Ideas/Things to add to Mari0
- Flutter Skye
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"Skype"...
Unfortunately, Maurice said "No More big Features" In IRC, After I showed him the Custom Power-Ups idea.
Unfortunately, Maurice said "No More big Features" In IRC, After I showed him the Custom Power-Ups idea.
Last edited by Flutter Skye on 17 Mar 2014, 16:15, edited 1 time in total.
No he wants it to teleport you to a new room when it dies.
- Think_with_Coins
- Posts: 43
- Joined: 13 Feb 2014, 17:01
Some Animations like Activate X if Player 1,2,3,4 has Y Coins/Points or Kill player 1,2,3,4 when jumped X Times
I thought you were talking about like buttons/doors/etc also forgot animations are regular i/o now so that'd be possiblerenhoek wrote:Did it not occur to you that I was referring to a room changing trigger? (check animations to see what I mean if you still don't understand.)TurretBot wrote:No he wants it to teleport you to a new room when it dies.
- Superjustinbros
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Sadly, it is a powerup. In the ROM hack example I posted, it's a powerup that moves alike a Star, which it replaces (similar to how the swimming Mushroom replaces 1UPs in Kamikaze Mario DX, or how the Hammer Suit replaces the Star in Tower RE).renhoek wrote:It's not a power up (or even a big feature for that matter) he was suggesting that enemies can activate a trigger option once they're dead.
When you pick it up, it basically is calls for the horizontal pipe entrance trigger, which explains when you grab it you walk forwards a tile then stop while the game moves you to another room.
You know this doesn't change the death trigger idea right?Superjustinbros wrote:Sadly, it is a powerup. In the ROM hack example I posted, it's a powerup that moves alike a Star, which it replaces (similar to how the swimming Mushroom replaces 1UPs in Kamikaze Mario DX, or how the Hammer Suit replaces the Star in Tower RE).renhoek wrote:It's not a power up (or even a big feature for that matter) he was suggesting that enemies can activate a trigger option once they're dead.
When you pick it up, it basically is calls for the horizontal pipe entrance trigger, which explains when you grab it you walk forwards a tile then stop while the game moves you to another room.
Most power ups are used like enemies (stars, mushrooms, fire flowers, 1ups) so assuming that item you showed is used like a star, all you'd have to do is copy the code and replace whatever activates the players star power to something like
"deathtriggeranimation" [room 1 2],
or something like that.
Superjustinbros wrote:Sadly, it is a powerup. In the ROM hack example I posted, it's a powerup-renhoek wrote:It's not a power up (or even a big feature for that matter) he was suggesting that enemies can activate a trigger option once they're dead.
It was like this in one example THEREFORE IT MUST BE LIKE THIS IN ALL EXAMPLES
you're missing the point
- Superjustinbros
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You sure? I never said the power up had to move like a Star or even move at all, or do the "pipe entry" animation.
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Player controlled entity on triggered events. Green shoe anyone?
EDIT: Shit, I dunno if anyone's thought of this one before or if it's been added;
Adding the ability to include a custom .lua file within the character folder for more in-depth customization of the character! Also a good tool to give people a chance to learn lua on something small as part of the game instead of modding the whole damn thing to implement a small change.
EDIT: Shit, I dunno if anyone's thought of this one before or if it's been added;
Adding the ability to include a custom .lua file within the character folder for more in-depth customization of the character! Also a good tool to give people a chance to learn lua on something small as part of the game instead of modding the whole damn thing to implement a small change.
A sort-of dynamic sound entity. It would be like the music switcher but would play a sound along with the background music. You could select a sound (obviously) and a region for the source; it's volume would depend on the player's proximity to it.
This looks like a nice idea!QwertymanO07 wrote:A sort-of dynamic sound entity. It would be like the music switcher but would play a sound along with the background music. You could select a sound (obviously) and a region for the source; it's volume would depend on the player's proximity to it.
Mappacks would have a real big upgrade with this.
