Or just a simple animation that changes gravity.MagicPillow wrote:You know what would be very useful?
Gravity spaces.
Changes gravity to a certain direction when inside the space.
This would be a good tile property.
Ideas/Things to add to Mari0
Maurice won't add them. He released a simili-beta of Mari0 SE because he had a reason ( It was buggy AND he was too lazy to find all the bugs by itself ). Maurice don't have a reason ( yet ) to add Achievements.Áçé Syntax Áçé wrote:{ The thing about achievements }
Anyway, I don't/didn't see anyone except you that really like achievements.
- HugoBDesigner
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- Contact:
What about something like a region-trigger-like area? This, plus custom values for gravity force and perhaps even custom directions, would be awesome!alesan99 wrote:Or just a simple animation that changes gravity.MagicPillow wrote:You know what would be very useful?
Gravity spaces.
Changes gravity to a certain direction when inside the space.
This would be a good tile property.
A few people, including me (he quoted me in his comment) liked the idea. But that was like 2 weeks ago and generated a big argumentation. Perhaps you didn't know, and that's okay, but Maurice already said no, so there is no point on you comment. Sorry...Python wrote:Maurice won't add them. He released a simili-beta of Mari0 SE because he had a reason ( It was buggy AND he was too lazy to find all the bugs by itself ). Maurice don't have a reason ( yet ) to add Achievements.Áçé Syntax Áçé wrote:{ The thing about achievements }
Anyway, I don't/didn't see anyone except you that really like achievements.
We could always link a region trigger to an animation trigger.HugoBDesigner wrote:What about something like a region-trigger-like area?alesan99 wrote:Or just a simple animation that changes gravity.MagicPillow wrote:You know what would be very useful?
Gravity spaces.
Changes gravity to a certain direction when inside the space.
This would be a good tile property.
points and coins should reset while fixing a level to be able properly test coin and point related animations
- OrbitalBlueprint
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I think you should be able to add "pickupable" into an enemy.json file if you wanted to pick that enemy up.
- HugoBDesigner
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And without dying. When I suggested boxes as enemies to let them have multiple custom textures, I also thought of taking advantage of the situation so they add the "pickupable" parameter...OrbitalBlueprint wrote:I think you should be able to add "pickupable" into an enemy.json file if you wanted to pick that enemy up.
- OrbitalBlueprint
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I thought of using it for portal props, such as chairs, cores, computers etc.HugoBDesigner wrote:And without dying. When I suggested boxes as enemies to let them have multiple custom textures, I also thought of taking advantage of the situation so they add the "pickupable" parameter...OrbitalBlueprint wrote:I think you should be able to add "pickupable" into an enemy.json file if you wanted to pick that enemy up.
- HugoBDesigner
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Yes, of course, these would be perfect, but I was thinking not only in these things, but also grabbing a goomba, for example. Anyway, instead of only the "pickupable" parameter, it'd be really cool also to have boxes as enemies, so it is less work, right?OrbitalBlueprint wrote:I thought of using it for portal props, such as chairs, cores, computers etc.HugoBDesigner wrote:And without dying. When I suggested boxes as enemies to let them have multiple custom textures, I also thought of taking advantage of the situation so they add the "pickupable" parameter...OrbitalBlueprint wrote:I think you should be able to add "pickupable" into an enemy.json file if you wanted to pick that enemy up.
But boxes give outputs, and enemies don't. That's a major flaw, unless Maurice fixes that (the source does say enemies have an :addoutput(a, t) method). Also, are animations supposed to keep updating while the game is paused?HugoBDesigner wrote: Yes, of course, these would be perfect, but I was thinking not only in these things, but also grabbing a goomba, for example. Anyway, instead of only the "pickupable" parameter, it'd be really cool also to have boxes as enemies, so it is less work, right?
While working on Goomba Industries I came across the idea of having powerups for Small Mario.
Basically getting a small flower will grant him the ability to shoot fireballs while still being small.
Getting hit while having it will simply turn him to default small Mario again.
