be a replace function in programs like Notepad++.MagicPillow wrote:How do I do this?Maurice wrote:Also every mappack is broken. You can try to repair them by replacing the delimiters, but other things changed as well. It's a beta.
--DELIMITERS old: ,-;*= new: ¤×¸·¨
Just open your mappack's level .txt file (for example, 1-1.txt), find the replace function, put in the text that is currently as a delimiter for the text that is going to be replaced, and then paste in the new one from that list that Maurice gave as the text that will replace the text that is going to be replaced.
Then just save it, and you should be good to go!
Last edited by MagicPillow on 09 Mar 2014, 00:40, edited 1 time in total.
- gemwrecker
- Posts: 200
- Joined: 16 Jun 2013, 22:30
- Contact:
Because people keeps on pointing it's obvious, I'm going to tell you how to do it. Completely.0>0 wrote:i'm too asking thisMagicPillow wrote:How do I do this?Maurice wrote:Also every mappack is broken. You can try to repair them by replacing the delimiters, but other things changed as well. It's a beta.
--DELIMITERS old: ,-;*= new: ¤×¸·¨umm... i'm sorry but i don't understand can make a video or images for help pleeeeease.Mari0Maker wrote:There should be a replace function in programs like Notepad++.
Just open your mappack's level .txt file (for example, 1-1.txt), find the replace function, put in the text that is currently as a delimiter for the text that is going to be replaced, and then paste in the new one from that list that Maurice gave as the text that will replace the text that is going to be replaced.
Then just save it, and you should be good to go!
if you ask why i'm not understand because i'm not in English country.
First and formost, you got to find the map packs in your computer. On windows, it's default C:\Users\EH\AppData\Roaming\LOVE\mari0_se\mappacks. If you can't find AppData, go in the start menu and search %appdata%. Then you'll find the Roaming file, where you can continue.
Now, choose which map pack you want to bring back to life. Your call. When you've chosen, open that file and you can find a lot of folders and text documents. The ones you want to concentrate on is all X-X text files (Where, in this case, X is a number. Not a specific one, just a number). Ignore every other file.
Before you start editing, download Notepad++. Otherwise this will literally take weeks. When done that, open the text files with Notepad++, NOT Notepad!
With Notepad++, press Ctrl+F. That will open the search box. Choose the Replace option. Now, this is where I got lost, too. Don't search the whole ,-;*=. Instead, search each one individually. Hang on now, this is going to get rough.
This is how you do it:
Search: ,
Replace: ¤
Replace all.
Search: -
Replace: ×
Replace all.
Search: ;
Replace: ¸
Replace all.
Search: *
Replace: ·
Replace all.
Search: =
Replace: ¨
Replace all.
And there we go. Now save with Ctrl+S, and do it on all the other X-X files. When done, launch SE Beta. It should now work. Otherwise, do it on all your map packs or remove whole mari0_se folder (This should only be done in a worst case scenario!).
- MissingWorld
- Posts: 230
- Joined: 06 Jan 2014, 01:45
Sometimes the menu still thinks that the map-select menu is open, so for instance it'll kick you into 1-4 if you're trying to save the map you're on.
-
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- Joined: 04 Mar 2012, 15:02
On level are crash. Too many function all x.x.txt.
I find crash on se9 when editor menu press esc or click button 'return to menu' to exit to crash.
I find crash on se9 when editor menu press esc or click button 'return to menu' to exit to crash.
-
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- Joined: 04 Mar 2012, 15:02
yea. another crash on editor if empty and put noone tile on place get crash by 0 tileset while click left button or right button.
- MagicPillow
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Could there be something that gives off power when a certain animation is activated?
Right now I can't really find any practical use of the "has coins" condition (except for making you get a 1-up if you have x coins),
but if we could use that to open doors or animate tiles, we could make a SM64 or Galaxy map.
Well, we could if we also had an animation trigger/condition for player size.
Right now I can't really find any practical use of the "has coins" condition (except for making you get a 1-up if you have x coins),
but if we could use that to open doors or animate tiles, we could make a SM64 or Galaxy map.
Well, we could if we also had an animation trigger/condition for player size.
- gemwrecker
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By the way, why can't I find the SMB map pack anymore? It's gone.
Maurice, did you remove it? Or is it a bug?
*EDIT: Fixed it! Just create a file called SMB in the "mappacks" folder, create a txt file with the name settings and add this in it:
name=super mario bros.
author=nintendo
description=classic levels
Done.
Maurice, did you remove it? Or is it a bug?
*EDIT: Fixed it! Just create a file called SMB in the "mappacks" folder, create a txt file with the name settings and add this in it:
name=super mario bros.
author=nintendo
description=classic levels
Done.
Just figured out the map previews are actually images in you mappack folder. It's a nice way to keep the framerate high.
You can do some fancy stuff with them.
Also I finished all the big portal gun New Super Mario Bros. sprites (took me many hours). Time to work on the small sprites D:
You can do some fancy stuff with them.
Also I finished all the big portal gun New Super Mario Bros. sprites (took me many hours). Time to work on the small sprites D:
[rage]Anyone else find it extremely hard to make any progress when the map randomly decides to reload when you pick a certain block or two? because I do.[/rage]
*clears throat* uh, anyways that nsmb mario looks amazing alesan can't wait til you release it
*clears throat* uh, anyways that nsmb mario looks amazing alesan can't wait til you release it
- Sunset_Moth
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Is _8 actually in a secret place and can someone tell me where that place is?
It's in the super awesome <Text deleted> . Only VIP's are allowed in it.bubba_nate wrote:Is _8 actually in a secret place and can someone tell me where that place is?
- MagicPillow
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Am I a Vee Eye Pee?alesan99 wrote:It's in the super awesome <Text deleted> . Only VIP's are allowed in it.bubba_nate wrote:Is _8 actually in a secret place and can someone tell me where that place is?
