[v0.4.1]Mari0 SE enemy maker (Now with enemy loading)

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alesan99
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Post » 02 Feb 2014, 03:38

alesan99 wrote:I also plan on making a program that allows you to make enemies so another project hooray.
Well here it is, the Mari0 SE enemy creator! This is a heavily modded Mari0 SE so it requires LOVE 0.9.0. While this program does help you make your enemy, it doesn't do everything for you though, I'll get back to that later. I would have put this in Mari0 SE itself but it's getting updated often.

Features
"Code" your enemy easily!
Choose the parameters from a dropdown menu
Choose bases
Name you enemy
The program formats your "code" so it's ready to use!
Scroll bar
Create images
Load enemies

To Do
Image editor
Fix the buggy delete buttons

Screenshot (NEW LOOK sorta)
Image
Download: https://www.dropbox.com/s/98e20zmmsr1eq ... 0.4.1.love

Guide (It's really simple)
Press the "+" button to create a new line
Use the drop down to choose the parameter
Define the value with the things to the right of the line

Use the base dropdown to select your base. Leave it at none if you don't want to use a base.

Type your enemy's name into the name bar.

A .json will be created in "...LOVE/mari0_se-enemy_maker/enemies" once you save
I hope this helps out with enemy creation :)
Last edited by alesan99 on 09 Mar 2014, 21:52, edited 12 times in total.

B-Man99
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Post » 02 Feb 2014, 03:49

This is great! Thanks Alesan; I'm sure this will help a lot of people that don't understand as much about Mari0 stuff as us. Seems to be working well for me at least :)

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HugoBDesigner
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Post » 02 Feb 2014, 03:50

You made a really good job there! Good work, Alesan!

Oh, may I suggest something?
A "help guide" or list with the parameters, in case we don't know some of them. We'd just select them instead of typing. I know, it's more work, but perhaps in a future version? Great job, as always!

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alesan99
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Post » 02 Feb 2014, 03:58

Thanks guys!

I do plan on making an ingame guide. I also wanted to make it work like animations but that'd be hard.

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Turtle95
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Post » 02 Feb 2014, 04:02

alesan99 wrote:Thanks guys!

I do plan on making an ingame guide. I also wanted to make it work like animations but that'd be hard.
The latter should not be hard, I don't think. I could help you if you want. But not right now, I'm a bit busy with college. I might be free tomorrow.

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MM102
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Post » 02 Feb 2014, 04:27

rather than us typing the parameters why not have a drop down menu like with mario se's animation system

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alesan99
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Post » 02 Feb 2014, 04:36

alesan99 wrote:Thanks guys!

I do plan on making an ingame guide. I also wanted to make it work like animations but that'd be hard.

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Jackostar10000
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Post » 02 Feb 2014, 05:01

this is cool. but can someone list me some of these parameters.


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Superjustinbros
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Post » 02 Feb 2014, 05:22

It's great to see something like this finally released.

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alesan99
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Post » 02 Feb 2014, 05:24

Just updated it. Now it has a scroll bar so you can type a lot more.

EDIT: Updated with some fixes

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alesan99
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Post » 02 Feb 2014, 06:20

Once again updated. This fixed a major crash so double post so people know.

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Superjustinbros
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Post » 02 Feb 2014, 09:02

I have an idea. Maybe when you clicked on an empty line, it brought up a list of all the available properties for the enemy, complete with checkboxes (and adjustable values when possible) that you could scroll through and check off one by one. It would save a bit of trouble looking up what each property does.

Also, I decided to pull these from 4matsy's Bros rip:
Image
4x8 (half width) font.

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alesan99
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Post » 02 Feb 2014, 15:45

I want the enemy maker to look like Mari0 so I'll keep the current font

Anyway updated once again, bleh. You can skip lines now.
https://www.dropbox.com/s/mp7w5v8s699iy ... 0.1.3.love
0.2 will have choosable values and whatnot Probably not
Last edited by alesan99 on 02 Feb 2014, 17:40, edited 1 time in total.