It could be useful in certain puzzle situations and it would give mapmakers the option to make levels relative to Mario's size.
A mushroom that would turn big or fire Mario, into small fire Mario would give the creator 'control' over the player's size, allowing them to create certain optional paths through a level while still granting the ability to shoot.
Though this one might be a little too much effort for the pay-off it brings.
Another thing is that it would be nice is to create our own powerups in the way of controlling what Mario will shoot/spawn when a specific item is picked up.
Ofcourse limited to 2 or 3 at a time (perhaps optional in creation?). But shooting bullet bills, cheep cheeps, basically anything you can already create... It gives a lot of options.
Basically getting a small flower will grant him the ability to shoot fireballs while still being small.
Getting hit while having it will simply turn him to default small Mario again.
It could be useful in certain puzzle situations and it would give mapmakers the option to make levels relative to Mario's size.
A mushroom that would turn big or fire Mario, into small fire Mario would give the creator 'control' over the player's size, allowing them to create certain optional paths through a level while still granting the ability to shoot.
Though this one might be a little too much effort for the pay-off it brings.
Another thing is that it would be nice is to create our own powerups in the way of controlling what Mario will shoot/spawn when a specific item is picked up.
Ofcourse limited to 2 or 3 at a time (perhaps optional in creation?). But shooting bullet bills, cheep cheeps, basically anything you can already create... It gives a lot of options.
- Pixelworker
- Posts: 35
- Joined: 09 Aug 2013, 17:17
When using animations, it would be neat if there were some keywords for the "create dialog" animation which would be replaced in the actual dialog. For instance, you could write "Hello, <Playername>" which then would show "Hello, Mario" if you're playing Mario, "Hello, Chell" if you're playing Chell, etc. so you could make dialogs directly addressing the player.
Oh, and it would be cool too if signs like !?",;:- could be inserted in the dialog box without having to edit the .json file.
Oh, and it would be cool too if signs like !?",;:- could be inserted in the dialog box without having to edit the .json file.
Animations will presumably get symbols when the text entity does.Flutter Skye wrote:"Skype"...
Unfortunately, Maurice said "No More big Features" In IRC, After I showed him the Custom Power-Ups idea.
I think the <playername> is also good too.
Can we have the ability to lock the camera X and Y axes individually
this would be very, very helpful
this would be very, very helpful
- MissingWorld
- Posts: 230
- Joined: 06 Jan 2014, 01:45
Late to the party and a Captain Obvious source marker. Good job.mvance wrote:I found something about the hammer bros that should be added:
Source: DYKGaming site
Just get the new enemy.lua and make an enemy with these valuesmvance wrote:I found something about the hammer bros that should be added:
Code: Select all
{
"quadcount": 4,
"movement": "wiggle",
"wiggledistance": 1,
"wigglespeed": 1.5,
"speedx": -1.5,
"facesplayer": true,
"stompable": true,
"killsonsides": true,
"killsonbottom": true,
"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.2,
"quadno": 1,
"width": 0.75,
"height": 0.75,
"gravity": 40,
"static": false,
"active": true,
"category": 20,
"mask": [ true,
false, false, false, false, true,
false, false, false, true],
"emancipatecheck": true,
"autodelete": true,
"offsetX": 6,
"offsetY": 8,
"quadcenterX": 8,
"quadcenterY": 21,
"jumps": true,
"jumptime": 3,
"jumpforce": 19,
"jumpforcedown": 6,
"chasetime": 44,
"chasespeed": 1.5,
"spawnsenemy": "hammer",
"spawnenemydelays": [0.6, 1.6],
"spawnenemyspeedy": -8,
"spawnenemyspeedx": -4,
"spawnenemyoffsety": -1,
"spawnenemyspeedxtowardsplayer": true,
"throwquadoffset": 2,
"throwpreparetime": 0.5
}
I think i will drop this idea here, as Maurice mentioned before, cheats are not the focus of Mari0, but it would be pretty interesting if Maurice add a cheat that replace our portal gun with a weapon, a pistol or a uzi, it would be nice. if it is possible to do this with custom power-ups without mods PM me....