I suggested this idea before (but using sounds instead of music, but it's almost the same), if Maurice haven't read it, i wish he reads it now.QwertymanO07 wrote:A sort-of dynamic sound entity. It would be like the music switcher but would play a sound along with the background music. You could select a sound (obviously) and a region for the source; it's volume would depend on the player's proximity to it.
- MissingWorld
- Posts: 230
- Joined: 06 Jan 2014, 01:45
Personally I think sound effects should be dynamic overall. You have no idea how annoying it is to hear a shell banging against a couple of walls about a hundred blocks away.
- MagicPillow
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And it doesn't help that two shells won't collide with each other, thus making the sound play twice as often.MissingWorld wrote:Personally I think sound effects should be dynamic overall. You have no idea how annoying it is to hear a shell banging against a couple of walls about a hundred blocks away.
Vertical levels will kill your ears.
- MissingWorld
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- Joined: 06 Jan 2014, 01:45
I feel like this post was a deliberate deprecation to your own mappack.MagicPillow wrote:And it doesn't help that two shells won't collide with each other, thus making the sound play twice as often.MissingWorld wrote:Personally I think sound effects should be dynamic overall. You have no idea how annoying it is to hear a shell banging against a couple of walls about a hundred blocks away.
Vertical levels will kill your ears.
On the subject of sounds, I think sounds for buttons and cube droppers should be added.
- HugoBDesigner
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And what about sounds for boxes hitting floors/walls, player close to light bridges, light bridges stepping, portal shots (not portals opening), lasers turning on, player on lasers, laser detectors activating, doors opening and closing, excursion funnels turning on and off, player inside excursion funnels, player running on propulsion gel, bouncing on repulsion gel, aerial faith plates launching, boxes being emancipated, emancipation grills being turned on and off, player walking on repulsion gel (not bouncing), player holding boxes, player grabbing or releasing boxes, and some others I might have forgot.
If we're gonna do this, let's do this right :D
I already thought on adding most of these to my mod, plus bouncing boxes (they really should be added to SE)
If we're gonna do this, let's do this right :D
I already thought on adding most of these to my mod, plus bouncing boxes (they really should be added to SE)
shells kill shells why the fuck aren't they doing itMissingWorld wrote:I feel like this post was a deliberate deprecation to your own mappack.MagicPillow wrote:And it doesn't help that two shells won't collide with each other, thus making the sound play twice as often.MissingWorld wrote:Personally I think sound effects should be dynamic overall. You have no idea how annoying it is to hear a shell banging against a couple of walls about a hundred blocks away.
Vertical levels will kill your ears.
Multiplayer Splitscreen.
Having Multiplayer with mouse and joystick is cool but has a big flaw to it. The sidescrolling screen follows whoever goes first only...
Having Multiplayer with mouse and joystick is cool but has a big flaw to it. The sidescrolling screen follows whoever goes first only...
Hi Guys! I am back and better the ever! (Probably....)
I Like this thread so i am gonna give an idea:
Minecraft Mode (Which might never come back.) might give a good feel to the original game.
Like........
Goombas are Creepers. Koopas are Silverfish. Piranha Plants are Zombies. and etc, etc, etc,
Also.....
There should be more modes like the things from Mari0 Extended!
Things like Rainboom Mode, Nightmare Mode (Wasn't in Mari0 Extended.) and Cheater Mode!
Tell me what you think.........
I Like this thread so i am gonna give an idea:
Minecraft Mode (Which might never come back.) might give a good feel to the original game.
Like........
Goombas are Creepers. Koopas are Silverfish. Piranha Plants are Zombies. and etc, etc, etc,
Also.....
There should be more modes like the things from Mari0 Extended!
Things like Rainboom Mode, Nightmare Mode (Wasn't in Mari0 Extended.) and Cheater Mode!
Tell me what you think.........
