Ideas/Things to add to Mari0
- Gramanaitor
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That reminds me of an idea. When you press down in mid-air in nsmb it destroys breakable blocks underneath you. Is it possible to make this happen in mari0?
Oh, I remember my second idea now! You have to get in that script editor a event for blocks to disappear, best from some region.
And how about megaman-style disappearing blocks?
And a script that blocks that become physical object that uses gravity and they can fall through portal and all.
And how about megaman-style disappearing blocks?
And a script that blocks that become physical object that uses gravity and they can fall through portal and all.
SMW also have this, but when you press button for spin-jump.Gramanaitor wrote:That reminds me of an idea. When you press down in mid-air in nsmb it destroys breakable blocks underneath you. Is it possible to make this happen in mari0?
- TheJonyMyster
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that's what a groundpound is
Oh, by the way, since multiplayer mode is coming it should have different player starts. If there's more players than the player starts, well, look:
Two player starts
4 players connect
1st player goes to first player start
2nd player goes to second PS
3rd player goes to first PS
4th goes to second PS
etc.
Two player starts
4 players connect
1st player goes to first player start
2nd player goes to second PS
3rd player goes to first PS
4th goes to second PS
etc.
There's already a multiplayer mode(press right on the main menu), You mean the online multiplayer mode.mallo wrote:Oh, by the way, since multiplayer mode is coming it should have different player starts. If there's more players than the player starts, well, look:
Two player starts
4 players connect
1st player goes to first player start
2nd player goes to second PS
3rd player goes to first PS
4th goes to second PS
etc.
- Assasin-Kiashi
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mallo wrote:
sorry I'm not sorry.
Last edited by Assasin-Kiashi on 15 Aug 2013, 10:42, edited 1 time in total.
- TheJonyMyster
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It shows up fine for me.
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- Posts: 566
- Joined: 03 Feb 2012, 06:35
What about the option to start a level with a certain cheat active, for example.. someone could make a map where you're godzilla, and kill everything, or you could have it so that you only have the gel launcher for a level, etc
If a mappack _need_ gelcannon, then why couldn't it force gelcannon? Why would you want to forbid noobs to play some mappack because they havent finished some other mappack?Costinteo wrote:The mappack creator could just say "hey you know this map needs this cheat activated. Never finished a mappack and you don't have cheats? TOO BAD".
Simple as that.
Because having to play the whole SMB mappack before being able to play that cool gelcannon mappack you found is fun?Costinteo wrote:But then there wouldn't be any fun in unlocking cheats.
Or konami code.Costinteo wrote:They could just edit SMB mappack or any other mappack to "_need_" a certain cheat.
But what if you forgot to activate the gelcannon cheat? What if you don't want to cheat to get cheats?
If TF's idea was implemented, it would be an improvement.
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Or not, because like mentioned before, no one likes playing a map pack just to do a different map pack. Let alone make one >.>renhoek wrote:make it so you can only modify the level to have cheats if you have them unlocked, there problem solved.
The original idea was best. Simple settings that toggle cheats on or off. Player can't toggle them himself (unless his cheats are enabled). What's so hard about that?
Oh right, someone can just take any map pack and do that. Why is that any different than me taking some other map pack and changing it so it's easier/harder?
- Gramanaitor
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Or maybe a cheats section in the pause menu that can only be opened when you've already unlocked them! Is that easier?
No, because TF's option is absolutely transparent for the player, he don't have to do anything.Gramanaitor wrote:Or maybe a cheats section in the pause menu that can only be opened when you've already unlocked them! Is that easier?
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Separate gun modes for each player. So that a team of players could navigate a practically impossible level with all three vanilla Mari0 modes in a single playthrough.
This. I tried to do this in my fireball-gun mod, but failed.HAPPYFACES wrote:Separate gun modes for each player. So that a team of players could navigate a practically impossible level with all three vanilla Mari0 modes in a single playthrough.
Oh, also, middle mouse button in gelcannon mode should project purple gel.
The problem with middle mouse is maybe they don't have a mouse. How does that even work on a laptop touchpad? Well, they should buy a mouse then, yay solved. Seperate gun modes is simple, all you have to do is something similar as to how Maurice did hats.Automatik wrote:This. I tried to do this in my fireball-gun mod, but failed.HAPPYFACES wrote:Separate gun modes for each player. So that a team of players could navigate a practically impossible level with all three vanilla Mari0 modes in a single playthrough.
Oh, also, middle mouse button in gelcannon mode should project purple gel.