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Flutter Skye
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Post » 02 Feb 2014, 15:48

Image
:(

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alesan99
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Post » 02 Feb 2014, 15:51

Oops, redownload

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Hatninja
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Post » 02 Feb 2014, 18:31

Welp, idea taken.
Project down, another to go...

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alesan99
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Post » 02 Feb 2014, 21:53

This was so hard to do!
New Update!
You still have to type though.
New features
Parameters list
Load enemies (Loading masks is buggy)
Choose image
Reset X button (It's an exit button if you have the parameters menu open)

https://www.dropbox.com/s/olv7rr1t5u3t0 ... r_0.2.love

B-Man99
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Post » 02 Feb 2014, 21:59

Works well for me. Thanks for all the hard work! Nice job :D

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alesan99
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Post » 02 Feb 2014, 22:02

Thanks

Also I wanted to post this (Parameter Text)
HORRIBLE CODE VERSION I DON'T CARE

Code: Select all

--------------------------------------------------------------
--CREDIT TO TROSH, HATNINJA ,AND MAURICE FOR PARAMETERS LIST--
--------------------------------------------------------------
--oh god
parameters = {"\"quadcount\": integer",
"\"NoSpriteSets\": boolean",
"\"AnimationType\": \"text\"",
"  \"frames\"",
"    \"AnimationStart\": integer",
"    \"AnimationFrames\": integer",
"    \"AnimationSpeed\": decimal",
"  \"mirror\"",
"    \"AnimationSpeed\": decimal (seconds)",
"    \"QuadNo\": integer",
"  \"none\"",
"    ",
"\"DontMirror\": boolean",
"",
"\"SpawnOffsetX\": decimal (blocks)",
"\"SpawnOffsetY\": decimal (blocks)",
"\"Width\": decimal (blocks)",
"\"Height\": decimal (blocks)",
"\"OffsetX\": decimal (pixels)",
"\"OffsetY\": decimal (pixels)",
"\"QuadCenterX\": decimal (pixels)",
"\"QuadCenterY\": decimal (pixels)",
"\"CustomScissor\": decimal array (blocks)",
"",
"\"SpeedX\": decimal (blocks/second)",
"\"SpeedY\": decimal (blocks/second)",
"\"Gravity\": decimal (blocks/second2)",
"\"Lifetime\": decimal (seconds)",
"\"Static\": boolean",
"\"SpawnSound\": \"string\"",
"\"NotKilledFromBlocksBelow\": boolean",
"\"JumpsFromBlocksBelow\": boolean",
"\"MakesMarioStar\": boolean",
"\"RemoveOnMarioContact\": boolean",
"\"DontMirror\": boolean",
"",
"\"Active\": boolean",
"\"Category\": integer",
"\"Mask\": boolean array",
"\"Portalable\": boolean",
"\"Kills\": boolean",
"\"KillsOnSides\": boolean",
"\"KillsOnBottom\": boolean",
"\"KillsOnTop\": boolean",
"\"KillsEnemies\": boolean",
"\"KillsEnemiesAfterPortal\": boolean",
"\"NoCollideStops\": boolean",
"\"EmancipateCheck\": boolean",
"\"AutoDelete\": boolean",
"\"LaserResistant\": boolean",
"\"ResistsFire\": boolean",
"\"ResistsStar\": boolean",
"\"ResistsSpikes\": boolean",
"\"Bounces\": boolean",
"\"BounceForce\": decimal (blocks/second)",
"",
"\"StompComboSuppressor\": boolean",
"\"Stompable\": boolean",
"\"StompAnimation\": boolean",
"\"StompAnimationTime\": decimal",
"\"StompedFrame\": integer",
"\"KilledByBoxes\": boolean",
"",
"\"ShellAnimal\": boolean",
"  \"SmallMovement\": \"text\"",
"  \"SmallSpeed\": decimal (blocks/second)",
"",
"",
"  \"SpawnEnemyDelays\": decimal array (seconds)",
"  \"ThrowQuadOffset\": integer",
