Ideas/Things to add to Mari0

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Sky
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Post » 10 Feb 2014, 04:34

Superjustinbros wrote:I'm uncertain if SE has a feature like this... both platform generators generate their platforms at different rates.
Image

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Superjustinbros
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Post » 10 Feb 2014, 06:17

I feel 100% stupider right now. >.>

B-Man99
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Post » 10 Feb 2014, 07:36

Before anyone says anything, "stupider" IS DEFINITELY a word (sorry, no comedic irony this time). And don't feel dumb SJB, one time I reported a bug and then found out it was a feature xD
Then again, according to Oxford Dictionary "twerk" is a word too. Ever since that came up I refused to find Oxford credible at all. Why am I talking about this

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Superjustinbros
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Post » 10 Feb 2014, 08:54

Thanks B-Man.

A few ideas I did develop just recently, in regards to animations:
*For better sorting purposes, every level and sub level should have it's own animations rather than sharing them across the whole mappack, so if I wanted one animation for one level, I wouldn't always have to set in the requirements "this world/level/sublevel".
**One approach would be the use of "Level Animations" and "Universal Animations" tabs (similar as to how tiles are sorted). Level Animations would have animations exclusive to one level, and Universal would be animations that can be used anywhere in the mappack.
*Option to name animations by right clicking the animation's name.
*Better dialogue editor. If you click on the editable text it opens up a dialogue window in the editor. From here you are given a full size window to work from that shows how the text is positioned and who (if any) is speaking the line.

Maurice
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Post » 10 Feb 2014, 15:50

TurretBot wrote:
Flutter Skye wrote:
Superjustinbros wrote: P.S. I don't get what'd be difficult about adding in a "Vine Stop" entity.
Image
He was talking about its glitchiness.
What makes you think that?

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MissingWorld
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Post » 10 Feb 2014, 15:54

Maurice wrote:
TurretBot wrote:He was talking about its glitchiness.
What makes you think that?
It probably has to do with the fact that it cuts off instead of stopping on the actual vine-topper.

Maurice
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Post » 10 Feb 2014, 16:01

But sjb said "what would be difficult about adding it".

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MissingWorld
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Post » 10 Feb 2014, 16:57

Maurice wrote:But sjb said "what would be difficult about adding it".
I was going to mention that this overall had nothing to do with his point, but it slipped my mind.

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Qwerbey
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Post » 10 Feb 2014, 21:14

Anyway, new ideas:
For gel to fall if the block it's on becomes non-solid.
A XOR gate entity
EDIT: And finally, enemy-only triggers.
Last edited by Qwerbey on 11 Feb 2014, 01:38, edited 1 time in total.

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TheSeek
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Post » 10 Feb 2014, 22:00

QwertymanO07 wrote: A XOR gate entity
I support the idea of having more gates in the game for ease of use, but in case it won't be added, a XOR gate can be created using NAND gates:
Image
and since NAND = AND + NOT, you already have everything you need to make a XOR.

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eraykaan
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Post » 10 Feb 2014, 22:11

What does XOR do anyways?


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HansAgain
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Post » 11 Feb 2014, 02:54

I would like that Maurice adds "key pressed" as a new animation trigger. So someone can have their damn doors.
also i think he should release the current version of Mari0 so we can rebuild our mappacks.
We hate puppies too.

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maidenTREE
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Post » 11 Feb 2014, 03:05

The SMB mappack would be created easier with the mazes.
They randomly dissappeared in SE.

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Costinteo
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Post » 11 Feb 2014, 09:11

It's not randomly, Maurice said he wanted to remove them.

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idiot9.0
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Post » 11 Feb 2014, 10:47

They are still in the game and in the SMB map. The levels with them still work like expected.
They are just hidden since they were only made for those levels. They weren't meant to be used other than that.
They will not be un-hidden so stop asking for them. If you want them mod the game to reveal them again.

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MM102
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Post » 11 Feb 2014, 15:56

Option for text sound effects

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Superjustinbros
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Post » 11 Feb 2014, 21:24

With animations, I discovered the "World/Level/Sublevel" conditions don't work too well with the "Map Started Here" condition.
It just doesn't play at all.

I have two animations to play both in the same room. The first one to both display the text and disable the player's controls is set to appear on map load and in the very first room (World 1, Level 1, Sublevel Main (incase the player starts from another room/level via the editor) Then after five seconds, another message with the same conditions is made to appear five seconds later, this time enabling player control.
Last edited by Superjustinbros on 11 Feb 2014, 22:56, edited 1 time in total.

