Ideas/Things to add to Mari0
- Shadowlord
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Hey guess what? That will get you banned because no one wants to tolerate your shit!
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- Joined: 30 May 2012, 18:27
He's being serious, we better do what he says cuz serious. I've never seen someone so serious, not even the joker would touch this shit. Guys seriously. Like, seriously do what he says, because he's serious.
- Assasin-Kiashi
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You are one of few people who can access the beta sub-forum so he's still probably going to continue bitching.
Would it be possible to use animations to change one tile to another?
Currently, it's not implemented. But it's possible. (Though I don't know what would be the interface for that.)WillWare wrote:Would it be possible to use animations to change one tile to another?
or you could beat the game legitimately and actually earn the cheats... Or do the Konami code and not waste your time.lovechild wrote:Start a game with SMB map packPage 5 wrote:Everything
Suspend
Edit suspend.txt to begin at world 8-4 and have 99 lives
Beat world 8
CONGRATULATIONS! You unlocked cheats!
It's not about "everyone should have cheats".lovechild wrote:Start a game with SMB map packPage 5 wrote:Everything
Suspend
Edit suspend.txt to begin at world 8-4 and have 99 lives
Beat world 8
CONGRATULATIONS! You unlocked cheats!
It's about "everyone should be able to play a mappack that require some cheats, and the game auto-enable the appropriate cheats".
Compare "This mappack force gel cannon so I don't have to switch it myself, and when I play another mappack it's disabled again", and:
, or:Hey, I tried to play your mappack, but the first level was impossible. I guess you need gelcannon to beat it(obviously), but I don't have cheats, how do I do??
-Play the whole SMB mappack, you noob.
-Why should I beat a mappack that I don't want to play in order to play another mappack?
-Oh, you could also do the konami code on the mainmenu.
-But That's cheating, I don't want to cheat!
I want to play that gelcannon mappack, so I select 1 player game, aaand whoops I forgot to select "gelcannon" in the cheats section.
*Quit the game and go into the options menu to select "gelcannon"*
Mhh, I wonder how many levels this mappack has... *Look into the editor first* Ah shit, I forgot that the editor reset the cheats.
*Quit the game and go into the options menu to select "gelcannon"*
Ok, finally, I can play this mappack.
*Play the mappack*
Ok, now I'll play that portal mappack, whooops The gel cannon cheat is still enabled.
*Quit the game and go into the options menu to select "portal"*
*Play the mappack*
- Superjustinbros
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- Joined: 29 Mar 2012, 20:39
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I don't really see a use for that. Unless it was some temporary attachment for the Portal Gun that you'd use in rooms that aren't possible with the standard Portal Gun (where portable surfaces become the areas you can latch on).
I could make a demo room of sorts, but even them I wouldn't expect a grapple gun. And it may be too speedy/risky for some players.
I could make a demo room of sorts, but even them I wouldn't expect a grapple gun. And it may be too speedy/risky for some players.
little big planet suggestion flood in 3 2 ...
LittleBIGMari0mariomaster102 wrote:little big planet suggestion flood in 3 2 ...
Someone please make a title card for that.
My roomy played Mari0 again after not touching it for several months. After she played for a while and asked if I knew any good mappacks to play I pointed her to the Mappacks Guide by HugoBDesigner. She snooped around a bit on the forum and found some mappacks to play, but then she noticed my mappack in the making (Goomba Industries) in the mapping forum section.
After some nagging she manages convince me and allow her to play the teaser level and the few broken levels after it.
Although to my surprise she came with a few ideas for Mari0 that could be fun to have:
1a. A tile property that only allows enemies to go through, but solid to Mario and cubes.
1b. A tile property that only allows cubes to go through, but solid to enemies and Mario.
1c. A tile property that only allows Mario to go through, but solid to cubes and enemies.
2. A block that can be controlled by power input.
For example: A button attached to the "left" input would make the block move one space to the left if the button is pressed. It would be a nice substitute for the moving walls and floors you see so much in the portal series. Although I think it would be hard to implement without breaking a whole lot, but it would make a lot more things possible for creating puzzles.
