Ideas/Things to add to Mari0
HEY THERE WAS NOTHING GOING ON BEFORE STARTING FRESH NOW
What about adding the "Take Turns" multiplayer style from the original game?
What about adding the "Take Turns" multiplayer style from the original game?
- HugoBDesigner
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Yeah, I give up too. I still think achievements would be good, but Maurice said the last word. It's okay.
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What about making boxes have more than 1 custom textures? We could have old aperture, normal boxes, companion cubes, dirty, etc. This one is easy to add, at least, and it's less "unlikable" than achievements :)
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What about making boxes have more than 1 custom textures? We could have old aperture, normal boxes, companion cubes, dirty, etc. This one is easy to add, at least, and it's less "unlikable" than achievements :)
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Maybe boxes could have multiple spritesets(like goombas and brick debris does). It's an easy way to implement this.
- HugoBDesigner
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This could work, but what if we want more than one texture per level? It could be like what I did in the beginning of my mod: players could set an ID for it, and it'd load the relative texture (like ID 1 would be "box.png", and others would be "box[n].png").
if you want more than 1 per level then split your llevel into multiple parts
imo boxes should be enemies anyways
imo boxes should be enemies anyways
- HugoBDesigner
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Having them as enemies would already let them have multiple textures (making an enemy with "box" as base, but a different texture). Yes, it could work, Turret!
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Specific goal entity.
So that a creator has a range of possibilities to lead to the end of a level. So instead of "solve a puzzle, get to end flag trigger" you have, "solve puzzle, get key, fish for missing lock in sea of enemies, apply lock to a chosen door among three, unlock door, solve puzzle, beat miniboss, collect artifact. etc. -- get to end flag trigger"
Just to be clear it's one entity with outputs and inputs that can connect to anything the author wants, and once activated will disable the flag trigger until all goals are complete.
So that a creator has a range of possibilities to lead to the end of a level. So instead of "solve a puzzle, get to end flag trigger" you have, "solve puzzle, get key, fish for missing lock in sea of enemies, apply lock to a chosen door among three, unlock door, solve puzzle, beat miniboss, collect artifact. etc. -- get to end flag trigger"
Just to be clear it's one entity with outputs and inputs that can connect to anything the author wants, and once activated will disable the flag trigger until all goals are complete.
1. make animated tile
first frame solid
second frame not solid
triggered
graphic is a flag pole
2. use the tile as the flag pole
self explanatory
3. have animated tile trigger
region is the whole flag pole
link it to an and gate
4. link the and gate to the trigger for all those things
if you need more than four
link the fourth one to another and gate instead
5. should work like you said if I understood correctly
you can't get the flag without beating the requirements because the pole is solid
first frame solid
second frame not solid
triggered
graphic is a flag pole
2. use the tile as the flag pole
self explanatory
3. have animated tile trigger
region is the whole flag pole
link it to an and gate
4. link the and gate to the trigger for all those things
if you need more than four
link the fourth one to another and gate instead
5. should work like you said if I understood correctly
you can't get the flag without beating the requirements because the pole is solid
- MissingWorld
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Correct me if I'm wrong, but I think warpzone pipes aren't able to function on sideways pipes. Personally I think they should.
- MagicPillow
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Umm... You already can.SauloFX wrote:We should be able to enter in pipes by the left side too.
Also,
You could make, say, a map of the level for large levels so that the player doesn't get lost.Camewel wrote:I would like one example of such usage.MagicPillow wrote:It COULD be very useful if used correctly.
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Just saying things that come to mind. I'm only here for suggestions and learning from the example of others. Good mini-tutorial for people who might wanna do this in the future though.TurretBot wrote:*stuff I don't care about because I'm not going to be making any content for SE*
- Áçé Syntax Áçé
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(New topic)
I think Maurice should add this.
To be honest, I really liked the map chart in Beta8 and didn't in Beta9 so I did this!
All you have to do is simple, you will just right click what level you wanted to see it's preview (I right-clicked World 1-4) then it's preview will came out in the screen!
Note: To hide it's preview, click the hide preview button (it will replace "show preview" button if you show it's preview in the screen)
I think Maurice should add this.
All you have to do is simple, you will just right click what level you wanted to see it's preview (I right-clicked World 1-4) then it's preview will came out in the screen!