B-Man99
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Post » 11 Feb 2014, 22:01

What do you mean? What happens?

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MagicPillow
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Post » 15 Feb 2014, 20:39

It would be cool to add a duplicate fireflower, and then add two transform triggers on enemies for when they're hit with each of the different fireballs.
Using that, you could have custom powerups(ish).

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HansAgain
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Post » 15 Feb 2014, 21:01

I was thinking about an entity that detects when you realize certain actions, so we can have puzzles like "Reach that place jumping less than 5 times", or "Grab all the coins to get to the next level".
Like the Environmental Triggers of Hugo's mod.

EDIT: Also, cubes should be detected by triggers, and it would be cool if Maurice adds another option to the triggers to only detect the cubes.

EDIT 2: Also, a property to the enemies that can make them grabable.

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alesan99
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Post » 15 Feb 2014, 21:28

Instead of environmental triggers more animation triggers could be added.

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HansAgain
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Post » 15 Feb 2014, 21:30

You could be right, but the animation triggers only activates animations, and i suggest an entity to activa doors, lasers and other things.

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Qwerbey
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Post » 15 Feb 2014, 21:39

QwertymanO07 wrote:EDIT: And finally, enemy-only triggers.
Okay, this probably got ignored because I edited my post.

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HansAgain
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Post » 15 Feb 2014, 21:42

QwertymanO07 wrote:
QwertymanO07 wrote:EDIT: And finally, enemy-only triggers.
Okay, this probably got ignored because I edited my post.
closed bugs wrote:155 separation enemies/players in regiontriggers
Don't forget cubes, Maurice.

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alesan99
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Post » 15 Feb 2014, 21:43

Hans1998 wrote:You could be right, but the animation triggers only activates animations, and i suggest an entity to activa doors, lasers and other things.
I meant the triggers you can select in the animations menu in the editor, not the entity.

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Automatik
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Post » 15 Feb 2014, 21:49

I just played some Mari0 1.6 with a XBox360 Controller. It's really cool, but unfortunately, you can't navigate in the menus with a controller. I think we should be able to.

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MagicPillow
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Post » 16 Feb 2014, 03:29

MagicPillow wrote:It would be cool to add a duplicate fireflower, and then add two transform triggers on enemies for when they're hit with each of the different fireballs.
Using that, you could have custom powerups(ish).
Let me elaborate on this.
So there would be an item that functions exactly like a fireflower, but everything related to it is a duplicate. (Example: fireflower2.png)
There should also be a separate enemy trigger for getting hit with fireball2
So there would be an option in the enemy txt file for getting hit with fireball and with fireball2
This would allow for many things.
For example, you could have a mappack with the standard fireflower, and also an ice flower.
You could edit fireflower2.png to make it look like an ice flower, have a custom enemy that doesn't kill the player, but instead acts as a wall (this is possible now), and have all the enemies in the mappack have a trigger to change into the block enemy when they hit fireball2.
Using that, you could have 2 different powerups if a duplicate fireflower was added.

Please add this. Please.

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Turtle95
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Post » 16 Feb 2014, 04:21

Something I just thought of would be to add sublevels into the suspend.txt. Doing so would help people load the map back up from the sublevel rather than just the main level. Yes it's weird to suspend in something like SMB 8-4_4 but hey it could help maps with multiple sublevels as part of the entire mappack, not just "hey go down this pipe one time to get coins and a mushroom"

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Superjustinbros
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Post » 17 Feb 2014, 01:03

A variation of the "Fish Start/End" entity, but placed in underwater levels. It would be colored magenta, and it would randomly spawn a low number of Cheep Cheeps of both colors in underwater levels offscreen to the right only if you move forward. It would work much like Bullet Bill Start/End zones, as in SMB1 ROMS both Bullet Bill and Swimming Cheep Cheep starters are considered the same entity, only differing in what they spawn based on the theme of the current room.

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alesan99
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Post » 17 Feb 2014, 01:14

We should be able to customize enemy deaths. Like having a stomped frame but still jump as if it were shot.
There are so many other things I want custom enemies to do. if onley I coud work on sE enemeys com on maurice let meee lolololll EDIT: Wow this wurkd lel

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MM102
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Post » 18 Feb 2014, 05:46

y axis background parallax

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Sunset_Moth
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Post » 18 Feb 2014, 19:48

BobTheLawyer wrote:Doors are good ideas. Portable background tiles sounds rather bad. Would background tiles then block your portal view? Why can portals collide with background tiles and you not? Why do they not bring you to the background.
Wouldn't make sense.
I meant facing you and yes its a stupid idea.
./=\
.\_/

Terrible portal, but you'd see it kinda like that instead of on the side like on normal blocks it would face you. Like doors in NSMB, you see the front of the door not the side, you see the front of the portal not the side like you're thinking of. It'd act like a door that takes you to your other portal. Just a simple way for corridors to have portals easy to walk through (No jumping or falling through the floor)

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Qwerbey
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Post » 18 Feb 2014, 20:50

Right-click values for bullet bill launchers, bullet bill fields, fish fields, and Bowser flames's start entity to decide enemy "density" for lack of a better term.