3. Proximity sound. The closer you are to the entity with the assigned sound effect, the louder it gets. Simple.
4. Replenishing power-up containers. In puzzle areas where you can get hurt by enemies, having a replenishing sources of power-ups that are needed would be useful.
Though only if the power-up doesn't automatically goes from mushroom to flower. The points you get from taking the power-ups from this should be removed as well except for the first one (to refrain from milking it for points).
5. Triggerable animated tiles. Through input of power sources and/or through the scripted animation options would be awesome. It would make it possible for a level to feel more interactive and lively. It would also help out the scripted animations a lot.
I haven't thought these through much, so I wouldn't know how they'd work or if they would even be worth it. I just thought I would pitch them for her.
After some nagging she manages convince me and allow her to play the teaser level and the few broken levels after it.
Although to my surprise she came with a few ideas for Mari0 that could be fun to have:
1a. A tile property that only allows enemies to go through, but solid to Mario and cubes.
1b. A tile property that only allows cubes to go through, but solid to enemies and Mario.
1c. A tile property that only allows Mario to go through, but solid to cubes and enemies.
2. A block that can be controlled by power input.
For example: A button attached to the "left" input would make the block move one space to the left if the button is pressed. It would be a nice substitute for the moving walls and floors you see so much in the portal series. Although I think it would be hard to implement without breaking a whole lot, but it would make a lot more things possible for creating puzzles.
3. Proximity sound. The closer you are to the entity with the assigned sound effect, the louder it gets. Simple.
4. Replenishing power-up containers. In puzzle areas where you can get hurt by enemies, having a replenishing sources of power-ups that are needed would be useful.
Though only if the power-up doesn't automatically goes from mushroom to flower. The points you get from taking the power-ups from this should be removed as well except for the first one (to refrain from milking it for points).
5. Triggerable animated tiles. Through input of power sources and/or through the scripted animation options would be awesome. It would make it possible for a level to feel more interactive and lively. It would also help out the scripted animations a lot.
I haven't thought these through much, so I wouldn't know how they'd work or if they would even be worth it. I just thought I would pitch them for her.
- HugoBDesigner
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- Joined: 19 Sep 2012, 02:23
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I have the properties "playercollisiononly" and "noplayercollision" in my mod, if you're interested: -link-Jorichi wrote: 1a. A tile property that only allows enemies to go through, but solid to Mario and cubes.
1b. A tile property that only allows cubes to go through, but solid to enemies and Mario.
1c. A tile property that only allows Mario to go through, but solid to cubes and enemies.
I'm adding "Commander" entities in my mod, and one of the commands will be "replacetile *x* *y* *tilenumber*"...Jorichi wrote:2. A block that can be controlled by power input.
For example: A button attached to the "left" input would make the block move one space to the left if the button is pressed. It would be a nice substitute for the moving walls and floors you see so much in the portal series. Although I think it would be hard to implement without breaking a whole lot, but it would make a lot more things possible for creating puzzles.
That's actually a great idea to implement to my "sound play" command in "Commander" entities. May I use it (I'll sure give you credits)?Jorichi wrote:3. Proximity sound. The closer you are to the entity with the assigned sound effect, the louder it gets. Simple.
In my mod there'll be options in mushrooms/flowers to make player grow or give fireballs (depends if the player is small or big), make them grow only (no matter if you're already big) and give fireballs only (no matter if you're small). Also, there'll be commands to it, like "player1 growstate = (small/big/fire)".Jorichi wrote:4. Replenishing power-up containers. In puzzle areas where you can get hurt by enemies, having a replenishing sources of power-ups that are needed would be useful.
Though only if the power-up doesn't automatically goes from mushroom to flower. The points you get from taking the power-ups from this should be removed as well except for the first one (to refrain from milking it for points).