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- Joined: 02 Jun 2012, 03:40
That was actually put in at one point, but scrapped due to some flaws. I think with four players it didn't work properly? If you want to play it with two players, get Mari0's source LOVE file, and LOVE itself (LOVE 0.8.0 for Mari0 1.6, and LOVE 0.9.0 for Mari0 SE) Open the mari0.love file with WinRAR, open main.lua with your text editor of choice, find the line containing "splitscreen", and delete all comment lines before things that look like code. (Should look like: --) Save it, allow WinRAR to overwrite the file inside the .love. And there ya go, dynamic splitscreen for two players. I'm not sure if Maurice kept splitscreen in SE, considering multiplayer doesn't work at the moment.LeGamer wrote:Multiplayer Splitscreen.
Having Multiplayer with mouse and joystick is cool but has a big flaw to it. The sidescrolling screen follows whoever goes first only...
Welcome back, I suppose? I never really got why it was important to announce one's return to a forum, unless people have been actively seeking who "one" is.Bazvie999 wrote:Hi Guys! I am back and better the ever! (Probably....)
I Like this thread so i am gonna give an idea:
Minecraft Mode (Which might never come back.) might give a good feel to the original game.
Like........
Goombas are Creepers. Koopas are Silverfish. Piranha Plants are Zombies. and etc, etc, etc,
Also.....
There should be more modes like the things from Mari0 Extended!
Things like Rainboom Mode, Nightmare Mode (Wasn't in Mari0 Extended.) and Cheater Mode!
Tell me what you think.........
Minecraft mode isn't coming back. It was a simple thing Maurice decided to add to Mari0 1.6, and well... For those of us who have played it long enough agree that it's pointless and its novelty ran out quick. (As a side note, why are people still pushing for Minecraft in Mari0? Are they trying to get a free Minecraft2D clone? I don't understand! x-x)
As for the other things, since those are in a mod there's really no need to add them to SE. Besides, I'm sure Maurice has other ideas to spice up the mode list.
- Superjustinbros
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The reason Minecraft Mode was a thing is very likely the same reason (at least in my point of view) you can do Sonic Rainbooms: Author Appeal. Maurice likes Minecraft, so he decided to put it in as a little bonus.
Personally I haven't really cared for Minecraft mode, as all I could do was dig and I never got placing a block to work properly. It just becomes mediocre after toying around with it for a few moments, and there's no mappack that specializes in it.
Personally I haven't really cared for Minecraft mode, as all I could do was dig and I never got placing a block to work properly. It just becomes mediocre after toying around with it for a few moments, and there's no mappack that specializes in it.
We should be able to change the graphics of mushrooms one-ups and fireflowers in the graphics folder
I know you could just make custom enemies but you wouldnt be able to spawn a fireflower if you already have a mushroom
I know you could just make custom enemies but you wouldnt be able to spawn a fireflower if you already have a mushroom
Name it the same as in the source and put it in enemies. It works.
- MagicPillow
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It would be cool to be able to put enemy json files in for the default enemies similar to how you replace graphics.
For example, you could change bulletbills to giant goombas, and the bulletbill spawners would spawn giant goombas.
Or just allow us to configure enemy-specific things (like bulletbill or flyingfish spawners.)
For example, you could change bulletbills to giant goombas, and the bulletbill spawners would spawn giant goombas.
Or just allow us to configure enemy-specific things (like bulletbill or flyingfish spawners.)
WillWare wrote:Name it the same as in the source and put it in enemies. It works.
Try to see if a feature is already in before suggesting it.
I discovered what make the Beta_9 level designer delete everything,its bcz at the same time we're in the tiles tab we're in the maps tab too,can somebody contact Maurice about this?
I will not send this to crash@stabyourself.net bcz this is a bug,not a crash.
I will not send this to crash@stabyourself.net bcz this is a bug,not a crash.
Protip* you need to have both the .json and .png for this to workWillWare wrote:Name it the same as in the source and put it in enemies. It works.
Wrong thread.SauloFX wrote:I discovered what make the Beta_9 level designer delete everything,its bcz at the same time we're in the tiles tab we're in the maps tab too,can somebody contact Maurice about this?