Note: To hide it's preview, click the hide preview button (it will replace "show preview" button if you show it's preview in the screen)
- MagicPillow
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What about in a map where you must complete certain tasks to win. There could be a list of the tasks.Camewel wrote:A map that would:
a) have to be quite big to be of any use
b) be permanently visible (and take up a lot of screenspace thanks to (a)
c) not show the player where they currently are, so be of little actual use
What do you have against this idea?
again it would be a static task list (and why not just have 4 checkboxes at the exit and you can PUZZLE how to turn them on) so it's still not much useMagicPillow wrote:What about in a map where you must complete certain tasks to win. There could be a list of the tasks.Camewel wrote:A map that would:
a) have to be quite big to be of any use
b) be permanently visible (and take up a lot of screenspace thanks to (a)
c) not show the player where they currently are, so be of little actual use
What do you have against this idea?
it sounds like you're just making up awful uses of a useless feature
if you want to make a good suggestion, think of a cool thing you can't currently do and what would need to be added for that idea, then suggest that
Áçé Syntax Áçé wrote:(New topic)
I think Maurice should add this.To be honest, I really liked the map chart in Beta8 and didn't in Beta9 so I did this!
All you have to do is simple, you will just right click what level you wanted to see it's preview (I right-clicked World 1-4) then it's preview will came out in the screen!
Note: To hide it's preview, click the hide preview button (it will replace "show preview" button if you show it's preview in the screen)
I noticed another thing,ACHIVEMENTS TAB? now i noticed that this is a mod
But nice idea man
- Áçé Syntax Áçé
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Not really I think I'm just good at editing pictures :)SauloFX wrote:Áçé Syntax Áçé wrote:(New topic)
I think Maurice should add this.To be honest, I really liked the map chart in Beta8 and didn't in Beta9 so I did this!
All you have to do is simple, you will just right click what level you wanted to see it's preview (I right-clicked World 1-4) then it's preview will came out in the screen!
Note: To hide it's preview, click the hide preview button (it will replace "show preview" button if you show it's preview in the screen)
I noticed another thing,ACHIVEMENTS TAB? now i noticed that this is a mod
But nice idea man
Is there something like "resiststomp"? I want to make an enemy that can't be killed by stomping him.
Also an option to make the enemy use certain frames when he turns around.
Also an option to make the enemy use certain frames when he turns around.
You see, all you have to do is change "true" to "false"Hans1998 wrote:Is there something like "resiststomp"? I want to make an enemy that can't be killed by stomping him.
Code: Select all
"stompable": false
- MagicPillow
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I think that instead of slider-things there should be a place to type a number.
When editing a level, say you're making a excursion funnel, you can't get the precise number you want.
Editing any level file in SE will corrupt it, so you can't get the number that way, either.
When editing a level, say you're making a excursion funnel, you can't get the precise number you want.
Editing any level file in SE will corrupt it, so you can't get the number that way, either.
I have never had this problem.MagicPillow wrote:Editing any level file in SE will corrupt it, so you can't get the number that way, either.
- MagicPillow
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Opening up a txt file and saving doesn't corrupt it for you?
Not at all. Just tried it, in fact.MagicPillow wrote:Opening up a txt file and saving doesn't corrupt it for you?
I just came up with something.
Right click menu for springs that allows us to define how high you bounce on the spring!
and maybe it could show where it'd send you like faith plates do.
Right click menu for springs that allows us to define how high you bounce on the spring!
and maybe it could show where it'd send you like faith plates do.
It's a Nice idea,but i see just one mistake,actually,you can choose where you will fall after jumping in a spring,by holding left or right,or don't press anything and you will keep bouncing,but faith plates send you in the place where you defined,you may change the route a little bit,but the faith plate still will send you to the spot where you defined.alesan99 wrote:I just came up with something.
Right click menu for springs that allows us to define how high you bounce on the spring!
and maybe it could show where it'd send you like faith plates do.
It will just show how HIGH you will bounce.
You actually said to them have the same function of preview as faith plates,you didn't said how high.alesan99 wrote:I just came up with something.
Right click menu for springs that allows us to define how high you bounce on the spring!
and maybe it could show where it'd send you like faith plates do.
Let's not discuss ;)
But still, I said
and by "like" i meant similar.alesan99 wrote:how high you bounce on the spring!
Already possible with the animation system
- Áçé Syntax Áçé
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I like this idea but it needs some small details!TurretBot wrote: What about adding the "Take Turns" multiplayer style from the original game?
Well I'll explain how does it goes
~When you select 2, 3 or 4 player (I select 4), a pop-up will appear in order to choose a world
~Then after you've select a world, there will be a another table that will pop-up at the bottom of the first table and that's the "select mode" table
~There are 3 modes each are....
Default = the regular mode of playing local multiplayer
Take Turns = the 2 player style of the original game Super Mario Bros. and........
