Ideas/Things to add to Mari0

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Gramanaitor
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Post » 13 Aug 2013, 23:51

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?

mallo
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Post » 14 Aug 2013, 00:44

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.
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?
SMW also have this, but when you press button for spin-jump.

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TheJonyMyster
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Post » 14 Aug 2013, 03:17

that's what a groundpound is

mallo
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Post » 14 Aug 2013, 14:37

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.

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Automatik
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Post » 14 Aug 2013, 15:22

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.
There's already a multiplayer mode(press right on the main menu), You mean the online multiplayer mode.

mallo
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Post » 14 Aug 2013, 15:25

Yeah, I mean that. (It could also be used for the splitscreen one)

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Assasin-Kiashi
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Post » 14 Aug 2013, 16:14

mallo wrote:
Image
Image
sorry I'm not sorry.
Last edited by Assasin-Kiashi on 15 Aug 2013, 10:42, edited 1 time in total.

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renhoek
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Post » 14 Aug 2013, 16:43

shrooms, not even once.

mallo
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Post » 14 Aug 2013, 18:03

"Image"?

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TheJonyMyster
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Post » 14 Aug 2013, 18:09

It shows up fine for me.

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Costinteo
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Post » 14 Aug 2013, 18:31

I can't see it either.

Image

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Sky
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Post » 14 Aug 2013, 20:27

403 Forbidden?

mallo
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Post » 14 Aug 2013, 23:19

Yup

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renhoek
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Post » 15 Aug 2013, 01:46

it was a close up of the last mario head with red text saying 'oh god I'm going to die' on the empty space.

thunderfapper
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Post » 15 Aug 2013, 06:05

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

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Costinteo
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Post » 15 Aug 2013, 12:23

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.

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Automatik
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Post » 15 Aug 2013, 12:41

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.
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?

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Costinteo
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Post » 15 Aug 2013, 13:08

But then there wouldn't be any fun in unlocking cheats.

They could just edit SMB mappack or any other mappack to "_need_" a certain cheat.

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Automatik
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Post » 15 Aug 2013, 13:17

Costinteo wrote:But then there wouldn't be any fun in unlocking cheats.
Because having to play the whole SMB mappack before being able to play that cool gelcannon mappack you found is fun?
Costinteo wrote:They could just edit SMB mappack or any other mappack to "_need_" a certain cheat.
Or konami code.
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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renhoek
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Post » 15 Aug 2013, 13:24

make it so you can only modify the level to have cheats if you have them unlocked, there problem solved.

kevansevans
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Post » 15 Aug 2013, 18:00

renhoek wrote:make it so you can only modify the level to have cheats if you have them unlocked, there problem solved.
Or not, because like mentioned before, no one likes playing a map pack just to do a different map pack. Let alone make one >.>

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?

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Gramanaitor
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Post » 15 Aug 2013, 18:09

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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Automatik
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Post » 15 Aug 2013, 18:18

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?
No, because TF's option is absolutely transparent for the player, he don't have to do anything.

HAPPYFACES
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Post » 17 Aug 2013, 15:12

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.

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Automatik
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Post » 17 Aug 2013, 15:19

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.
This. I tried to do this in my fireball-gun mod, but failed.
Oh, also, middle mouse button in gelcannon mode should project purple gel.

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Turtle95
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Post » 17 Aug 2013, 18:39

Automatik wrote:
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.
This. I tried to do this in my fireball-gun mod, but failed.
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.

Lots of coding mumbo jumbo; do not read if you don't understand coding:

Code: Select all

gunmodes = {}
for i = 1, 4 do
 gunmodes[i] = {"portal", "minecraft", "gelcannon"} --assuming that we also include minecraft in this
end
then you go into options, and do:

Code: Select all

gunmodei = 1
Then find a place suitable for the arrows to change the gunmode of the character. So, for example, if the first options page uses player one, aka skinningplayer = 1, then you are going to edit their mode. So, it would look like:

Code: Select all

function gunmodechange(up)
 if up and gunmodei < #gunmode[skinningplayer] then
  gunmode[skinningplayer][gunmodei] = gunmode[skinningplayer][gunmodei+1]
 elseif gunmodei > 1 then
  gunmode[skinningplayer][gunmodei] = gunmode[skinningplayer][gunmodei-1]
 end
end
I'm fairly certain something like that would work.