In my mod there'll be animated tiles, animated entities and commands in "Commander" to replace either tiles or entities. You'll be able to pretty much do whatever you want with tiles and animations...Jorichi wrote:5. Triggerable animated tiles. Through input of power sources and/or through the scripted animation options would be awesome. It would make it possible for a level to feel more interactive and lively. It would also help out the scripted animations a lot.
I'm just talking about my mod here so people will know that they'll not need to wait 'til SE release to get some features. Some of the most requested features (such as toggleable gel dispensers or coin entities or cube-only buttons or cleaning gel) are already included, and some others will soon be added (such as environmental triggers or commanders or triggers or text displays). If you're searching for those features, I can send you a PM with the newer Mari0 +Portal version. There are some unfinished things, but everything else is pretty much working :)
The problem is that I'm making this mappack to show people what SE can do and serve as a template and guide on how things work.
So using mods is completely out of the question and will certainly not help me. The ideas pitched here were aimed at this mappack.
So using mods is completely out of the question and will certainly not help me. The ideas pitched here were aimed at this mappack.
there should be a flashing symbol above Mario's head or in the corner because I play with my sound down most of the time or have option where instead of the beeping getting loader it should beep fasterJorichi wrote: 3. Proximity sound. The closer you are to the entity with the assigned sound effect, the louder it gets. Simple.
Use Custom Ennemies with a special mask table.(Though ennemies can't be portaled)Jorichi wrote: 1a. A tile property that only allows enemies to go through, but solid to Mario and cubes.
1b. A tile property that only allows cubes to go through, but solid to enemies and Mario.
1c. A tile property that only allows Mario to go through, but solid to cubes and enemies.
I feel like I shouldn't say this BUT I DON'T CARE because Jorichi deserves whatever cool features he wants in his mappack.Camewel wrote:Jorichi, if you go to Maurice and ask for some cool feature he'll probably add it to the todo.
I mean, it's you. We already have evidence that you seriously know what you're doing. :P
EDIT: AND I GOT A BAN FOR THIS POST
Last edited by TurretBot on 08 Sep 2013, 04:41, edited 2 times in total.
- HugoBDesigner
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I think custom enemies will allow these kind of things... Right?WiloKing wrote:I have to say, I enjoy Jorichi's ideas. These are great.
What about resizing enemies though?
editing quotes is dumb stop doing itTurret Opera wrote:I feel like I shouldn't say this BUT I DON'T CARE because I like kicking puppies.Camewel wrote:Baf, if you go to Maurice and ask for some cool feature he'll probably add it to the todo.
I mean, it's you. We already have evidence that you seriously know what you're doing. :P
hiding text is also pretty dumb and you should probably stop doing that too
kicking puppies is pretty weird but I'm not one to judge
I remember a long time ago (when I spammed images) someone got into an argument with me and all his arguments were saying that I was an idiot by changing the quote to say something idiotic.
I want to find that post and re read it for laughs as I never read the whole thing. :P
I want to find that post and re read it for laughs as I never read the whole thing. :P
THISCamewel wrote:editing quotes is dumb stop doing itTurret Opera wrote:I feel like I shouldn't say this BUT I DON'T CARE because I like kicking puppies.Camewel wrote:Baf, if you go to Maurice and ask for some cool feature he'll probably add it to the todo.
I mean, it's you. We already have evidence that you seriously know what you're doing. :P
hiding text is also pretty dumb and you should probably stop doing that too
kicking puppies is pretty weird but I'm not one to judge
is what I was afraid of
This, and being able to have each frame of an animated tile have different properties. Dynamic level design! I would be all over this.Jorichi wrote:5. Triggerable animated tiles. Through input of power sources and/or through the scripted animation options would be awesome. It would make it possible for a level to feel more interactive and lively. It would also help out the scripted animations a lot.
- Superjustinbros
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- Joined: 29 Mar 2012, 20:39
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WillWare wrote:This, and being able to have each frame of an animated tile have different properties. Dynamic level design! I would be all over this.Jorichi wrote:5. Triggerable animated tiles. Through input of power sources and/or through the scripted animation options would be awesome. It would make it possible for a level to feel more interactive and lively. It would also help out the scripted animations a lot.