"  \"ThrowPrepareTime\": decimal",
"",
"  \"SpawnEnemySpeedX\": decimal (blocks/second)",
"  \"SpawnEnemySpeedY\": decimal (blocks/second)",
"",
"  \"SpawnEnemySpeedXRandomStart\": decimal (blocks/second)",
"  \"SpawnEnemySpeedYRandomStart\": decimal (blocks/second)",
"  \"SpawnEnemySpeedXRandomEnd\": decimal (blocks/second)",
"  \"SpawnEnemySpeedYRandomEnd\": decimal (blocks/second)",
"",
"  \"SpawnEnemyTowardsPlayer\": boolean",
"  \"SpawnEnemySpeed\": decimal (blocks/second)",
"",
"\"Movement\": \"text\"",
"  \"none\"",
"  \"truffleshuffle\"",
"    \"TurnAroundOnCliff\": boolean",
"    \"TruffleshuffleSpeed\": decimal (blocks/second)",
"    \"TruffleshuffleAcceleration\": decimal (blocks/second?)",
"  \"piston\"",
"    \"PistonDistX\": decimal",
"    \"PistonDistY\": decimal",
"    \"PistonSpeedX\": decimal",
"    \"PistonSpeedY\": decimal",
"    \"PistonExtendTime\": decimal",
"    \"PistonRetractedTime\": decimal",
"    \"DontPistonNearPlayer\": boolean",
"    \"DontPistonDist\": decimal",
"    \"InactiveOnRetracted\": boolean", 
"  \"follow\"",
"    \"followspace\": decimal (blocks)",
"    \"DistanceTime\": decimal",
"  \"shell\"",
"    \"WakesUp\": boolean",
"    \"ResetTime\": decimal (seconds)",
"    \"WiggleTime\": decimal (seconds)",
"    \"WiggleDelay\": decimal (seconds)",
"    \"ChaseMarioOnWakeup\": boolean",
"  \"squid\"",
"    \"SquidFallSpeed\": decimal",
"    \"SquidXSpeed\": decimal",
"    \"SquidUpSpeed\": decimal",
"    \"SquidAcceleration\": decimal (blocks/second2)",
"    \"SquidDownDistance\": blocks",
"    \"SquidHorDistance\": blocks",
"  \"rocket (upfire)",
"    \"RocketDistance\": blocks",
"  \"verticalwiggle\"",
"    \"VerticalWiggleDistance\": blocks",
"    \"VerticalWiggleSpeed\": decimal (blocks/second)",
"\"MovementRandoms\": \"text array\"",
"\"Jumps\": boolean",
"\"JumpTime\": decimal (seconds)",
"\"JumpForce\": decimal"
}
--OH GOD NO!!!
parameters2 = {"                      Number of frames in enemy.png. Defaults to 1",
"                         Graphic will not be vertically split for the 4 spritesets. Defaults to false",
"                         Type of animation.",
"",
"                               first 1-indexed frame from the quads used in normal-state animation",
"                                number of frames used in normal-state animation",
"                               frame duration in seconds",
"",
"                                         Time between each mirror of the image",
"                        Frame to use. Defaults to 1",
"",
"    ",
"",
"",
"\"SpawnOffsetX\": decimal (blocks)  X-offset from block (in-editor spawn placement or center of ancestor)",
"\"SpawnOffsetY\": decimal (blocks)  Y-offset from block (in-editor spawn placement or center of ancestor)",
"\"Width\": decimal (blocks)  Width of the entity box. This allows collisions to happen correctly",
"\"Height\": decimal (blocks)  Height of the entity box. This allows collisions to happen correctly",
"\"OffsetX\": decimal (pixels)  X-Offset for the image",
"\"OffsetY\": decimal (pixels)  Y-Offset for the image",
"\"QuadCenterX\": decimal (pixels)  X-Center of quads for rotation",
"\"QuadCenterY\": decimal (pixels)  Y-Center of quads for rotation",
"\"CustomScissor\": decimal array (blocks)  Only draw parts of an enemy. The coordinates are set from top-left of the enemy's block.",
"",
"\"SpeedX\": decimal (blocks/second)  Horizontal speed",
"\"SpeedY\": decimal (blocks/second)  Vertical speed",
"\"Gravity\": decimal (blocks/second2)  Negative vertical acceleration",
