Ideas/Things to add to Mari0

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SauloFX
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Post » 27 Mar 2014, 14:35

HugoBDesigner wrote: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 :)
This is a SWEET idea,i hope Maurice add this.

HAPPYFACES
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Post » 27 Mar 2014, 23:45

Background and foreground blocks that can reflect the world, player, enemies, and entities. Mirrors.

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HansAgain
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Post » 27 Mar 2014, 23:51

Also, a feature that allow you to put "YourBackgroundName0.png" and that background (or foreground) image can work like tiles, not too necessary, and if you save it as "YourBackgroundName00.png" (or anything else), that background (or foreground) will follow the screen, yeah, that's it.

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SauloFX
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Post » 28 Mar 2014, 00:17

Hans1998 wrote:Also, a feature that allow you to put "YourBackgroundName0.png" and that background (or foreground) image can work like tiles, not too necessary, and if you save it as "YourBackgroundName00.png" (or anything else), that background (or foreground) will follow the screen, yeah, that's it.
But 0 will actually make the background look like a tile,i mean

1=background
0=tiles
-1=foreground

maybe i'm wrong,but i think is like this how it works.

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TurretBot
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Post » 28 Mar 2014, 00:19

what??????????????????????????????????????????????????????????????????????

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SauloFX
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Post » 28 Mar 2014, 00:29

I will try again

It works like this

BACKGROUND
TILES
FOREGROUND

what Hans want will cause this

BACKGROUNDTILES
FOREGROUND

got it?

Maurice
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Post » 28 Mar 2014, 00:37

no, I don't got it.

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SauloFX
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Post » 28 Mar 2014, 00:39

Just wait a minute.

Hans wants background 0,but actually 0 is the tile slot
Last edited by SauloFX on 28 Mar 2014, 00:46, edited 2 times in total.

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Sky
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Post » 28 Mar 2014, 00:41

just ignore me please

this is why I don't speak
Last edited by Sky on 28 Mar 2014, 00:54, edited 1 time in total.

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SauloFX
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Post » 28 Mar 2014, 00:43

WillWare wrote:Mari0 already has a system for making foreground and background tiles. They don't have anything to do with backgrounds or foregrounds.

What HAPPYFACES is suggesting is a new property for the tiles (not backgrounds/foregrounds) such that anything passing in front of or behind the tile is reflected off the tile graphically, like a mirror.
We're talking about HANS IDEA



VVV Ok VVV
Last edited by SauloFX on 28 Mar 2014, 00:45, edited 1 time in total.

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Sky
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Post » 28 Mar 2014, 00:44

And of course I look at the wrong post. Ignore me.

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HansAgain
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Post » 28 Mar 2014, 00:46

He is talking about what i suggested.
I mean that if you put 0 in the background's name, it will have 0 parallax scrolling, and if you put 00, it will stick on the screen.
I don't get what he (Saulo) is saying.

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SauloFX
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Post » 28 Mar 2014, 00:47

Hans1998 wrote:He is talking about what i suggested.
I mean that if you put 0 in the background's name, it will have 0 parallax scrolling, and if you put 00, it will stick on the screen.
I don't get what he is saying.
i'm saying that tiles are in the slot 0,if you add background 0,KABOOM,i guess...

Maurice
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Post » 28 Mar 2014, 00:49

Psst, saulo. You're making a fool of yourself by talking completely nonsense that is also very wrong. You should stop.

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SauloFX
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Post » 28 Mar 2014, 00:54

Ok Maurice,i will stop,but what i'm saying actually make sense,i just need to find a way to prove this...

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HansAgain
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Post » 28 Mar 2014, 03:11

SauloFX wrote:Ok Maurice,i will stop,but what i'm saying actually make sense,i just need to find a way to prove this...
I read somewhere that babies speak their own language, but they don't try to speak it with us, the grow up and talk Spanish.
I can barely understand what you're saying, but slot is not the right word, i think it's layers, but that's related to how they overlap.

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SauloFX
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Post » 28 Mar 2014, 03:15

layers.....how could i forget that word.....

but you understood what i was trying to say?

i'm 14 years old I: I

Camewel
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Post » 28 Mar 2014, 03:16

he got layers confused with filenames
he thought you meant to put the background on the same layer as the tiles
you people really need to be better and understanding vaguely comprehensible nonsense

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HansAgain
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Post » 28 Mar 2014, 03:20

I said i thought layers was the right word, of course i understood what he said, but i don't know how to traduce it.
I think he is trying to interpret what i'm saying because he thinks you don't understand what i was saying, but he messed it up.