I will not send this to crash@stabyourself.net bcz this is a bug,not a crash.
Yes, the other thread is closed.
Take a hint.
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I think they should add a katamri legacy cheat in the cheat section. Reply if you like!!
- MissingWorld
- Posts: 230
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You're a bit early for April fools there.Joelrodiel wrote:I think they should add a katamri legacy cheat in the cheat section. Reply if you like!!
Oh yeah you mean gravity? Yeah that's already in the game.......................................... seriously guys you don't need that many periodsSauloFX wrote:Maurice could add gravity physics,we could create a lot of objects with physics,if the object is close to an edge,it will fall,and other physics stuff.
You guys know what i'm saying............?
jokes aside, if you want love.physics kind of physics then that won't happen. Physics have to be like SMB's physics.
Katamari cheat would be cool thoughMissingWorld wrote:You're a bit early for April fools there.Joelrodiel wrote:I think they should add a katamri legacy cheat in the cheat section. Reply if you like!!
or at least a character
please
You do know it wouldn't be that entertaining because all you'd have to do is hold right.TurretBot wrote:Katamari cheat would be cool thoughMissingWorld wrote:You're a bit early for April fools there.Joelrodiel wrote:I think they should add a katamri legacy cheat in the cheat section. Reply if you like!!
or at least a character
please
- Áçé Syntax Áçé
- Posts: 106
- Joined: 01 Dec 2013, 09:39
Or.......
Áçé Syntax Áçé wrote: Can you add more cheats like...
The Railgun mode viewtopic.php?f=13&t=1146&hilit=railgun
The Fireball mode viewtopic.php?f=13&t=2151&hilit=fireball
The Rainboomgun mode viewtopic.php?f=13&t=1896&hilit=mari0+extended
and some cheats that was used in Mari0 extended (Double Jump, Offscreen Portals, Groundpound, Meteorshower, Destroyer & Jetpack)
viewtopic.php?f=13&t=1896&hilit=mari0+extended
and please add a cheat menu (in the pause menu) and make a button for the Mouse wheel to make Bullettime to work
(I'm using my netbook and a felt annoyed by sliding my 2 fingers downwards in it and I must make it several times to work)
and one thing can you put the Minecraft mode in Mari0 SE (Full) cause I really enjoyed playing with that mode
Maurice wrote:Cheats are currently not the focus of development.
- Áçé Syntax Áçé
- Posts: 106
- Joined: 01 Dec 2013, 09:39
But they can add them whenever they finished everything and got bored
I said 'cool' not 'fun'renhoek wrote:You do know it wouldn't be that entertaining because all you'd have to do is hold right.TurretBot wrote:Katamari cheat would be cool thoughMissingWorld wrote:You're a bit early for April fools there.
or at least a character
please
It would be cool if Maurice adds and "Load next level" option, so we don't need a lot of animations to load another level, just one animation.
- MagicPillow
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I second this!Hans1998 wrote:It would be cool if Maurice adds and "Load next level" option, so we don't need a lot of animations to load another level, just one animation.
Maybe also a next world/sublevel button?
- HugoBDesigner
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So, add an entity or something to simulate Achievements. This way, mappack authors can have their own custom achievements, just as I did with my Blue Portals mappack. Also, since you're not really "rewarded" for making achievements, other than the fun of getting them, I don't know why people would enter the editor. I don't know, it wouldn't be like cheats or anything, right? Because I think achievements shouldn't unlock anything...
Anyway, the idea I had is that the mappack makers can get a custom image, a custom name and a custom description for the achievement. It'd be a linkable entity, so when the player do what he's supposed to do, it should save the player status on the mappack folder, so he can't get the same achievement twice :)
Anyway, the idea I had is that the mappack makers can get a custom image, a custom name and a custom description for the achievement. It'd be a linkable entity, so when the player do what he's supposed to do, it should save the player status on the mappack folder, so he can't get the same achievement twice :)