- MissingWorld
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- Joined: 06 Jan 2014, 01:45
That's kind of what the whole Minecraft/gelcannon thing was. But let's just not focus on that.
- MissingWorld
- Posts: 230
- Joined: 06 Jan 2014, 01:45
You really like going for quantity over quality, don't you?SauloFX wrote:It was just an idea, bcz i'm creating a mappack that if it have a gun, the gameplay would be very improved
Anyway, that's irrelevant.
He could add a megaman like weapon but he won't add a pistol or a uzi becauseSauloFX wrote:It was just an idea, bcz i'm creating a mappack that if it have a gun, the gameplay would be very improved
BTW what he meant by "Cheats are currently not the focus of development." was he won't pay attention to cheat suggestions until he finishes the important stuff that actually matter (By that time your suggestions would be forgotten).Maurice wrote:This is the sort of thing I'm looking for.
Upside down is sorta dumb, superspeed is built into bullet time and shotgun is sort of dark. But knockback is in now!
And VVVVVV mode is sorta stupid in Super Mario Bros.
- MagicPillow
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What about making it so that players can choose what enemy comes out of a bulletbill/fish spawner?
just add an enemy to your enemy folder named "bulletbill"
this will replace the bullet bill with what ever you want
this will replace the bullet bill with what ever you want
- MagicPillow
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I know you can do that, but what if you want bulletbills and bananzai bills?
- gemwrecker
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Reminds me of the ghosts in Super Mario World. When you look at them for a while, they are almost derping for a second. It can't exactly be explained with words what they do, but it's hilarious.mvance wrote:I found something about the hammer bros that should be added:
Source: DYKGaming site
make a copy of bullet bill spawners for banzai bills (spawnsenemy)MagicPillow wrote:I know you can do that, but what if you want bulletbills and bananzai bills?
- MagicPillow
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What? I mean the entity that spawns bullet bills unless you're next to/on top of it.TurretBot wrote:make a copy of bullet bill spawners for banzai bills (spawnsenemy)MagicPillow wrote:I know you can do that, but what if you want bulletbills and bananzai bills?
you can make it with an enemy nowMagicPillow wrote:What? I mean the entity that spawns bullet bills unless you're next to/on top of it.TurretBot wrote:make a copy of bullet bill spawners for banzai bills (spawnsenemy)MagicPillow wrote:I know you can do that, but what if you want bulletbills and bananzai bills?
just do some fancy transform options for "playernear" and "playernotnear"
Mario 3 had it. Other Mario games probably have it.
I think he should just add a region selector to Drains, since it'd be pretty much the same.
I think he should just add a region selector to Drains, since it'd be pretty much the same.
But it's not the same because it affects the whole row rather than just the quicksand
- MagicPillow
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What about just allowing drains to have a selectable trigger?
Then you could do regions, timers, and more.
Also, we have an entity that activates animations, so why not an animation to activate certain entities?
Then you could do regions, timers, and more.
Also, we have an entity that activates animations, so why not an animation to activate certain entities?
You mean an entity that would trigger things when it's ID is called by an animation? That's what it sounds like but I couldn't tell.MagicPillow wrote:Also, we have an entity that activates animations, so why not an animation to activate certain entities?
Actually, a lot of things from SMB would benefit from this, but also a Region Select like checkpoints, and "Default On" and "Whole X/Y Axis" options as well.MagicPillow wrote:What about just allowing drains to have a selectable trigger?
Then you could do regions, timers, and more.
The Bullet Bill/Flying Fish/Bowser's Fire Start/End Gates could be combined using dropdown menus, same with the three pipe entities.
Also, adding an enemy property so that they die when you grab the axe would allow Bowser to finally be converted to an enemy, since other than that he's completely recreatable.
And while I was typing that I had an odd idea that could open up a lot of potential...
Converting the "castle completed" animations and the "intermission" animation to the new animation system and let us change it around!
One thing though, you'd have to have Peach and Toad as enemies instead, since they were built into this animation previously.
