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Mari0 Images Thread

MagicPillow
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Post » 30 Mar 2014, 20:03

You guys are relentless.
Last edited by MagicPillow on 28 Jan 2016, 06:40, edited 5 times in total.

Jackostar10000
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Post » 31 Mar 2014, 11:22

uhh k, heres some screens from Skyrush.

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Image
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That Last One is actually a weird graphical glitch i came across. fire that shoots left to right has is hitbox and graphic unaligned.

Doormat
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Post » 31 Mar 2014, 15:26

Looking good, jackostar. Although maybe that lighting on the trees should be a bit darker. And those clouds look like MSPaint.

bubba_nate
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Post » 31 Mar 2014, 21:16

Is that an aerial faith plate in that first picture?
Or am I just hoping people had managed to reskin portal stuff and put it into mario mappacks without it looking terrible?

QwertymanO07
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Post » 31 Mar 2014, 23:41

My mappack is coming along like clockwork:
ImageEvery time I load 1-1_1...

MagicPillow
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Post » 31 Mar 2014, 23:47

Did you by any chance try to edit the level.txt?
I found that doing so will corrupt the file.

MM102
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Post » 01 Apr 2014, 00:14

I believe thats an error loading animated tiles. although idk, i'm no programmer.

Camewel
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Post » 01 Apr 2014, 01:37

MM102 wrote:I believe thats an error loading animated tiles. although idk, i'm no programmer.

In function "loadlevel", in file "animatedquad.lua", what gave you that idea?

Qwerty, I'd hazard a bet your tiles aren't a multiple of 17 long and high.

QwertymanO07
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Post » 01 Apr 2014, 02:00

Nope, the only animated tile is 85x17, and it's used in the 1-1, which doesn't crash. Also, I only edited the .txt to use the new delimiters, but it crashed before then anyway.

Camewel
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Post » 01 Apr 2014, 02:49

blame guegan and walk away slowly
maybe you had an animated tile in there previously or something I can't tell without the mappack

QwertymanO07
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Post » 01 Apr 2014, 03:44

I'm sure this will, though.
EDIT: Oh yeah and there's a metric fuckton of animated tiles in the level.
Last edited by QwertymanO07 on 01 Apr 2014, 05:53, edited 1 time in total.

MM102
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Post » 01 Apr 2014, 03:50

link doesn't work

SauloFX
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Post » 01 Apr 2014, 04:36

well,if you're using beta_7,use 8 or 9 with the alesan's fix tab stuff,did you remember when i screwed the entire forum for a while because of this?

Jackostar10000
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Post » 01 Apr 2014, 07:03

bubba_nate wrote:Is that an aerial faith plate in that first picture?
Or am I just hoping people had managed to reskin portal stuff and put it into mario mappacks without it looking terrible?

yea its a faithplate, i use them every now and then for island hopping.

Flutter Skye
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Post » 01 Apr 2014, 09:48

ImageImageImage

If you want to check how it's done, Go ahead.

bubba_nate
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Post » 01 Apr 2014, 19:32

QwertymanO07 wrote:I'm sure this will, though.
EDIT: Oh yeah and there's a metric ****ton of animated tiles in the level.

My name is bubba0nate
You killed my mari0
Prepare to be dunked in salad dressing until the dressing turns into dressers.

(When I selected it mari0 died and now mari0 crashes on startup because it tries to load it. What version are you using? I'm sticking with _8 at the moment until another fairly stable update comes out.)

QwertymanO07
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Post » 01 Apr 2014, 20:02

9enemies. Try removing the mappack.

Camewel
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Post » 02 Apr 2014, 00:48

I'm about 90% sure this is guegan's fault for having dodgy code but hey

Maurice
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Post » 02 Apr 2014, 08:19

Camewel wrote:I'm about 90% sure this is guegan's fault for having dodgy code but hey

Yeah it surely isn't the whole different map format between _8 and _9 which I announced.

Camewel
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Post » 02 Apr 2014, 14:31

nah that's silly 200% your fault

bubba_nate
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Post » 02 Apr 2014, 16:32

Camwel... How do you get away with making fun of admins?
Anyways, I use _8 with the new enemies.lua, so of course it would crash.

MM102
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Post » 03 Apr 2014, 00:46

bubba_nate wrote:Camwel... How do you get away with making fun of admins?

and he still gets access to the beta sub-forum

Camewel
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Post » 03 Apr 2014, 00:58

makeup sex

SauloFX
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Post » 03 Apr 2014, 01:06

What?

Maurice
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Post » 03 Apr 2014, 15:55

You guys need to stop shitting all over threads.

Smear-Gel
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Post » 03 Apr 2014, 18:28

The small text function is beginning to become very overused.

TurretBot
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Post » 03 Apr 2014, 21:58

that doesn't sound likely

QwertymanO07
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Post » 04 Apr 2014, 01:34

#ebebeb font color is better 'cause it gives at least some readability.

MagicPillow
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Post » 04 Apr 2014, 03:51

Since I don't want this thread to be locked,
Remember that april fools joke?
Well it wasn't entirely a joke.
Image

MM102
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Post » 04 Apr 2014, 04:55

Imageneither was mine ;D

also, @magic pillow, what program do you use for your gifs? they're really smooth and well done

Áçé Syntax Áçé
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Post » 04 Apr 2014, 05:33

MM102 wrote:
Imageneither was mine ;D


How the f@%$ did you do that?

Edit: I was asking about that secret thing?
Last edited by Áçé Syntax Áçé on 04 Apr 2014, 17:17, edited 1 time in total.