"\"Lifetime\": decimal (seconds)  Lifetime before this enemy is killed",
"\"Static\": boolean  Object won't move or be affected by gravity (better performance)",
"\"SpawnSound\": \"string\"  Sound that gets played when this enemy is created",
"\"NotKilledFromBlocksBelow\": boolean  Will not die if on a block that gets hit by Mario from below",
"\"JumpsFromBlocksBelow\": boolean  Will jump if on a block that is hit by Mario from below",
"\"MakesMarioStar\": boolean  Makes Mario starred on contact",
"\"RemoveOnMarioContact\": boolean  Will get removed when Mario touches it",
"\"DontMirror\": boolean  Graphic will not get mirrored when moving left",
"",
"\"Active\": boolean  Object is updated and can collide (Usually true!)",
"\"Category\": integer  Existing categories",
"\"Mask\": boolean array  Array of categories masked with this enemy. If enemy.mask[otherenemy.category] is true, they won't collide.",
"\"Portalable\": boolean  Whether the enemy goes through portals. Defaults to true",
"\"Kills\": boolean  Whether Mario dies upon any contact with this enemy's entity box",
"\"KillsOnSides\": boolean  Whether Mario dies upon contact with the sides of this enemy's entity box",
"\"KillsOnBottom\": boolean  Whether Mario dies upon contact with the bottom of this enemy's entity box",
"\"KillsOnTop\": boolean  Whether Mario dies upon contact with the top of this enemy's entity box",
"\"KillsEnemies\": boolean  Kills other enemies on contact",
"                                    Turns on KillsEnemies after going through a portal",
"\"NoCollideStops\": boolean  Whether this enemy continues motion after collision (useful with bullets for example)",
"\"EmancipateCheck\": boolean  Whether this enemy is emancipated by emancipation grills",
"\"AutoDelete\": boolean  Enemy will be auto deleted if too low or behind the screen",
"\"LaserResistant\": boolean  Makes this enemy immune to lasers",
"\"ResistsFire\": boolean  Makes this enemy immune to Mario's fireballs",
"\"ResistsStar\": boolean  Makes this enemy immune to starred Mario",
"\"ResistsSpikes\": boolean  Makes this enemy immune to spikes (tile property)",
"\"Bounces\": boolean  Whether this enemy will bounce every time it hits the floor",
"\"BounceForce\": decimal (blocks/second)  How strong each bounce will make the enemy fly up",
"",
"\"StompComboSuppressor\": boolean  These enemies won't add to the player's combo of jumping on top of many enemies in a row",
"\"Stompable\": boolean  Whether this enemy can be stomped",
"\"StompAnimation\": boolean  Whether the enemy changes to stompedframe when stomped",
"\"StompAnimationTime\": decimal  Duration of StompedFrame",
"\"StompedFrame\": integer  1-indexed frame used when stomped",
"\"KilledByBoxes\": boolean  Makes this enemy stompable by cubes (doesn't require Stompable to be true)",
"",
"\"ShellAnimal\": boolean  Whether this enemy can retract into a shell:",
"  \"SmallMovement\": \"text\"  When stomped and a ShellAnimal, enemy will change to this enemy type",
"  \"SmallSpeed\": decimal (blocks/second)  Speed when getting kicked or changing directions",
"",
"If \"SpawnsEnemy\": \"text\" has a value, then this enemy will spawn that enemy according to the following parameters:",
"  \"SpawnEnemyDelays\": decimal array (seconds)  A list of delays from which a random one is chosen every time",
"  \"ThrowQuadOffset\": integer  How much to add to the used quad",
"  \"ThrowPrepareTime\": decimal  Amount of time before the actual throw that the throwquad is used",
"  Simple speed",
"  \"SpawnEnemySpeedX\": decimal (blocks/second)  X-Speed of spawned enemies",
