Ideas/Things to add to Mari0

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Automatik
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Post » 22 Feb 2014, 20:01

alesan99 wrote:
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.
I think he meant that these character should have their folder named "smb2 mario" and being named mario ingame. Or else they override the normal mario.

Maurice
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Post » 22 Feb 2014, 20:32

char.name property implemented.

And by that I mean I added 13 symbols to characterloader.lua
char.name = string.lower(charname)
V
char.name = char.name or string.lower(charname)

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MagicPillow
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Post » 22 Feb 2014, 20:39

Maurice wrote:char.name property implemented.

And by that I mean I added 13 symbols to characterloader.lua
char.name = string.lower(charname)
V
char.name = char.name or string.lower(charname)
I have no idea what this means... :(

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Automatik
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Post » 22 Feb 2014, 20:49

"char" is the table contained in config.txt. The game use the attribute "name" contained in "char" to name the character.
charname is the character folder's name.

Code: Select all

char.name = string.lower(charname)
If there wasn't that line, the game would crash if you didn't set the attribute, but if you did, it would be the name of the character.
So this line mean "set the name of the character to the name of the character folder, but in lowercase".

Code: Select all

char.name = char.name or string.lower(charname)
This mean "If the character's name is already defined(in config.txt), keep it, or else use the character folder's name in lowercase".

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MagicPillow
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Post » 22 Feb 2014, 21:46

Ooh you know what would be cool?
Having an animation trigger for if Mario is a certain size, and also something that powers stuff (doors, lasers, etc.) if Mario has X coins.
(And maybe an option for mappacks to,instead of going Fire --> Small, go from Fire --> Big)
Then somebody could maybe make a Super Mario 64/Galaxy mappack (Using coins as stars, and making it so that when you're small, you go back to the hub instead of dying.)

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Sunset_Moth
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Post » 22 Feb 2014, 23:24

meiskooler wrote:Q.U.B.E.-like manipulation of certain blocks. It'll probably take a lot of work but it'll be cool :P
A) Animated tiles and triggers?
B) Someone else on the forum played Q.U.B.E.?
C) We need portal shot detectors for triggering things with the portalgun, that would mean we could EASILY do a Q. U. B. E. mappack.

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Jackostar10000
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Post » 23 Feb 2014, 01:37

few quick suggestions.
1. entities can be given makeovers for our map packs.
so should music and enemies, why enemies? mainly because we can edit bowser, but not his fire, its kinda annoying. adleast let us edit fire.
2. backgrounds / forgrounds need to have a bar for vertical scrolling.

thats it.

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Turtle95
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Post » 23 Feb 2014, 03:00

Here's one:

Player scale factor, where the number is the add or subtract to the scale. This would be helpful for large characters, so they wouldn't look weird for being so damn big. Or at least something like it. It's more of the functionality of the Mari0 + Portal HD Textures feature.

Maurice
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Post » 23 Feb 2014, 05:53

Nah.
Pixels are pixels.

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Superjustinbros
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Post » 24 Feb 2014, 20:17

I'd like if there was some form of camera control function in the options menu that either kept you centered or as close to the center as possible (similarly to how I configured my A0zora mod to handle the camera positioning so while you're not 100% centered, you're still far away from either edge of the screen) or keep it as it is, with you being really close to either side of the screen when moving left/right.

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HansAgain
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Post » 26 Feb 2014, 01:56

Alesan, could you make the enemies jump when they reach a cliff or a wall?
And please, add other options to make possible making a Chargin' Chuck.

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alesan99
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Post » 02 Mar 2014, 03:14

We need to be able to add an idle animation to custom characters.
Also the ability to change the amount of frames for every animation.

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Qwerbey
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Post » 02 Mar 2014, 06:23

Some ideas I had after some more hat-making:
  • A way to view big Mario in the customization menu
  • Custom hats for the death animation

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eraykaan
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Post » 02 Mar 2014, 14:10

Characters with double jumps

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MissingWorld
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Post » 02 Mar 2014, 15:25

eraykaan wrote:Characters with double jumps
*cough* pegasus *coUGH*

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eraykaan
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Post » 02 Mar 2014, 15:33

MissingWorld wrote:
eraykaan wrote:Characters with double jumps
*cough* pegasus *coUGH*
Not pegasus it has infinite! I just want 2

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MagicPillow
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Post » 02 Mar 2014, 20:01

Idea!
You should be able to choose how high Mario bounces off of an enemy.
That way, you could make bouncy platforms.

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alesan99
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Post » 02 Mar 2014, 21:59

How about being able to link platform spawners.

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TheSeek
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Post » 02 Mar 2014, 22:14

Edited cuz i'm blind.
Last edited by TheSeek on 02 Mar 2014, 23:57, edited 1 time in total.

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Sky
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Post » 02 Mar 2014, 22:21

TheSeek wrote:Unstationary Scaffold from portal with adjustable movements and speed, so that we can create activable elevators and similar stuff.
This exists. It's on the far right side of the portal entities, but you can barely see it.