EDIT: This caused it:
SauloFX wrote:
Hans1998 wrote:Also, a feature that allow you to put "YourBackgroundName0.png" and that background (or foreground) image can work like tiles, not too necessary, and if you save it as "YourBackgroundName00.png" (or anything else), that background (or foreground) will follow the screen, yeah, that's it.
But 0 will actually make the background look like a tile,i mean

1=background
0=tiles
-1=foreground

maybe i'm wrong,but i think is like this how it works.
I don't see any reason to post this, Saulo, my post was pretty understandable, i think.

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SauloFX
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Post » 28 Mar 2014, 03:30

Camewel wrote:he got layers confused with filenames
he thought you meant to put the background on the same layer as the tiles
you people really need to be better and understanding vaguely comprehensible nonsense
THANK YOU CAMEWEL!!!

Camewel
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Post » 28 Mar 2014, 04:11

Hans1998 wrote:EDIT: This caused it:
SauloFX wrote:
Hans1998 wrote:Also, a feature that allow you to put "YourBackgroundName0.png" and that background (or foreground) image can work like tiles, not too necessary, and if you save it as "YourBackgroundName00.png" (or anything else), that background (or foreground) will follow the screen, yeah, that's it.
But 0 will actually make the background look like a tile,i mean

1=background
0=tiles
-1=foreground

maybe i'm wrong,but i think is like this how it works.
I don't see any reason to post this, Saulo, my post was pretty understandable, i think.
genuine misunderstanding in how the game works, because normally backgrounds go 1, 2, 3 so from a non-technical perspective the tile layer would be layer 0

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SauloFX
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Post » 28 Mar 2014, 04:16

Camewel wrote: genuine misunderstanding in how the game works, because normally backgrounds go 1, 2, 3 so from a non-technical perspective the tile layer would be layer 0
Exactly.Beautiful.

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HansAgain
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Post » 28 Mar 2014, 04:28

If tiles are the layer 0, then the "backgorund0" can't be on the same layer, it was only a name and it was not necessary saying what Saulo said.
"background0" as background would work being the nearest background to the layer 0, the same if it works as foreground, i was for people who wants to put an inmovile background in front of backgrounds with parallax scrolling, like a big window in front of some buildings.
Then "backgorund00" will be the opposite, the farest background (or foreground) from the layer 0, so we can do (i don't know how do i say it, so don't expect the right word) something like window frames.

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Áçé Syntax Áçé
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Post » 28 Mar 2014, 06:03

We should have an entity that reacts like a invisible tile like in Chaos Faction 2's Level Editor!
Image
Note:
~There we're no tiles on this picture but the tiles you see is part in the background!
~The red thick line is the invisible block!


And some animated characters like Goku.Even he stands,his aura will keep on moving!

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idiot9.0
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Post » 28 Mar 2014, 06:12

That big font was not needed.
But allowing to set a custom "idle" frame amount would be nice. We can do it with jumping and running already, so I'd imagine it wouldn't be that hard to add.

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MM102
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Post » 28 Mar 2014, 07:11

I believe alesan99 suggested this earlier along with all the other player animations

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renhoek
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Post » 28 Mar 2014, 13:25

What is this miiverse?

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HugoBDesigner
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Post » 28 Mar 2014, 14:52

[Reposting from memory, because I wrote this post before, and my computer frozen]

On the background scrolling topic:

I like Hans idea a lot. I'm sorry, Saulo, but I think you got the entire wrong point. What Hans was trying to say was that it'd be very useful to have custom parallax scrolling for backgrounds. What he suggested was a "follow player" one (already possible if you set the scrolling to 9) and a "stay still" one (already possible if you set it to 0). The parallax scrolling isn't something made in layers, if you thought this. The way it works in games - including Mari0, of course - is by making some calculations related to the screen scrolling. It doesn't really matter if the background is in the last layers or first. Since it is just calculated, it means that we could change this values.

I'll improve Hans' idea: why not just allow users to have custom scrolling per background/foreground? It was something I already thought about a long time ago to my mod. The idea I had is very, very simple, and, from what I know of Mari0's code, it shouldn't be hard AT ALL to be implemented by Maurice. Instead of "0" or "00", like Hans said, we could just have a ".txt" file with the same name of the background/foreground. Inside it, we could put "scroll = [n]", and for the backgrounds/foregrounds that didn't have it, the game would just set them to their relative scrolling factors, based on the default scrolling of a level. Or, perhaps, we could have something like this:

Code: Select all

1-1 = [n]
1-2 = [n]
2-2 = [n]
3-1_5 = [n]
So we could customize it per level as well. I know, it'd be A LOT better if we had these settings in-game, but my idea could be improved, of course!