Lots of coding mumbo jumbo; do not read if you don't understand coding:
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Last edited by Qcode on 21 Oct 2021, 18:45, edited 1 time in total.
I thought I compared it to the end of the table, didn't I? #table returns the last position of that table.Qcode wrote:Just ignore how you'd need to readjust code in game.lua so it doesn't try to compare gunmode numbers to tables.
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Last edited by Qcode on 21 Oct 2021, 18:45, edited 1 time in total.
Also what about the lack of a gun?
So you can have one player with no special abilities. :P
Also gelcannon and pickaxe pedestals
So you can have one player with no special abilities. :P
Also gelcannon and pickaxe pedestals
An entity that changes the music when you step in it.
- Superjustinbros
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Already suggested.QwertymanO07 wrote:An entity that changes the music when you step in it.
What if you start the level immediately with the gun in your hands like the current version of Mari0?mallo wrote:That's what portalgun pedestals are for - so you can start with no gun, and later get it. If you put no pedestal, there's no portalgun, simple.
- HugoBDesigner
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- Joined: 19 Sep 2012, 02:23
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There's probably an option in SE editor that'll allow you to start without portalgun, with only blue/orange portal or with both portals. At least, if not already included, that's something that'd be really useful (for example, I'd love making a "Blue Portals" mappack).Superjustinbros wrote: What if you start the level immediately with the gun in your hands like the current version of Mari0?
no because
1. Those are not in SE (which despite maurice's claims I don't actually think has any more hats)
2. That's it you shouldn't need more reasons
1. Those are not in SE (which despite maurice's claims I don't actually think has any more hats)
2. That's it you shouldn't need more reasons
This is already a feature in SE.HugoBDesigner wrote:There's probably an option in SE editor that'll allow you to start without portalgun, with only blue/orange portal or with both portals. At least, if not already included, that's something that'd be really useful (for example, I'd love making a "Blue Portals" mappack).Superjustinbros wrote: What if you start the level immediately with the gun in your hands like the current version of Mari0?
1.Minecraft mode is just a joke.WiloKing wrote:We should have tiles that can't be broken in Minecraft mode, tiles that can't be covered in gel, and tiles with properties like conveyor belt-ism that could or could not be portaled on, but if they were, the portals would move with the conveyor belts.
2.Grates
3.Uh, are you asking for dynamics portals? Because portals in mari0 are tile-based.
1. Pickaxe pedestals!Automatik wrote:1.Minecraft mode is just a joke.WiloKing wrote:We should have tiles that can't be broken in Minecraft mode, tiles that can't be covered in gel, and tiles with properties like conveyor belt-ism that could or could not be portaled on, but if they were, the portals would move with the conveyor belts.
2.Grates
3.Uh, are you asking for dynamics portals? Because portals in mari0 are tile-based.
2. But, I want to shoot portals on them. D:
3. No he wants conveyor belts but he wasn't sure how portals would work with them.
- Superjustinbros
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With Conveyor Belts, they'd either be non-portable or the portals just don't move along with the conveyor belt. Those are what I find.
Uh, the conveyor belt don't move anyway, and it can't move tiles, only entities. Also, it's probably unportalable since gel/cubes distributors aren't.
- Superjustinbros
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If you look through the forums you'll find conveyor belt graphics I ripped from the Game Boy version of Duck Tales 2; they're way more polished and well-designed than the ones from the NES version.
- HugoBDesigner
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So, the idea is that it'd be like "Bonus stage" platforms, except that they don't move, only you and other entities, and it'd be an animated tile?
More of an entity than anything, Hugo. It wouldn't make sense as a tile. Sure, it could end up as portalable, but that's not needed on a conveyor belt when you're doing fancy looped flips trying to grab that companion cube dangling over lava. It would just screw you over. That's saying if the portals did move with the conveyor belt, though.HugoBDesigner wrote:So, the idea is that it'd be like "Bonus stage" platforms, except that they don't move, only you and other entities, and it'd be an animated tile?
Stop. It's not done, but really not done, and release dates are hard to follow.WaryLouka wrote:Maurice should add a release to Mari0 SE
You know what he should add? A feature that prevents WaryLouka and his many alter egos from playing Mari0 SE.
Seriously Wary, shut the fuck up. We all want it but constantly saying "Herp derp release it already" isn't going to fucking make it go faster.
Seriously Wary, shut the fuck up. We all want it but constantly saying "Herp derp release it already" isn't going to fucking make it go faster.