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TheSeek
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Post » 02 Mar 2014, 23:58

I've never seen it, i'm blind!
Anyway, it's kinda buggy.

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Baf
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Post » 03 Mar 2014, 10:32

I did a little search, I don't find anything about it so, sorry if it's been already posted :

- Is it possible to have some moving coins ? Like an entity with a moving pattern that give you coin when you touch it.

- An object that give you more time, like in Mario 3D World (the chronometers that gives you +50 sec or more).

- Could an ennemi be able to walk and then stop, go back, and just wandering around like shy guy in Yoshi's Island ?

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alesan99
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Post » 03 Mar 2014, 16:11

Baf wrote:- Could an ennemi be able to walk and then stop, go back, and just wandering around like shy guy in Yoshi's Island ?
If Maurice adds my enemy.lua then this will be possible with:

Code: Select all

"speedx": -8,
"customtimer": [[1.5,"setspeedx",0],[1,"setspeedx",8],[1.5,"setspeedx",0],[1,"setspeedx",-8]]

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SauloFX
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Post » 03 Mar 2014, 17:21

Shoot Portal through portals


you shoot two portals,then if you shoot a portal in a portal he will go from the blue portal to the orange portal,then create a new portal,that would be excellent for some puzzles

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alesan99
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Post » 03 Mar 2014, 17:23

Was that even a thing in portal?

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HugoBDesigner
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Post » 03 Mar 2014, 17:26

That isn't, but I had the same idea once. It would be ama... Wait, I think I'll add it to my mod, if you don't mind. Still, this would be amazing in SE!

kevansevans
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Post » 03 Mar 2014, 21:39

alesan99 wrote:Was that even a thing in portal?
The game portal was derived from allowed you to do it, but it was removed due to making the puzzles a little to hard to design to keep the player from skipping large chunks of the map. No point in designing levels if you have a catch all solution to skip everything.

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Sky
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Post » 04 Mar 2014, 07:19

Animation requests:
  • Lock the camera's X or Y position, but allow it to move freely on the other axis.
  • Enable/disable/start animations other than the current one.
  • Score tally - like with the flagpole, add points based on the amount of time left. For custom level endings, etc.
  • Animate to run
  • Change background (not the color)
  • Change foreground
  • Bugfix - "pan camera" continues even after restarting the level.
Also of note: One-way platforms don't play nice with some aspects of the game, like fireballs and objects on moving platforms.

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MissingWorld
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Post » 04 Mar 2014, 07:30

An "enemies only" tag for region triggers would be nice and helpful.

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HugoBDesigner
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Post » 04 Mar 2014, 13:19

Or, perhaps, something like I did with my region trigger, but instead of typing each enemy, you could select in a list...

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HansAgain
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Post » 04 Mar 2014, 21:58

HugoBDesigner wrote:Or, perhaps, something like I did with my region trigger, but instead of typing each enemy, you could select in a list...
Hans1998 wrote:i don't want to be insistent with the trigger thing, but could you add an option to only activate with a specific type of thing, probably using the same submenu as the cube dispenser one. With this and the "grabable" property i suggested before, we could have a key that opens specific doors .
Maurice! Hear our petitions!!

EDIT: is there a stream yet?

Maurice
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Post » 04 Mar 2014, 23:58

Sorry, my actual job picked today to give me a lot of work.
Also Stick of Truth was released.

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ChrisGin
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Post » 04 Mar 2014, 23:59

Maurice wrote: Also Stick of Truth was released.
Let me guess....Jewish Douchebag?

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zorua7551
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Post » 05 Mar 2014, 00:16

ChrisGin wrote:
Maurice wrote: Also Stick of Truth was released.
Let me guess....Jewish Douchebag?
Close. The part about the douchebag was right.

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MissingWorld
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Post » 05 Mar 2014, 00:31

Couple of requests;
There should probably be a "trigger" option in the player selected menu under animations (as in the list would be trigger, everyone, p1, p2, p3, p4) so it'd only affect the player(s) that triggered the animation.
Also, a "play sound effect" action would be fine and dandy.

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eraykaan
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Post » 05 Mar 2014, 14:24

zorua7551 wrote:
ChrisGin wrote:
Maurice wrote: Also Stick of Truth was released.
Let me guess....Jewish Douchebag?
Close. The part about the douchebag was right.
In the world of south park everybody is a douchebag

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SauloFX
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Post » 05 Mar 2014, 15:14

.gif backgrounds


would be a HUGE step For Mari0

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renhoek
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Post » 05 Mar 2014, 15:51

SauloFX wrote:.gif backgrounds


would be a HUGE step For Mari0
I don't think Gif backgrounds are necessary, I could see it working more like animated tiles though.