"  \"SpawnEnemySpeedY\": decimal (blocks/second)  Y-Speed of spawned enemies",
"  Random speed (Can be random for hor and simple for ver for example)",
"  \"SpawnEnemySpeedXRandomStart\": decimal (blocks/second)  Minimum value of horizontal speed (negative for left)",
"  \"SpawnEnemySpeedYRandomStart\": decimal (blocks/second)  Minimum value of vertical speed",
"  \"SpawnEnemySpeedXRandomEnd\": decimal (blocks/second)  Maximum value of horizontal speed",
"  \"SpawnEnemySpeedYRandomEnd\": decimal (blocks/second)  Maximum value of vertical speed",
"  Towards nearest player",
"  \"SpawnEnemyTowardsPlayer\": boolean  Override child SpeedX and SpeedY",
"  \"SpawnEnemySpeed\": decimal (blocks/second)  Set child SpeedX and SpeedY accordingly",
"",
"\"Movement\": \"text\"  Movement type",
"  \"none\"",
"  \"truffleshuffle\" (Goombas)",
"    \"TurnAroundOnCliff\": boolean  Whether horizontal speed is reversed upon arrival on cliff",
"    \"TruffleshuffleSpeed\": decimal (blocks/second)  Speed of horizontal movement",
"    \"TruffleshuffleAcceleration\": decimal (blocks/second?)  Acceleration of horizontal movement",
"  \"piston\" (piranha plants)",
"    \"PistonDistX\": decimal  Horizontal displacement of piston in blocks",
"    \"PistonDistY\": decimal  Vertical displacement of piston in blocks",
"    \"PistonSpeedX\": decimal  Horizontal speed",
"    \"PistonSpeedY\": decimal  Vertical speed",
"",
"",
"",
"    \"DontPistonDist\": decimal  Piston won't extend (but retract!) if player is this near",
"    \"InactiveOnRetracted\": boolean  Whether the enemy loses spawn and kill properties while retracted", 
"  \"follow\" (Lakitu)",
"    \"followspace\": decimal (blocks)  The enemy will try to stay inside this many blocks from the player",
"    \"DistanceTime\": decimal  Multiplied with the player speed to estimate where the player will be in this many seconds, that position is used then",
"  \"shell\" (koopa shell)",
"    \"WakesUp\": boolean  Whether this enemy returns to initial state",
"    \"ResetTime\": decimal (seconds)  How long until this enemy wakes up from its shell",
"    \"WiggleTime\": decimal (seconds)  How long before waking up the enemy will wiggle",
"    \"WiggleDelay\": decimal (seconds)  Time between each wiggler",
"    \"ChaseMarioOnWakeup\": boolean  Whether the enemy might walk right if Mario is to its right on wake up",
"  \"squid\"",
"    \"SquidFallSpeed\": decimal  Speed at which this enemy moves down (Phase 1)",
"    \"SquidXSpeed\": decimal  Speed at which this enemy moves right and left (Phase 2)",
"    \"SquidUpSpeed\": decimal  Speed at which this enemy moves up (Phase 2)",
"    \"SquidAcceleration\": decimal (blocks/second2)  How fast the enemy accelerates",
"    \"SquidDownDistance\": blocks  How far the enemy falls down",
"    \"SquidHorDistance\": blocks  How far the enemy goes left/right",
"  \"rocket (upfire)",
"    \"RocketDistance\": blocks  How high this enemy will get shot up every time",
"  \"verticalwiggle\"  (Cheep Cheep)",
"    \"VerticalWiggleDistance\": blocks  How far this enemy will wiggle downwards",
"    \"VerticalWiggleSpeed\": decimal (blocks/second)  How fast this enemy wiggles up and down",
"\"MovementRandoms\": \"text array\"  Movement types of which a random one is chosen (Overrides Movement)",
"\"Jumps\": boolean  If the enemy will jump.",
"\"JumpTime\": decimal (seconds)  How long before the enemy jumps again.",
"\"JumpForce\": decimal  How fast the enemy will jump up."
}
--*DIES*
EDIT: Redownload, masks are now saved properly