Here's a list of new things you'd have to add for them:
- Trigger: Axe Grabbed.
- Condition: "Intermission" Is True. (For intermissions.)
- Condition: World Isn't, [Number]. (So it doesn't make Toad's text on World 8.)
- Action: Create Text, [String], X:[Number], Y:[Number]
- Action: Destroy Bridges, Y:[Number]. (EDIT: Specifying the Y, since the chain isn't on the same Y as the bridge.)
- Action: Make Bowser Fall.
- Action: Freeze Enemies, Time:[Number]. (0 makes it last forever.)
- Action: Load Next Level. (If there isn't one, it'll show the "Congratulations!" screen.)
You'd also have to tweak the "Animate To Walk/Run" so you go through pipes so intermissions work properly.
I can see some really cool cutscenes being made this way. What do you guys think?
Last edited by TurretBot on 23 Apr 2014, 22:59, edited 1 time in total.
Where'd you get that from? I even pulled out Mari0 and tried it just to be sure.
(Gifcam broke it, but you get the point.)
EDIT: Thanks, WillWare!
(Gifcam broke it, but you get the point.)
EDIT: Thanks, WillWare!
Last edited by TurretBot on 23 Apr 2014, 23:26, edited 2 times in total.
- MissingWorld
- Posts: 230
- Joined: 06 Jan 2014, 01:45
Open the "edit" option, rightclick any of the frames and uncheck "Green screen". Problem solved.TurretBot wrote:(Gifcam broke it, but you get the point.)
If you don't put a pit for him to fall into, he's not gonna fall.
So the axe doesn't kill him, the fall does, which is my point.
That confused me.
Turretbot wrote: Also, adding an enemy property so that they die when you grab the axe would allow Bowser to finally be converted to an enemy, since
other than that he's completely recreatable.
That confused me.
It's the same thing, without the axe he wouldn't fall anyway. But you get the point now.Smear-Gel wrote:So the axe doesn't kill him, the fall does, which is my point.
Yeah maybe saying "die" instead of "fall" was a bad choice on my part but I say that pokemon "die" instead of "faint" and everyone understands me fine.
- Superjustinbros
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The fall into the pit seemingly kills the False Bowsers, and just makes the real Bowser unconscious for a short while before he returns for SMB2J.
Really this discussion on Bowser falling into lava is quite the mindscrew.
Really this discussion on Bowser falling into lava is quite the mindscrew.
- MissingWorld
- Posts: 230
- Joined: 06 Jan 2014, 01:45
Anyways, I'm going to suggest a couple of boolean additions for enemy making.
"lockon": When the enemy drops onto a platform, it will turn towards Mario. [not sure if this is in the game already, as it is natural enemy behavior in SMB1]
"lockonspawn": The enemy will start facing towards Mario upon spawn instead of just left. This doesn't force "target" to be true so that'll still have to be listed.
"evade": The enemy turns away from Mario upon landing on a platform.
"evadespawn": The same as "lockonspawn" but away from Mario instead of towards. This doesn't force "evade" to be true so that'll still have to be listed.
Basically you could have an enemy that always faces towards you on spawn, but will turn away from you if it falls off a platform and lands.
"lockon": When the enemy drops onto a platform, it will turn towards Mario. [not sure if this is in the game already, as it is natural enemy behavior in SMB1]
"lockonspawn": The enemy will start facing towards Mario upon spawn instead of just left. This doesn't force "target" to be true so that'll still have to be listed.
"evade": The enemy turns away from Mario upon landing on a platform.
"evadespawn": The same as "lockonspawn" but away from Mario instead of towards. This doesn't force "evade" to be true so that'll still have to be listed.
Basically you could have an enemy that always faces towards you on spawn, but will turn away from you if it falls off a platform and lands.
- gemwrecker
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Apart from that, name something that DOES make sense in the world of Mario.Superjustinbros wrote:Really this discussion on Bowser falling into lava is quite the mindscrew.
It's a lack of that in every single Mario game.
I'm not sure this is actually possible, but a property for enemies to let them have a power output like boxes would be awesome.