Ideas/Things to add to Mari0

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Flutter Skye
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Post » 08 Mar 2014, 12:07

"Skype"...
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.

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renhoek
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Post » 08 Mar 2014, 12:23

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.

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TurretBot
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Post » 08 Mar 2014, 15:04

No he wants it to teleport you to a new room when it dies.

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Think_with_Coins
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Post » 08 Mar 2014, 15:30

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

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renhoek
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Post » 08 Mar 2014, 16:33

TurretBot wrote:No he wants it to teleport you to a new room when it dies.
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.)

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TurretBot
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Post » 08 Mar 2014, 16:44

renhoek wrote:
TurretBot wrote:No he wants it to teleport you to a new room when it dies.
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.)
I thought you were talking about like buttons/doors/etc also forgot animations are regular i/o now so that'd be possible

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Superjustinbros
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Post » 08 Mar 2014, 17:17

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.
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).

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.

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renhoek
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Post » 08 Mar 2014, 17:28

Superjustinbros wrote:
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.
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).

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?

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.

Camewel
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Post » 08 Mar 2014, 18:43

Superjustinbros wrote:
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.
Sadly, it is a powerup. In the ROM hack example I posted, it's a powerup-

It was like this in one example THEREFORE IT MUST BE LIKE THIS IN ALL EXAMPLES
you're missing the point

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Superjustinbros
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Post » 09 Mar 2014, 03:53

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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renhoek
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Post » 09 Mar 2014, 04:25

I was assuming it moves like a star from the images you posted.
Also I don't understand why this is so hard to understand. (or why you're even going against your own idea.)

Camewel
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Post » 09 Mar 2014, 09:29

Superjustinbros wrote: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.
it's not a powerup you silly fuck
it's just an enemy that triggers an animation when it dies
please stop now

HAPPYFACES
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Post » 09 Mar 2014, 14:59

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.

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Qwerbey
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Post » 16 Mar 2014, 00:49

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.

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SauloFX
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Post » 16 Mar 2014, 02:16

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.
This looks like a nice idea!

Mappacks would have a real big upgrade with this.

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HansAgain
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Post » 16 Mar 2014, 02:21

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.
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.

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MissingWorld
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Post » 16 Mar 2014, 02:37

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.

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MagicPillow
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Post » 16 Mar 2014, 02:48

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.
And it doesn't help that two shells won't collide with each other, thus making the sound play twice as often.
Vertical levels will kill your ears.

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MissingWorld
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Post » 16 Mar 2014, 02:50

MagicPillow wrote:
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.
And it doesn't help that two shells won't collide with each other, thus making the sound play twice as often.
Vertical levels will kill your ears.
I feel like this post was a deliberate deprecation to your own mappack.

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Qwerbey
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Post » 16 Mar 2014, 02:54

On the subject of sounds, I think sounds for buttons and cube droppers should be added.

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HugoBDesigner
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Post » 16 Mar 2014, 02:59

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)

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TurretBot
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Post » 16 Mar 2014, 03:21

MissingWorld wrote:
MagicPillow wrote:
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.
And it doesn't help that two shells won't collide with each other, thus making the sound play twice as often.
Vertical levels will kill your ears.
I feel like this post was a deliberate deprecation to your own mappack.
shells kill shells why the fuck aren't they doing it

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LeGamer
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Post » 17 Mar 2014, 08:00

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...

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Bazvie999
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Post » 17 Mar 2014, 09:23

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.........

HAPPYFACES
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Post » 17 Mar 2014, 14:13

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...
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.
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.........
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.

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.

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Superjustinbros
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Post » 18 Mar 2014, 07:37

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.

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MM102
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Post » 24 Mar 2014, 03:30

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

Camewel
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Post » 24 Mar 2014, 04:29

you already can
you can overwrite any and all of the smb sprites by putting a new sprite sheet somewhere (mappack root?)

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Sky
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Post » 24 Mar 2014, 04:57

Name it the same as in the source and put it in enemies. It works.

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MagicPillow
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Post » 24 Mar 2014, 05:03

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.)

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Sky
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Post » 24 Mar 2014, 06:59

WillWare wrote:Name it the same as in the source and put it in enemies. It works.

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alesan99
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Post » 24 Mar 2014, 13:41

Try to see if a feature is already in before suggesting it.

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SauloFX
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Post » 24 Mar 2014, 14:08

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.

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MM102
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Post » 24 Mar 2014, 14:42

WillWare wrote:Name it the same as in the source and put it in enemies. It works.
Protip* you need to have both the .json and .png for this to work

Maurice
Stabyourself.net
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Post » 24 Mar 2014, 14:42

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.
Wrong thread.
Yes, the other thread is closed.
Take a hint.

Joelrodiel
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Post » 25 Mar 2014, 23:40

I think they should add a katamri legacy cheat in the cheat section. Reply if you like!!

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MissingWorld
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Post » 25 Mar 2014, 23:55

Joelrodiel wrote:I think they should add a katamri legacy cheat in the cheat section. Reply if you like!!
You're a bit early for April fools there.

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SauloFX
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Post » 26 Mar 2014, 00:48

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............?

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alesan99
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Post » 26 Mar 2014, 00:57

SauloFX 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............?
Oh yeah you mean gravity? Yeah that's already in the game.......................................... seriously guys you don't need that many periods
jokes aside, if you want love.physics kind of physics then that won't happen. Physics have to be like SMB's physics.

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TurretBot
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Post » 26 Mar 2014, 01:30

MissingWorld wrote:
Joelrodiel wrote:I think they should add a katamri legacy cheat in the cheat section. Reply if you like!!
You're a bit early for April fools there.
Katamari cheat would be cool though
or at least a character
please

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renhoek
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Post » 26 Mar 2014, 02:16

TurretBot wrote:
MissingWorld wrote:
Joelrodiel wrote:I think they should add a katamri legacy cheat in the cheat section. Reply if you like!!
You're a bit early for April fools there.
Katamari cheat would be cool though
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.

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Áçé Syntax Áçé
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Post » 26 Mar 2014, 02:47

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

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alesan99
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Post » 26 Mar 2014, 02:55

Maurice wrote:Cheats are currently not the focus of development.

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Áçé Syntax Áçé
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Post » 26 Mar 2014, 09:55

But they can add them whenever they finished everything and got bored

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TurretBot
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Post » 26 Mar 2014, 23:17

renhoek wrote:
TurretBot wrote:
MissingWorld wrote:You're a bit early for April fools there.
Katamari cheat would be cool though
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.
I said 'cool' not 'fun'

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HansAgain
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Post » 27 Mar 2014, 02:53

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.

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MagicPillow
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Post » 27 Mar 2014, 03:00

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.
I second this!
Maybe also a next world/sublevel button?

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Áçé Syntax Áçé
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Post » 27 Mar 2014, 09:21

Putting some achievement!

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renhoek
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Post » 27 Mar 2014, 09:44

Áçé Syntax Áçé wrote:Putting some achievement!
People would just go into the level editor and edit the level to get them the achievement as easily as possible.

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HugoBDesigner
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Post » 27 Mar 2014, 10:34

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 :)

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