Yoku Block Puzzles! :D
I was thinking something slightly more complex:Superjustinbros wrote:-image-WillWare wrote:This, and being able to have each frame of an animated tile have different properties. Dynamic level design! I would be all over this.Jorichi wrote:5. Triggerable animated tiles. Through input of power sources and/or through the scripted animation options would be awesome. It would make it possible for a level to feel more interactive and lively. It would also help out the scripted animations a lot.
Yoku Block Puzzles! :D
This reminds me of those 'flooding castle' levels where you have to constantly go upwards avoiding things on the way up.WillWare wrote:
Could work well if you do it right.
...
Last edited by Qcode on 21 Oct 2021, 18:43, edited 1 time in total.
I was thinking perhaps the selection tool?Qcode wrote:You'd need an insane amount of triggers to get them all to only play their animation once, line by line.
Ice blocks that you slip and slide on. They would be different from Propulsion Gel covered blocks because the ice blocks wouldn't speed you up.
- HugoBDesigner
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That's actually a great idea! And what if they speed you up a little bit AND make you slide (more or less like Minecraft)?QwertymanO07 wrote:Ice blocks that you slip and slide on. They would be different from Propulsion Gel covered blocks because the ice blocks wouldn't speed you up.
- Superjustinbros
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Of all the times that's been suggested before. XDQwertymanO07 wrote:Ice blocks that you slip and slide on. They would be different from Propulsion Gel covered blocks because the ice blocks wouldn't speed you up.
A feature to add custom sounds, and an entity that plays a sound when activated.
A fire end entity, because sometimes you just don't want Bullet Bills.
EDIT: Also, vertical mazes.
EDIT: Also, vertical mazes.
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- Joined: 06 May 2013, 07:18
I have a few random ideas. I realize that implementation of some of these may not be possible.
Power gel: allows you to throw fire balls as long as you stand on it.
Smash Ball: Only appears if you have fire power (If you do not, you will just get a super mushroom or a fire flower). Randomly flies around the screen, then disappears after X seconds. You must hit it with two fire balls to gain its power. After gaining the Smash Ball's power, Mario can shoot waves of fire until he's damaged.
Solidifying gel: Has no effect on normal surfaces, but turns water into solid blocks.
Flammable gel: Flammable surfaces can be lit on fire if they touch a fireball or laser. Probably not likely, as it would require a new model for the fire, but I'm just throwing it out there.
Alternatives to the portal gun: Allow map makers the ability to replace the portal gun with an actual gun (shotgun, pistol, or even a Bullet-Bill launcher), a boomerang or remove the portal gun altogether.
Power gel: allows you to throw fire balls as long as you stand on it.
Smash Ball: Only appears if you have fire power (If you do not, you will just get a super mushroom or a fire flower). Randomly flies around the screen, then disappears after X seconds. You must hit it with two fire balls to gain its power. After gaining the Smash Ball's power, Mario can shoot waves of fire until he's damaged.
Solidifying gel: Has no effect on normal surfaces, but turns water into solid blocks.
Flammable gel: Flammable surfaces can be lit on fire if they touch a fireball or laser. Probably not likely, as it would require a new model for the fire, but I'm just throwing it out there.
Alternatives to the portal gun: Allow map makers the ability to replace the portal gun with an actual gun (shotgun, pistol, or even a Bullet-Bill launcher), a boomerang or remove the portal gun altogether.
Some of these things are cool but don't seem really useful in the long run.
The smash ball seems a little op, maybe it should be like the mike power in kirby (if it ever will go in at all).
If the options for guns go in I vote for the gravity gun
The smash ball seems a little op, maybe it should be like the mike power in kirby (if it ever will go in at all).
If the options for guns go in I vote for the gravity gun
I vote gel cannon and pickaxe.
If it works for those, it might work for other stuff too.
If it works for those, it might work for other stuff too.