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alesan99
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Post » 05 Feb 2014, 18:24

Loading enemies no longer deletes lines, redownload.

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jwright159
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Post » 09 Feb 2014, 04:22

This seems like overkill to me.

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renhoek
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Post » 09 Feb 2014, 04:26

jwright159 wrote:This seems like overkill to me.
How is this overkill?

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alesan99
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Post » 09 Feb 2014, 04:33

jwright159 wrote:This seems like overkill to me.
Google wrote:o·ver·kill
ˈōvərˌkil
noun
noun: overkill
  • 1. the amount by which destruction or the capacity for destruction exceeds what is necessary.
    "the existing nuclear overkill"
  • excessive use, treatment, or action; too much of something.
    "animators now face a dilemma of technology overkill"
    synonyms: excess, embroidery, embellishment, hyperbole, gilding the lily More
Please learn what words mean before using them

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jwright159
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Post » 09 Feb 2014, 14:55

The 2nd definition. It is just as easy to make the enemy with code than use your creator
Edit: also use dictionary.com not google for definitions

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alesan99
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Post » 09 Feb 2014, 15:17

So by overkill you you mean "This seems like you put way too much effort into this
And it's not "just as easy"
  • game puts in commas for you (people often mess them up on accident)
  • the game puts in {} for you
  • easily choose your base without misspelling
  • choose an image to use as a base for your enemies sprite
  • load in game enemies without going into the files
  • Parameters list in the program

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jwright159
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Post » 09 Feb 2014, 15:45

alesan99 wrote:So by overkill you you mean "This seems like you put way too much effort into this
And it's not "just as easy"
  • game puts in commas for you (people often mess them up on accident)
  • the game puts in {} for you
  • easily choose your base without misspelling
  • choose an image to use as a base for your enemies sprite
  • load in game enemies without going into the files
  • Parameters list in the program
Oh like it's so awesome. I'll try it tomarow

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Hatninja
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Post » 09 Feb 2014, 17:45

I do find this dissatisfactory, it's really not a whole lot different from editing an actual file and using trosh's reference.
Sure its easier, but not by much.

Find some ways to make it easier, i have.
Last edited by Hatninja on 09 Feb 2014, 17:48, edited 1 time in total.

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alesan99
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Post » 09 Feb 2014, 17:47

Turtle is making an easier version but I'm not really sure if he's still working on it.

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Turtle95
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Post » 09 Feb 2014, 20:29

alesan99 wrote:Turtle is making an easier version but I'm not really sure if he's still working on it.
I'm still working on it, and it's going good, too. The only issue is it's saving strings instead of integers and booleans. Gotta figure that one out.

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Automatik
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Post » 09 Feb 2014, 21:10

Turtle95 wrote:I'm still working on it, and it's going good, too. The only issue is it's saving strings instead of integers and booleans. Gotta figure that one out.
tonumber(string) for integers.
string=="true" for booleans.

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Turtle95
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Post » 09 Feb 2014, 21:43

Automatik wrote:
Turtle95 wrote:I'm still working on it, and it's going good, too. The only issue is it's saving strings instead of integers and booleans. Gotta figure that one out.
tonumber(string) for integers.
string=="true" for booleans.
Yes, I know, auto :P I got it, so no panic.

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jwright159
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Post » 10 Feb 2014, 22:26

hatninja wrote:I do find this dissatisfactory, it's really not a whole lot different from editing an actual file and using trosh's reference.
Sure its easier, but not by much.

