Superjustinbros wrote:I'm uncertain if SE has a feature like this... both platform generators generate their platforms at different rates.
Ideas/Things to add to Mari0
- Superjustinbros
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I feel 100% stupider right now. >.>
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
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
- Superjustinbros
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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.
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.
- MissingWorld
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It probably has to do with the fact that it cuts off instead of stopping on the actual vine-topper.Maurice wrote:What makes you think that?TurretBot wrote:He was talking about its glitchiness.
- MissingWorld
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I was going to mention that this overall had nothing to do with his point, but it slipped my mind.Maurice wrote:But sjb said "what would be difficult about adding it".
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.
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.
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:QwertymanO07 wrote: A XOR gate entity
and since NAND = AND + NOT, you already have everything you need to make a XOR.
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.
also i think he should release the current version of Mari0 so we can rebuild our mappacks.
We hate puppies too.
- maidenTREE
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The SMB mappack would be created easier with the mazes.
They randomly dissappeared in SE.
They randomly dissappeared in SE.
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.
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.
Option for text sound effects
- Superjustinbros
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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.
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.
What do you mean? What happens?
- MagicPillow
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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).
Using that, you could have custom powerups(ish).
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.
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.
Instead of environmental triggers more animation triggers could be added.
You could be right, but the animation triggers only activates animations, and i suggest an entity to activa doors, lasers and other things.
Okay, this probably got ignored because I edited my post.QwertymanO07 wrote:EDIT: And finally, enemy-only triggers.
QwertymanO07 wrote:Okay, this probably got ignored because I edited my post.QwertymanO07 wrote:EDIT: And finally, enemy-only triggers.
Don't forget cubes, Maurice.closed bugs wrote:155 separation enemies/players in regiontriggers
I meant the triggers you can select in the animations menu in the editor, not the entity.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 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.
- MagicPillow
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Let me elaborate on this.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).
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.
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"
- Superjustinbros
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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.
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
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
- Sunset_Moth
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I meant facing you and yes its a stupid idea.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.
./=\
.\_/
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)
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.
How about "amount"
Also to select if it starts when passing the the X or Y axis.
Also to select if it starts when passing the the X or Y axis.
- Sunset_Moth
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Region select like checkpoints is what would be done I think.TurretBot wrote:How about "amount"
Also to select if it starts when passing the the X or Y axis.
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?
-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?
Also it would be too easy to make a custom mappack to get a specific one.
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..0>0 wrote:i was thinking like making 3 or 5 or 10 mappacks
and finish the DLC mappacks
or somthing like this
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.
- Superjustinbros
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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.
Didn't you say that before?Superjustinbros wrote:Having the Power Lines auto-link after you're done drawing a line would help too.
- MagicPillow
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1 block wide ariel faith plates that don't teleport you.
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.
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.
- MissingWorld
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Can't you make it so the name of a character is in a .txt instead of being the name of the folder?
Why? Do you need slashes in your character's name?
- MissingWorld
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This request is mainly because of people who do different spritesets for Mario have to name it things like "SMB2 Mario" or "Mario SMW".Automatik wrote:Why? Do you need slashes in your character's name?
You can put a space/spaces after the name.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".
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.