Also, Saulo, here's more or less what Hans was trying to tell you:

Thanks to the Mari0 +Portal developers for adding the "repeatx" extra command on Overlay Data commands for Commanders. Coming in the next mod update...

b1 = sky background
b2 = dark mountains
b3 = light mountains
b4 = water

Image
Normal scrolling:
b1 = 10
b2 = 20
b3 = 30
b4 = 40
The scrolling system multiplies the scroll factor from the "scrolling" bar, so instead of "from 0 to 9", it is, in fact, "from 0 to 90". MoreLess than this would make it go backwards, but it is still possible *cough* foregrounds *cough*.

Image
Custom scrolling:
b1 = 0
b2 = 90
b3 = 50
b4 = 30

So please, Maurice, add custom parallax scrolling for us :)

EDIT: Negative values NOT in foregrounds = mind blowing!
Image
Reverse scrolling (usually for foregrounds):
b1 = -10
b2 = -20
b3 = -30
b4 = -40

EDIT 2: Forget what I said about negative values. They're not used in Foregrounds. Foregrounds just have bigger values, I think.

Camewel
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Post » 28 Mar 2014, 15:24

the problem is that it looks just a little ridiculous, whereas the guegan parallax system (tm) always looks nice

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HugoBDesigner
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Post » 28 Mar 2014, 15:40

But Maurice would not change his Guégan Parallax Scrolling System™. He would just allow users to change specific scrolls. The others would follow the current system. That's what I meant when I said this:
HugoBDesigner wrote: Inside it, we could put "scroll = [n]", and for the backgrounds/foregrounds that didn't have it, the game would just set them to their relative scrolling factors, based on the default scrolling of a level.
I just wasn't too clear about it. Of course, we would still use the awesome Guégan Parallax Scrolling System™ :)

Camewel
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Post » 28 Mar 2014, 19:39

to be clear the guegan trademark system just means that each layer has a nice incremental value so it looks really sexy
changing the values to arbitary values allows people to make it look dumb but doesn't open up much possibility to make it look better
actually, I can't think of any good practical use for this apart from "AWESOME DRUGS MINDRAPE MAP OMGGGgggGggGggGG" and that's not exactly "better"

Maurice
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Post » 28 Mar 2014, 19:59

I don't really see the point either, except for improving the current slider which is pretty bad.

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HugoBDesigner
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Post » 28 Mar 2014, 20:19

I'm not saying of making the users HAVE to set each background scrolling. We'd use the normal slider, but would ALSO be able to set values for some of them.

And a good example of it: making a HUD. Using the "stopped" factor (or "follow player" or 9, whatever) allows us to make HUDs, but also impedes us from doing normal parallax scrolling. Just make the system so only "expert" users can do it (perhaps a text-file-based system). People that make "AWESOME DRUGS MINDRAPE MAP OMGGGgggGggGggGG" mappacks don't really bother themselves using advanced techniques, right?

Camewel
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Post » 28 Mar 2014, 20:46

Maurice wrote:I don't really see the point either, except for improving the current slider which is pretty bad.
how on earth does the current system work?
you could do something where you have "fastest layer" and "slowest layer" sliders (between "full speed" (sticks to the level) and "no speed" (stays still)) for both foreground and background and then just set all the inbetween ones at regular intervals between those two
HugoBDesigner wrote:And a good example of it: making a HUD.
an entirely static, non-dynamic hud doesn't seem all that useful in a game with an already dynamic one

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TurretBot
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Post » 28 Mar 2014, 23:26

Here's one: Not having to make a blank background image when you want something to look farther away. Of course you could make a small adjustment to the Guégan Parallax Scrolling System™ to achieve this, just let you put numbers in the name that aren't 1 number apart from each other. But it'd still work with the Guégan HugoBDesigner Parallax Scrolling System™.

Although I think the Guégan HugoBDesigner Parallax Scrolling System™ sounds like a cool feature, other than the above example I can't really think of any practical use for it. So we might as well stick with the Guégan Parallax Scrolling System™. Though I do think Maurice could change the background slider to a square to set vertical scrolling separately, so that foregrounds/backgrounds that look like shit scrolling horizontally/vertically don't have to look like shit anymore..

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MagicPillow
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Post » 29 Mar 2014, 01:05

Camewel wrote:an entirely static, non-dynamic hud doesn't seem all that useful in a game with an already dynamic one
It COULD be very useful if used correctly.

Camewel
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Post » 29 Mar 2014, 01:48

MagicPillow wrote:
Camewel wrote:an entirely static, non-dynamic hud doesn't seem all that useful in a game with an already dynamic one
It COULD be very useful if used correctly.
I would like one example of such usage.