Split Screen = each player will have a own screen in the monitor (like if your playing 4 player then your screen will cut into 4 pieces with a player in each square)
So do you like it or not?
Note: That's why I add Split Screen because when I played local multiplayer, I can't see wants going on on "his" location when I go farther than him
- MagicPillow
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I think the "select world" thing should be able to scroll if the mappack has more than 8 worlds.
The select mode function should be in the options menu or should be defined in the maps settings, not everytime you load up a map.
- MagicPillow
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What? I mean that we should (if we can't already) be able to add more than 8 worlds,MM102 wrote:The select mode function should be in the options menu or should be defined in the maps settings, not everytime you load up a map.
if it has more than 8 worlds, you couldn't select them,
So if the map has over 8 worlds, the world select should be able to scroll left and right.
- Áçé Syntax Áçé
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I think his talking about my ideaMagicPillow wrote:What? I mean that we should (if we can't already) be able to add more than 8 worlds,MM102 wrote:The select mode function should be in the options menu or should be defined in the maps settings, not everytime you load up a map.
if it has more than 8 worlds, you couldn't select them,
So if the map has over 8 worlds, the world select should be able to scroll left and right.
Maybe a cheat?MM102 wrote:The select mode function should be in the options menu or should be defined in the maps settings, not everytime you load up a map.
People need to truly think about resourceful ways of using the features we already have to achieve the same goals as something they want to suggest. The whole Achievements thing seemed pointless (besides achievements being pointless on their own I mean) with the whole text animation thing already existing, for example.
One thing I'd like to second is a separate slider for vertical scrolling and horizontal scrolling, because that sounds incredibly useful.
I cant think of anything else I'd want outside of slopes and I know those will likely never be implemented.
One thing I'd like to second is a separate slider for vertical scrolling and horizontal scrolling, because that sounds incredibly useful.
I cant think of anything else I'd want outside of slopes and I know those will likely never be implemented.
- Áçé Syntax Áçé
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EDIT:renhoek wrote:Okay I'm going to make a quick list on why I think achievements are a good idea.Smear-Gel wrote:People need to truly think about resourceful ways of using the features we already have to achieve the same goals as something they want to suggest. The whole Achievements thing seemed pointless (besides achievements being pointless on their own I mean) with the whole text animation thing already existing.
1. They can easily be modified in the map file so you can easily cheat.
Again, what's the point of unlock them on the map file if you get nothing for it? No cheats unlocked, no prize, nothing?
2. What's the point, Achievements work on steam and consoles because it's an online connectivity thing where you can show all your friends that you beat super hard mod in meat bot in less than 5 minutes.
Achievements, for me, where always a good excuse to play a game again. For example, in Portal 2 I unlocked achievements just for the fun of it, not to show to others...
3. there'd have to be a locking mechanism for the achievements which is probably more trouble than it's worth.
You mean so you can't get achievements twice? Piece of cake! I made it already in my mod, why couldn't Maurice? As I said, just make it so the game saves the unlocked achievements on the mappack folder (or in options.txt, I don't know). It's not hard AT ALL...
4. people can easily go into the level editor and create whatever requirements the achievements need.
Again (again), what's the point of unlock them on editor if you get nothing for it? No cheats unlocked, no prize, nothing? They're there just for the fun of it...
5. Achievements would not add anything to the map.
Would be a good thing to players to replay your mappack. In my Blue Portals mappack there are a few achievements I added and, when I finish the mappack, they will unlock a whole new world (or worlds) of new tests. They add fun for it, to make you try something different in a mappack. For example, in a puzzle mappack, you just solve the tests and keep going. With achievements, you'd have to do more than this: you'd have to do crazy, funny, unexpected things for the fun of getting them.
6. Most of the achievements will most likely be appear again in another map.
If the mappack author is creative enough, no, it won't...
7. They'd most likely be "kill this amount of x" instead of real milestones.
Again, that depends on what mappack authors decided to do. If they're creative enough and work better on their mappacks, they can make achievements to make the mappack have a whole new experience.
and the biggest reason.
8. Maurice said no, stop being entitled brats.
Maurice said he'd never release betas for Mari0 SE. This proves he can change his mind...
Seriously I have not seen one good reason outside of "they's coolz"
What about "They're fun"? There's no point of having, for example, mappacks. You don't get anything for playing them, other than simply and only the FUN of playing it. Achievements, as I said, would just do it as well. They'd be as useful as having a mappack: depending on what the author does, it can be a piece of shit, but can be one of the best things from this community...
One last thing: I'm not saying players are OBLIGATED to beat achievements, or mappack makers to HAVE to add them. The fun of the achievements is that they are just a fun, optional feature...