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Qcode
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Post » 17 Aug 2013, 18:47

...
Last edited by Qcode on 21 Oct 2021, 18:45, edited 1 time in total.

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Turtle95
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Post » 17 Aug 2013, 18:59

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.
I thought I compared it to the end of the table, didn't I? #table returns the last position of that table.

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Qcode
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Post » 17 Aug 2013, 19:04

...
Last edited by Qcode on 21 Oct 2021, 18:45, edited 1 time in total.

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TurretBot
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Post » 17 Aug 2013, 19:15

Also what about the lack of a gun?
So you can have one player with no special abilities. :P

Also gelcannon and pickaxe pedestals

mallo
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Post » 18 Aug 2013, 01:24

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.

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Qwerbey
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Post » 18 Aug 2013, 01:27

An entity that changes the music when you step in it.

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Superjustinbros
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Post » 18 Aug 2013, 04:42

QwertymanO07 wrote:An entity that changes the music when you step in it.
Already suggested.
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.
What if you start the level immediately with the gun in your hands like the current version of Mari0?

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HugoBDesigner
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Post » 18 Aug 2013, 12:02

Superjustinbros wrote: What if you start the level immediately with the gun in your hands like the current version of Mari0?
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).

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eraykaan
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Post » 18 Aug 2013, 12:58

Followers with abilities. Not just hats. For instance, flying kirby can make you jump infinite times(like how dashie does) etc. etc.

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TurretBot
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Post » 18 Aug 2013, 13:08

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

Camewel
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Post » 19 Aug 2013, 15:06

HugoBDesigner wrote:
Superjustinbros wrote: What if you start the level immediately with the gun in your hands like the current version of Mari0?
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).
This is already a feature in SE.

Wilo
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Post » 22 Aug 2013, 07:03

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.

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popcan12
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Post » 22 Aug 2013, 07:28

Well, he once told on the chat that he has no new hats, yet in SE there is support for easier custom hats.

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Automatik
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Post » 22 Aug 2013, 09:17

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.
1.Minecraft mode is just a joke.
2.Grates
3.Uh, are you asking for dynamics portals? Because portals in mari0 are tile-based.

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TurretBot
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Post » 22 Aug 2013, 11:30

Automatik wrote:
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.
1.Minecraft mode is just a joke.
2.Grates
3.Uh, are you asking for dynamics portals? Because portals in mari0 are tile-based.
1. Pickaxe pedestals!
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.

Chippy348
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Post » 22 Aug 2013, 13:25

Turret Opera wrote:3. No he wants conveyor belts but he wasn't sure how portals would work with them.
No you're wrong, Automatik got it right

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Superjustinbros
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Post » 22 Aug 2013, 15:15

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.

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Automatik
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Post » 22 Aug 2013, 15:37

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.

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Superjustinbros
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Post » 22 Aug 2013, 19:52

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.

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HugoBDesigner
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Post » 22 Aug 2013, 20:02

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?

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Turtle95
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Post » 22 Aug 2013, 20:03

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?
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.

Camewel
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Post » 22 Aug 2013, 20:23

Conveyor belts wouldn't be portable, portals break when moved (Portal 1 has many examples of this).

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Automatik
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Post » 22 Aug 2013, 21:24

WaryLouka wrote:Maurice should add a release to Mari0 SE
Stop. It's not done, but really not done, and release dates are hard to follow.

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idiot9.0
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Post » 23 Aug 2013, 00:26

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.

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