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MissingWorld
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Post » 29 Mar 2014, 02:06

Camewel wrote:
MagicPillow wrote:
Camewel wrote:an entirely static, non-dynamic hud doesn't seem all that useful in a game with an already dynamic one
It COULD be very useful if used correctly.
I would like one example of such usage.
Well, more like a HUD overlay. I did such a thing for a Zelda 1 level I'm working on, which placed the Rupee symbol over the coin, etc.

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Áçé Syntax Áçé
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Post » 29 Mar 2014, 08:47

Áçé Syntax Áçé wrote:Putting some achievement!
Image
Maurice should add an achievement button in the level editor!

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renhoek
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Post » 29 Mar 2014, 13:23

Putting achievements in there would have the exact same effect as it would if you were to make an animated message appear saying "Achievement: you did ******".

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Áçé Syntax Áçé
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Post » 29 Mar 2014, 14:07

renhoek wrote:Putting achievements in there would have the exact same effect as it would if you were to make an animated message appear saying "Achievement: you did ******".
It's like an achievement menu where you can see how many achievements you got and what you did in order to get it! (Like you visit the Minus World in the particular mappack or finish the mappack itself)

Camewel
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Post » 29 Mar 2014, 14:26

MissingWorld wrote:
Camewel wrote:
MagicPillow wrote:It COULD be very useful if used correctly.
I would like one example of such usage.
Well, more like a HUD overlay. I did such a thing for a Zelda 1 level I'm working on, which placed the Rupee symbol over the coin, etc.
or just edit the coinanimation.png and then it can be animated too

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SauloFX
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Post » 29 Mar 2014, 14:59

Áçé Syntax Áçé wrote:
renhoek wrote:Putting achievements in there would have the exact same effect as it would if you were to make an animated message appear saying "Achievement: you did ******".
It's like an achievement menu where you can see how many achievements you got and what you did in order to get it! (Like you visit the Minus World in the particular mappack or finish the mappack itself)[/quote]


Achivements would make mappacks more interessting,for example,when you find an easteregg,you obtain a achivement and shows to you what you discovered.

edit:wow,quote gliched

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renhoek
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Post » 29 Mar 2014, 15:13

You know because the Easter egg alone isn't enough.

Maurice
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Post » 29 Mar 2014, 15:32

No achievements.

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Áçé Syntax Áçé
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Post » 29 Mar 2014, 15:50

Maurice wrote:No achievements.
Wat!

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SauloFX
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Post » 29 Mar 2014, 15:50

; (

We can do with animations tough

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MagicPillow
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Post » 29 Mar 2014, 16:01

Camewel wrote:
MagicPillow wrote:It COULD be very useful if used correctly.
I would like one example of such usage.
If the level background is the same as the HUD, you could add something to go under it so you could see,
or you could cover up part of the screen so the player could only see part.

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HansAgain
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Post » 29 Mar 2014, 16:22

Why not?
It would work like a different tab, where you can put the title and description of the achievement, then load an icon. And give it an ID, and add an action in the animation tab: "get achievement" with ID *****.

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HugoBDesigner
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Post » 29 Mar 2014, 16:50

MagicPillow wrote:
Camewel wrote:
MagicPillow wrote:It COULD be very useful if used correctly.
I would like one example of such usage.
If the level background is the same as the HUD, you could add something to go under it so you could see,
or you could cover up part of the screen so the player could only see part.
Or if you want parallax scrolling, for example, for a mountain background, but the last layer is, for example, a sky, but you want it to stay still always, this would help a lot. Or this:

b1 = Sun and sky
b2 = Dark mountains
b3 = Light mountains
b4 = Water
b5 = Clouds

Image
Custom scrolling:
b1 = 0/false
b5 = 10
b2 = 30
b3 = 40
b4 = 50

And I have to say one last thing related to what Maurice said: I don't think this shouldn't be implemented because of what shitty things people can do when they don't know how to use it. I think this should be implemented because of what cool things people can come up with by using this. People can do lots of shitty things with the tons of new features of SE (a good example: custom enemies), but that doesn't means that these features didn't make it through SE :)


EDIT:
Hans1998 wrote:Why not?
It would work like a different tab, where you can put the title and description of the achievement, then load an icon. And give it an ID, and add an action in the animation tab: "get achievement" with ID *****.
This, or the idea I had: making it a linkable entity. Both ways would be really cool to implement, and not too much hard. Then save the achievement status on the mappack folder, so users can't get the same achievement twice :)

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