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.alesan99 wrote: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".
Ideas/Things to add to Mari0
- MagicPillow
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I have no idea what this means... :(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)
"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.
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".
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".
charname is the character folder's name.
Code: Select all
char.name = string.lower(charname)
So this line mean "set the name of the character to the name of the character folder, but in lowercase".
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char.name = char.name or string.lower(charname)
- MagicPillow
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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.)
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.)
- Sunset_Moth
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A) Animated tiles and triggers?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
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.
- Jackostar10000
- Posts: 417
- Joined: 17 Jun 2012, 12:06
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.
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.
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.
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.
- Superjustinbros
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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.
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.
And please, add other options to make possible making a Chargin' Chuck.
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.
Also the ability to change the amount of frames for every animation.
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
- MissingWorld
- Posts: 230
- Joined: 06 Jan 2014, 01:45
*cough* pegasus *coUGH*eraykaan wrote:Characters with double jumps
- MagicPillow
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Idea!
You should be able to choose how high Mario bounces off of an enemy.
That way, you could make bouncy platforms.
You should be able to choose how high Mario bounces off of an enemy.
That way, you could make bouncy platforms.
How about being able to link platform spawners.
This exists. It's on the far right side of the portal entities, but you can barely see it.TheSeek wrote:Unstationary Scaffold from portal with adjustable movements and speed, so that we can create activable elevators and similar stuff.
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 ?
- 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 ?
If Maurice adds my enemy.lua then this will be possible with: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 ?
Code: Select all
"speedx": -8,
"customtimer": [[1.5,"setspeedx",0],[1,"setspeedx",8],[1.5,"setspeedx",0],[1,"setspeedx",-8]]
Was that even a thing in portal?
- HugoBDesigner
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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!
-
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- Joined: 30 May 2012, 18:27
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.alesan99 wrote:Was that even a thing in portal?
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.
- MissingWorld
- Posts: 230
- Joined: 06 Jan 2014, 01:45
An "enemies only" tag for region triggers would be nice and helpful.
- HugoBDesigner
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Or, perhaps, something like I did with my region trigger, but instead of typing each enemy, you could select in a list...
HugoBDesigner wrote:Or, perhaps, something like I did with my region trigger, but instead of typing each enemy, you could select in a list...
Maurice! Hear our petitions!!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 .
EDIT: is there a stream yet?
- MissingWorld
- Posts: 230
- Joined: 06 Jan 2014, 01:45
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.
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.
SauloFX wrote:.gif backgrounds
would be a HUGE step For Mari0
We'd have to wait for LÖVE to be able to read animated gifs.Automatik wrote:It can read gifs, just not animated gifs..alesan99 wrote:In fact LÖVE (Mari0 is being made with LÖVE) can't read .gif as far as I know.
But it'd be possible to make animated backgrounds using frames in static images.
i know we can do animated backgrounds with animated tilesets,but with gif images would be so easy(for some people)renhoek wrote:I don't think Gif backgrounds are necessary, I could see it working more like animated tiles though.SauloFX wrote:.gif backgrounds
would be a HUGE step For Mari0
- MissingWorld
- Posts: 230
- Joined: 06 Jan 2014, 01:45
He means having the animated backgrounds having a system similar to animated tiles.SauloFX wrote:i know we can do animated backgrounds with animated tilesets,but with gif images would be so easy(for some people)renhoek wrote:I don't think Gif backgrounds are necessary, I could see it working more like animated tiles though.
- MagicPillow
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It sounds as though you're requesting an impossible feature...SauloFX wrote:.gif backgrounds
would be a HUGE step For Mari0
Thank you MissingWorldMissingWorld wrote:He means having the animated backgrounds having a system similar to animated tiles.SauloFX wrote:i know we can do animated backgrounds with animated tilesets,but with gif images would be so easy(for some people)renhoek wrote:I don't think Gif backgrounds are necessary, I could see it working more like animated tiles though.
- Sunset_Moth
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I already said that in the SE thread.MagicPillow wrote:Idea!
You should be able to choose how high Mario bounces off of an enemy.
That way, you could make bouncy platforms.
bubba_nate wrote:Alesan, how about configureable bounce height off enemies? (Yes the mushroom made me think of this.)
Fireball detectors for fireball triggered pipes, like in NSMB2.HugoBDesigner wrote:Or, perhaps, something like I did with my region trigger, but instead of typing each enemy, you could select in a list...
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.
-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.
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
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No clue what this meansSauloFX 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
So exactly like you can do with animations?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.
We Can?So Sorry,I Didn't explore what Mari0 Can do.Forgive me.MagicPillow wrote:No clue what this meansSauloFX 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 BossesSo exactly like you can do with animations?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.
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
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 nowTurretBot 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
There's always joystick controls.Mari0: The game with portals except for the other 3 players
- Superjustinbros
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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.
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.