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TurretBot
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Post » 18 Feb 2014, 23:53

How about "amount"
Also to select if it starts when passing the the X or Y axis.

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Sunset_Moth
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Post » 19 Feb 2014, 01:35

TurretBot wrote:How about "amount"
Also to select if it starts when passing the the X or Y axis.
Region select like checkpoints is what would be done I think.

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0>0
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Post » 19 Feb 2014, 17:10

achievements!
i think it will be nice

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Automatik
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Post » 19 Feb 2014, 17:58

Like what?
-No "50000 goombas stomped", because that kind of achievement is bullshit.
-No "Beat this Mappack", because a "mappack finished" icon on the "select mappack" menu would be better. (Idea!)
-No trivial stuff like "Learn to jump" , "Start the game" or "Kill a goomba with a shell". (Achievement)
-No stuff where you're already rewarded (Beating the SMB mappack, jumping on the top of the flag pole, big stomping combos)
So, something hard that is easy to detect, not already rewarded, and not grind. Any ideas?

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Qwerbey
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Post » 19 Feb 2014, 18:05

Also it would be too easy to make a custom mappack to get a specific one.

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0>0
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Post » 19 Feb 2014, 18:33

i was thinking like making 3 or 5 or 10 mappacks
and finish the DLC mappacks
or somthing like this

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Firaga
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Post » 19 Feb 2014, 18:38

0>0 wrote:i was thinking like making 3 or 5 or 10 mappacks
and finish the DLC mappacks
or somthing like this
A good mappack takes quite a bit of time to make, I mean look at some of the great maps like Mad Science or Abstracta..
Making a good map takes about a month or two (or with my procrastination habits, eight years), so I would suspect one, possibly two maps on the official release.

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Superjustinbros
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Post » 20 Feb 2014, 09:44

Earlier today I was playing Portal 2 and I thought of taking the placable Power Lines and modifying the cornered Lines so they have a hollow corner, just like in Portal 2. Having the Power Lines auto-link after you're done drawing a line would help too.

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TurretBot
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Post » 20 Feb 2014, 13:42

Superjustinbros wrote:Having the Power Lines auto-link after you're done drawing a line would help too.
Didn't you say that before?

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MagicPillow
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Post » 20 Feb 2014, 23:27

1 block wide ariel faith plates that don't teleport you.

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Sky
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Post » 22 Feb 2014, 08:56

I'd like to request an overhaul of how enemy collision works, at least with Mario. As it stands, moving objects and moving Mario don't mix well; Mario will pass through them in a head-on collision, even when standing still on an enemy moving up (gravity takes over). I think the functionality could be extended here.

What if collision worked like platforms? I'm thinking of the large Buzzy Beetles near the end of NSMBU. They act as platforms that Mario can ride on (without having to walk on top of them), and when they rise Mario rises with them. This sounds suspiciously like how platforms already work.

Unfortunately, this would break the current system for enemy stacking. Perhaps only Mario would be affected by standing on an enemy, but other enemies wouldn't. I think up/down should still apply to enemies, however.

Maurice
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Post » 22 Feb 2014, 13:50

Too late now.
There would be way too many problems with everything.

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MissingWorld
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Post » 22 Feb 2014, 19:43

Can't you make it so the name of a character is in a .txt instead of being the name of the folder?

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Automatik
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Post » 22 Feb 2014, 19:50

Why? Do you need slashes in your character's name?

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MissingWorld
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Post » 22 Feb 2014, 19:51

Automatik wrote:Why? Do you need slashes in your character's name?
This request is mainly because of people who do different spritesets for Mario have to name it things like "SMB2 Mario" or "Mario SMW".

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alesan99
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Post » 22 Feb 2014, 19:58

MissingWorld wrote: This request is mainly because of people who do different spritesets for Mario have to name it things like "SMB2 Mario" or "Mario SMW".
You can put a space/spaces after the name.

But I do think it's a good idea if it's optional. If the name isn't defined in conf.txt then It'll use the folder name.

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