It becomes a little easier to work around once you realize the nature of the glitch: Pretend that the MAPS tab screen is overlaid on top of the screen all the time, then avoid clicking where the map previews would be.MM102 wrote:[rage]Anyone else find it extremely hard to make any progress when the map randomly decides to reload when you pick a certain block or two? because I do.[/rage]
What if the sublevels previews were all put on the same line, without the "sub i" text? It would take less place.
It was probably done because Maurice wanted to allow to use the old symbols in text boxes.MissingWorld wrote:Was there even any practical reason for doing this?Maurice wrote:Also every mappack is broken. You can try to repair them by replacing the delimiters, but other things changed as well. It's a beta.
--DELIMITERS old: ,-;*= new: ¤×¸·¨
- MissingWorld
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Except there are levels like 1-2 in SMB where the sublevel is the actual proper level.Automatik wrote:What if the sublevels previews were all put on the same line, without the "sub i" text? It would take less place.
- MagicPillow
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What if the sublevels were very long?Automatik wrote:What if the sublevels previews were all put on the same line, without the "sub i" text? It would take less place.
- HugoBDesigner
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Well, Maurice restricted levels to a certain limit to where they're shown. Why couldn't him do the same with sublevels, in a smaller space?MagicPillow wrote:What if the sublevels were very long?Automatik wrote:What if the sublevels previews were all put on the same line, without the "sub i" text? It would take less place.
This help since I know how works yet I still can't add animation triggers4matsy wrote:It becomes a little easier to work around once you realize the nature of the glitch: Pretend that the MAPS tab screen is overlaid on top of the screen all the time, then avoid clicking where the map previews would be.MM102 wrote:[rage]Anyone else find it extremely hard to make any progress when the map randomly decides to reload when you pick a certain block or two? because I do.[/rage]
I had two ideas for that:
The first one was this, the level number goes up to the minimaps, and their category (Main, Sub 1, Sub 2) is simplified (M, S1, S2) and written on the top left corner of the minimap.
The second idea is better (IMO) that the first one:
The minimaps only show the first 100 (or 50) tiles of the actual map, so they don't take too much space, the plus buttons at the right of the levels add a sublevel, and the plus button below the last level adds a new level. This way doesn't allow new more than 4 levels in a world, but i think there is one way to do it.
EDIT: And here it is:
All the eight (having only eight worlds is not a big trouble, right?) are represented in the map tab, all of them have a plus button to add a level, so you can add more than four.
The first one was this, the level number goes up to the minimaps, and their category (Main, Sub 1, Sub 2) is simplified (M, S1, S2) and written on the top left corner of the minimap.
The second idea is better (IMO) that the first one:
The minimaps only show the first 100 (or 50) tiles of the actual map, so they don't take too much space, the plus buttons at the right of the levels add a sublevel, and the plus button below the last level adds a new level. This way doesn't allow new more than 4 levels in a world, but i think there is one way to do it.
EDIT: And here it is:
All the eight (having only eight worlds is not a big trouble, right?) are represented in the map tab, all of them have a plus button to add a level, so you can add more than four.
Last edited by HansAgain on 09 Mar 2014, 23:16, edited 1 time in total.
what if you only want 3 levels in a world?
I have edited it.Hans1998 wrote: EDIT: And here it is:
All the eight (having only eight worlds is not a big trouble, right?) are represented in the map tab, all of them have a plus button to add a level, so you can add more than four.
Well, having a big plus button at the bottom to add more worlds would be cool.
- Jackostar10000
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wait so is this like a new version of SE? i dont see one on the downloads.alesan99 wrote:Just figured out the map previews are actually images in you mappack folder. It's a nice way to keep the framerate high.
You can do some fancy stuff with them.
Also I finished all the big portal gun New Super Mario Bros. sprites (took me many hours). Time to work on the small sprites D:
Maurice put it in the thread a few pages back. Here's what you're looking for ;)
- Jackostar10000
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i found a bug that was in update 7 and most likely 8.
the fire that bowser shoots can be shot from left to right using spawners. but its hitbox and graphic are out of sync
the fire that bowser shoots can be shot from left to right using spawners. but its hitbox and graphic are out of sync
- gemwrecker
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Report it to crash@stabyourself.net instead. Otherwise he won't listen.Jackostar10000 wrote:i found a bug that was in update 7 and most likely 8.
the fire that bowser shoots can be shot from left to right using spawners. but its hitbox and graphic are out of sync
- MagicPillow
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Note to self (and everyone else): Don't use reversed excursion funnels.
It's not a crash though.gemwrecker wrote:Report it to crash@stabyourself.net instead. Otherwise he won't listen.Jackostar10000 wrote:i found a bug that was in update 7 and most likely 8.
the fire that bowser shoots can be shot from left to right using spawners. but its hitbox and graphic are out of sync
Bugs get sent to that email too.
It isn't just for crashes.
It isn't just for crashes.
this isn't truegemwrecker wrote:Report it to crash@stabyourself.net instead. Otherwise he won't listen.Jackostar10000 wrote:i found a bug that was in update 7 and most likely 8.
the fire that bowser shoots can be shot from left to right using spawners. but its hitbox and graphic are out of sync
- gemwrecker
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Oh, really?Maurice wrote:this isn't truegemwrecker wrote:Report it to crash@stabyourself.net instead. Otherwise he won't listen.Jackostar10000 wrote:i found a bug that was in update 7 and most likely 8.
the fire that bowser shoots can be shot from left to right using spawners. but its hitbox and graphic are out of sync
Are we going to report them there, or not?Maurice wrote:Send issues and crashes to crash@stabyourself.net
Do not post them in here.