Find some ways to make it easier, i have.
I tried it and I completely agree

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alesan99
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Post » 10 Feb 2014, 23:59

If you can't type then either wait for turtle's version, make you own, or don't use this at all.

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jwright159
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Post » 11 Feb 2014, 00:00

alesan99 wrote:If you can't type then either wait for turtle's version, make you own, or don't use this at all.
I wont

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alesan99
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Post » 11 Feb 2014, 00:02

Won't what.

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jwright159
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Post » 11 Feb 2014, 00:05

alesan99 wrote:Won't what.
Use the maker. It is just as easy to make the code without it

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alesan99
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Post » 13 Feb 2014, 05:05

Image
Easier yay (100% harder for me to make :D)

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HugoBDesigner
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Post » 13 Feb 2014, 12:48

Wow! Me, as a coder too, can't imagine how long it took you to make. I mean, that's a LOT of work. And you made it very, very well. Congratulations! You got my eternal respect (actually, you already did it with your mod)!

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TurretBot
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Post » 13 Feb 2014, 16:31

HugoBDesigner wrote:your mod
What mod
I don't see any mods
Only SE
SE is eternal
Mods are fornever

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alesan99
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Post » 16 Feb 2014, 17:38

Ok the new update you've all been waiting for, The easier enemy maker.
Some features are broken because I had to rework the major parts of the program.
It's still buggy but it''s usable.
Check the main post.

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Automatik
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Post » 16 Feb 2014, 18:10

Good job!
Some suggestions:
-Use love.textinput for the inputs. I can't write any number because my keyboard is an AZERTY.
-The + button is drawn on top of the list.
Image
-You shouldn't be able to write letters in textboxes that are supposed to be number-only.
-The window should be resizable. Put t.window.resizable = true in conf.lua, and remake the gui elements in love.resize

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alesan99
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Post » 16 Feb 2014, 18:18

-The text inputs are the same as SE's, so I'm not sure whats wrong.
-I noticed it, but I forgot to fix it.
-I guess I could fix it, Not sure why'd anybody think about putting letters in.
-I'll have to fix all the coordinates and stuff, lots of work. I know how to do resizing though https://www.dropbox.com/s/e3ocmk8yspr8y98/pie.love

EDIT: fixed a few minor things

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Automatik
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Post » 16 Feb 2014, 19:31

alesan99 wrote:-The text inputs are the same as SE's, so I'm not sure whats wrong.
-I noticed it, but I forgot to fix it.
-I guess I could fix it, Not sure why'd anybody think about putting letters in.
-I'll have to fix all the coordinates and stuff, lots of work. I know how to do resizing though https://www.dropbox.com/s/e3ocmk8yspr8y98/pie.love

EDIT: fixed a few minor things
1. SE's text inputs are wrong. they are based on love.keypressed, when you/Maurice should use love.textinput . Also with textinput, the keypad work.
3. Because they don't understand that letters don't belong in it.

Maurice
Stabyourself.net
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Post » 16 Feb 2014, 21:06

alesan99 wrote:-The text inputs are the same as SE's, so I'm not sure whats wrong.
lol
SE's text inputs are currently garbage.

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Tecminer
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Post » 17 Feb 2014, 18:16

When i try to save my enemy, the programm crashes

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Tecminer
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Post » 17 Feb 2014, 18:24

TurretBot wrote:
HugoBDesigner wrote:your mod
What mod
I don't see any mods
Only SE
SE is eternal
Mods are fornever
Turretbot, i think he meant alesan's entities mod

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gemwrecker
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Post » 17 Feb 2014, 23:51

Thanks, man! Would be really useful for my new map pack I'm working on right now!

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MagicPillow
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Post » 03 Mar 2014, 01:57

Will this be updated to include the new enemy properties?

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MissingWorld
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Post » 03 Mar 2014, 02:08

MagicPillow wrote:Will this be updated to include the new enemy properties?
Probably when they're officially added into SE.

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