MagicPillow
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Post » 04 Apr 2014, 06:25

MM102 wrote:also, @magic pillow, what program do you use for your gifs? they're really smooth and well done

I use gifcam.
I'd send you a link, but my internet seems to be broken.
I'm writing this from my IPhone, if you're wondering.

Camewel
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Post » 05 Apr 2014, 00:43

Áçé Syntax Áçé wrote:
MM102 wrote:
Imageneither was mine ;D


How the f@%$ did you do that?

Edit: I was asking about that secret thing?

nonsolid blocks with a region trigger and a fade animation on the blocks

MM102
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Post » 05 Apr 2014, 01:08

The fade blocks are a pain to make BTW

@majic pilllow I failed at typing lets try again,
@magic pillow I also use gif cam but it stutters a lot

Mari0Maker
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Post » 05 Apr 2014, 01:10

MM102 wrote:The fade blocks are a pain to make BTW

@majic pilllow I failed at typing lets try again,
@magic pillow I also use gif cam but it stutters a lot

There should be a FPS option by the "Rec" button.

Image

WillWare
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Post » 05 Apr 2014, 05:48

Image
Sometimes falling all the way back down can be a good thing.

Turtle95
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Post » 05 Apr 2014, 22:58

http://i.imgur.com/PK032wi.png

Not the best background, but it is progress.

TurretBot
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Post » 06 Apr 2014, 03:57

WillWare wrote:Sometimes falling all the way back down can be a good thing.

Donkey Kong Country, much?

Smear-Gel
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Post » 08 Apr 2014, 22:08

Image

Coming along nicely. With Tube tiles from Mr Q.Marx and a few tiles from SJB's tileset, just for proper sourcing.

The map-pack is just called Water. It was a tentative title but it grew on me.

OrbitalBlueprint
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Post » 11 Apr 2014, 17:14

Image
Hey guys, apparently Louis Blériot plays Mari0



In all seriousness, here's an actual beta screenshot.
Image
Some kind of elevator for my new mappack.

Doormat
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Post » 12 Apr 2014, 15:04

Image

No animated tiles! No animated enemies! Just a background file and an animation script!

OrbitalBlueprint
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Post » 12 Apr 2014, 16:31

Doormat wrote:
Image


No animated tiles! No animated enemies! Just a background file and an animation script!

Oh, this is pretty clever. But it could be annoying for people who want to a more long animation

alesan99
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Post » 13 Apr 2014, 19:57

I've been working on the 1-up SE (Well I haven't had time to work on it lately). It'll be one of my best mappacks!
Now if you don't know what "The 1-up" is, it's the first mappack I posted on the forums. Links to The 1-Up 1 and 2.
It'll have hd-ish tiles, animated tiles, custom enemies, bosses, and awesome music!
Image
It's still WIP. Enemies will get graphic updates as well.

EDIT: VVVVVV
Image

MissingWorld
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Post » 13 Apr 2014, 21:18

alesan99 wrote:EDIT: VVVVVV
Image

Yes, this is a good thing. Well done.

TurretBot
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Post » 14 Apr 2014, 01:52

MissingWorld wrote:
alesan99 wrote:EDIT: VVVVVV
Image

Yes, this is a good thing. Well done.

Not collision tiles + VVVVVVV gel + invisibility

alesan99
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Post » 14 Apr 2014, 02:02

TurretBot wrote:Not collision tiles + VVVVVVV gel + invisibility

Wrong.
Gel won't appear on blocks without collision (and platforms become solid from all sides)

It's a bit complicated.
I made invisible animated tiles that are triggered. The first frame has collision, the second one doesn't.
There's a region trigger under the animated tiles and above. If the region trigger is activated, the animated tiles become nonsolid for a few seconds.
If the player jumps the player will stick to the animated tile and the animated tile will become nonsolid shortly after, allowing the player to go through it.
Oh and of course the gel is invisible.

Smear-Gel
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Post » 14 Apr 2014, 21:07

Doormat wrote:Image

No animated tiles! No animated enemies! Just a background file and an animation script!


This. This I like. Very interesting.

MM102 wrote:
Imageneither was mine ;D




very interested in this btw


alesan99 wrote:I made invisible animated tiles that are triggered. The first frame has collision, the second one doesn't.
There's a region trigger under the animated tiles and above. If the region trigger is activated, the animated tiles become nonsolid for a few seconds.
If the player jumps the player will stick to the animated tile and the animated tile will become nonsolid shortly after, allowing the player to go through it.
Oh and of course the gel is invisible.


*head explodes*

Tecminer
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Post » 14 Apr 2014, 21:25

Smear-Gel wrote:

alesan99 wrote:I made invisible animated tiles that are triggered. The first frame has collision, the second one doesn't.
There's a region trigger under the animated tiles and above. If the region trigger is activated, the animated tiles become nonsolid for a few seconds.
If the player jumps the player will stick to the animated tile and the animated tile will become nonsolid shortly after, allowing the player to go through it.
Oh and of course the gel is invisible.


*head explodes*

I dont think thats too complicated...

Smear-Gel
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Post » 14 Apr 2014, 21:48

Actually now that I re-read it it isnt. But still neat that he managed to think of that.

alesan99 wrote:Image



Where'd you get that background?

alesan99
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Post » 14 Apr 2014, 22:54

Smear-Gel wrote:Where'd you get that background?

SJB posted a background with mountains and water and I edited it so It had mario mountains instead.


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