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alesan99
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Post » 05 Mar 2014, 21:53

SauloFX wrote:.gif backgrounds
would be a HUGE step For Mari0
Automatik wrote:
alesan99 wrote:In fact LÖVE (Mari0 is being made with LÖVE) can't read .gif as far as I know.
It can read gifs, just not animated gifs..
We'd have to wait for LÖVE to be able to read animated gifs.
But it'd be possible to make animated backgrounds using frames in static images.

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SauloFX
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Post » 06 Mar 2014, 01:35

renhoek wrote:
SauloFX wrote:.gif backgrounds


would be a HUGE step For Mari0
I don't think Gif backgrounds are necessary, I could see it working more like animated tiles though.
i know we can do animated backgrounds with animated tilesets,but with gif images would be so easy(for some people)

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MissingWorld
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Post » 06 Mar 2014, 02:51

SauloFX wrote:
renhoek wrote:I don't think Gif backgrounds are necessary, I could see it working more like animated tiles though.
i know we can do animated backgrounds with animated tilesets,but with gif images would be so easy(for some people)
He means having the animated backgrounds having a system similar to animated tiles.

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MagicPillow
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Post » 06 Mar 2014, 03:00

SauloFX wrote:.gif backgrounds
would be a HUGE step For Mari0
It sounds as though you're requesting an impossible feature...

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SauloFX
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Post » 06 Mar 2014, 03:14

MissingWorld wrote:
SauloFX wrote:
renhoek wrote:I don't think Gif backgrounds are necessary, I could see it working more like animated tiles though.
i know we can do animated backgrounds with animated tilesets,but with gif images would be so easy(for some people)
He means having the animated backgrounds having a system similar to animated tiles.
Thank you MissingWorld

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Sunset_Moth
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Post » 07 Mar 2014, 19:55

MagicPillow wrote:Idea!
You should be able to choose how high Mario bounces off of an enemy.
That way, you could make bouncy platforms.
I already said that in the SE thread.
bubba_nate wrote:Alesan, how about configureable bounce height off enemies? (Yes the mushroom made me think of this.)

HugoBDesigner wrote:Or, perhaps, something like I did with my region trigger, but instead of typing each enemy, you could select in a list...
Fireball detectors for fireball triggered pipes, like in NSMB2.

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SauloFX
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Post » 07 Mar 2014, 20:41

Boss Edit,Maurice should add few features for us to create diferent kinds of boss,features like:

-Triple Shot''n''stuff

And A Advanced Code For People make advanced bosses like:

-Giant Snakes
-Ultra Machines

And Another Advanced Code To Attacks Like:

-Fire Wave
-Other attacks Similar To Megaman X Bosses

AND...we could complete levels without using the flag pole,maybe a new entity,if we pass through this entity,the level ends.

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MagicPillow
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Post » 07 Mar 2014, 21:44

SauloFX wrote:-Triple Shot''n''stuff

And A Advanced Code For People make advanced bosses like:

-Giant Snakes
-Ultra Machines

And Another Advanced Code To Attacks Like:

-Fire Wave
-Other attacks Similar To Megaman X Bosses
No clue what this means
SauloFX wrote: AND...we could complete levels without using the flag pole,maybe a new entity,if we pass through this entity,the level ends.
So exactly like you can do with animations?

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SauloFX
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Post » 08 Mar 2014, 01:38

MagicPillow wrote:
SauloFX wrote:-Triple Shot''n''stuff

And A Advanced Code For People make advanced bosses like:

-Giant Snakes
-Ultra Machines

And Another Advanced Code To Attacks Like:

-Fire Wave
-Other attacks Similar To Megaman X Bosses
No clue what this means
SauloFX wrote: AND...we could complete levels without using the flag pole,maybe a new entity,if we pass through this entity,the level ends.
So exactly like you can do with animations?
We Can?So Sorry,I Didn't explore what Mari0 Can do.Forgive me.

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TurretBot
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Post » 08 Mar 2014, 01:50

Idea: Only one player has a portal gun at a time (optional)
It'd be easier to play multiplayer this way
And also multiple people using a keyboard
...
During animations it'd just appear when he shoots it

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Firaga
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Post » 08 Mar 2014, 02:13

TurretBot wrote:Idea: Only one player has a portal gun at a time (optional)
It'd be easier to play multiplayer this way
And also multiple people using a keyboard
...
During animations it'd just appear when he shoots it
I can see it now
Mari0: The game with portals except for the other 3 players
There's always joystick controls.

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Superjustinbros
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Post » 08 Mar 2014, 08:10

I'm sure I brought this up before, but now that I have pics to go with it I can provide a more descriptive explanation.
Image
See that ? ball? It just came out of that block.
Image
Pick it up, and you're frozen in place.
Image
As the game teleports you...
Image
to another room.
Basically an item property (sort of to go with the ones Flutter Skye mentioned in the SE beta topic just recently) that causes you to teleport. It's much like a vine, except without the whole having to climb it gimmick. It'd be linked to sublevels in the same way we can already link pipes and vines.
Last edited by Superjustinbros on 08 Mar 2014, 17:07, edited 1 time in total.

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