Smear-Gel wrote:People need to truly think about resourceful ways of using the features we already have to achieve the same goals as something they want to suggest.SauloFX wrote:Make enemies that can walk/climb walls,without gel.
Last edited by Áçé Syntax Áçé on 08 Apr 2014, 05:34, edited 1 time in total.
Some things,
- an enemy parameter that allows randomized transforming it would work like "spawnsrandom" but with transforming
- fine tuned percent rates for randomized enemy spawning/transforming
- the ability to walk around outside corners with the purple gel
Ok.Áçé Syntax Áçé wrote:*Great Wall-of-Text of China*
MM102 wrote: the ability to walk around outside corners with the purple gel
You mean like, going from a vertical to horizontal plane with the gel? That wouldn't only apply to outside corners, but it still sound neat. We'd be able to do Mario Galaxy like stages. I'm gonna check if it's already possible.
- HugoBDesigner
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http://blog.stabyourself.net/post/24886 ... ri0-se-faqrenhoek wrote:Achievements aren't getting in, that post is almost two weeks old.Áçé Syntax Áçé wrote:*Winging about achievments*
Get over it. (and I'd like to see that post where he said no betas)
But yeah, I don't see the point of bringing this topic again (without even adding something to the discussion). I mean, this got nowhere and I already dropped the idea. As someone said, we can pretty much add achievements with the animation system, so it's a bit useless...
But I'd still like to see the backgrounds custom scrolls. I know that people can come up with cool things with them, like in some post of mine here... Oh, and another one too...
Now I want you to look at that date.HugoBDesigner wrote:http://blog.stabyourself.net/post/24886 ... ri0-se-faqrenhoek wrote:Achievements aren't getting in, that post is almost two weeks old.Áçé Syntax Áçé wrote:*Winging about achievments*
Get over it. (and I'd like to see that post where he said no betas)
are you sure that Maurice planned to keep developing into 2014 and do you think he released a beta now because someone asked him to?
(not to mention a beta no where close to being like an achievement.)
okay there I'm done.
So that this post isn't completely stupid I have a suggestion for enemy programming.
If the enemy collision can't be modified because it was to early in development and it would be hell to fix.
Would it be possible to create an alternate collision system for the enemies that could be activated with something like
"enemyphysics": true,
Or am I being stupid here because I'm not used to love programming.
- HugoBDesigner
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What do you mean by that? Are you talking about collision with other enemies and everything? Because I think we can pretty much do it with "mask". Or I just didn't get your point, perhaps.renhoek wrote:So that this post isn't completely stupid I have a suggestion for enemy programming.
If the enemy collision can't be modified because it was to early in development and it would be hell to fix.
Would it be possible to create an alternate collision system for the enemies that could be activated with something like
"enemyphysics": true,
Or am I being stupid here because I'm not used to love programming.
Also, a little question about the same topic: can we decide which custom enemies collide with some other custom enemy or is it set by default? I mean, can we set a mask value for an enemy, like:
"category": n
And, also, while making the mask, can we have "shortcuts" for it, so instead of "mask": [true, false, false, false,... ..., false, true] we can just make something like "mask[n]": true ?
Something like being able to ride an enemy for example. (not repeatedly falling when it moves up or down. or just following it left or right.)HugoBDesigner wrote:What do you mean by that? Are you talking about collision with other enemies and everything? Because I think we can pretty much do it with "mask". Or I just didn't get your point, perhaps.renhoek wrote:So that this post isn't completely stupid I have a suggestion for enemy programming.
If the enemy collision can't be modified because it was to early in development and it would be hell to fix.
Would it be possible to create an alternate collision system for the enemies that could be activated with something like
"enemyphysics": true,
Or am I being stupid here because I'm not used to love programming.
The first one looks pretty ridiculous. I do like the value of having the sun stay static though as I have run into that problem myself. But I just fixed it by sliding the slider close to the end so that the back layer (with the sun) moved as little as possible. Worked fine.HugoBDesigner wrote: But I'd still like to see the backgrounds custom scrolls. I know that people can come up with cool things with them, like in some post of mine here... Oh, and another one too...
You mean we cant already do that? Oh crud I was planning on trying that really soon.renhoek wrote: Something like being able to ride an enemy for example. (not repeatedly falling when it moves up or down. or just following it left or right.)
- MagicPillow
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You know what would be very useful?
Gravity spaces.
Changes gravity to a certain direction when inside the space.
This would be a good tile property.
Gravity spaces.
Changes gravity to a certain direction when inside the space.
This would be a good tile property.