Ideas/Things to add to Mari0

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alesan99
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Post » 09 Apr 2014, 00:21

MagicPillow wrote: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.
Or just a simple animation that changes gravity.

Python
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Post » 09 Apr 2014, 00:34

Áçé Syntax Áçé wrote:{ The thing about achievements }
Maurice won't add them. He released a simili-beta of Mari0 SE because he had a reason ( It was buggy AND he was too lazy to find all the bugs by itself ). Maurice don't have a reason ( yet ) to add Achievements.

Anyway, I don't/didn't see anyone except you that really like achievements.

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HugoBDesigner
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Post » 09 Apr 2014, 03:49

alesan99 wrote:
MagicPillow wrote: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.
Or just a simple animation that changes gravity.
What about something like a region-trigger-like area? This, plus custom values for gravity force and perhaps even custom directions, would be awesome!
Python wrote:
Áçé Syntax Áçé wrote:{ The thing about achievements }
Maurice won't add them. He released a simili-beta of Mari0 SE because he had a reason ( It was buggy AND he was too lazy to find all the bugs by itself ). Maurice don't have a reason ( yet ) to add Achievements.

Anyway, I don't/didn't see anyone except you that really like achievements.
A few people, including me (he quoted me in his comment) liked the idea. But that was like 2 weeks ago and generated a big argumentation. Perhaps you didn't know, and that's okay, but Maurice already said no, so there is no point on you comment. Sorry...

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alesan99
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Post » 09 Apr 2014, 04:18

HugoBDesigner wrote:
alesan99 wrote:
MagicPillow wrote: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.
Or just a simple animation that changes gravity.
What about something like a region-trigger-like area?
We could always link a region trigger to an animation trigger.

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MM102
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Post » 09 Apr 2014, 04:46

points and coins should reset while fixing a level to be able properly test coin and point related animations

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OrbitalBlueprint
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Post » 09 Apr 2014, 10:39

I think you should be able to add "pickupable" into an enemy.json file if you wanted to pick that enemy up.

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HugoBDesigner
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Post » 09 Apr 2014, 14:07

OrbitalBlueprint wrote:I think you should be able to add "pickupable" into an enemy.json file if you wanted to pick that enemy up.
And without dying. When I suggested boxes as enemies to let them have multiple custom textures, I also thought of taking advantage of the situation so they add the "pickupable" parameter...

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OrbitalBlueprint
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Post » 09 Apr 2014, 14:33

HugoBDesigner wrote:
OrbitalBlueprint wrote:I think you should be able to add "pickupable" into an enemy.json file if you wanted to pick that enemy up.
And without dying. When I suggested boxes as enemies to let them have multiple custom textures, I also thought of taking advantage of the situation so they add the "pickupable" parameter...
I thought of using it for portal props, such as chairs, cores, computers etc.

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HugoBDesigner
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Post » 09 Apr 2014, 15:52

OrbitalBlueprint wrote:
HugoBDesigner wrote:
OrbitalBlueprint wrote:I think you should be able to add "pickupable" into an enemy.json file if you wanted to pick that enemy up.
And without dying. When I suggested boxes as enemies to let them have multiple custom textures, I also thought of taking advantage of the situation so they add the "pickupable" parameter...
I thought of using it for portal props, such as chairs, cores, computers etc.
Yes, of course, these would be perfect, but I was thinking not only in these things, but also grabbing a goomba, for example. Anyway, instead of only the "pickupable" parameter, it'd be really cool also to have boxes as enemies, so it is less work, right?

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Turtle95
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Post » 09 Apr 2014, 15:56

HugoBDesigner wrote: Yes, of course, these would be perfect, but I was thinking not only in these things, but also grabbing a goomba, for example. Anyway, instead of only the "pickupable" parameter, it'd be really cool also to have boxes as enemies, so it is less work, right?
But boxes give outputs, and enemies don't. That's a major flaw, unless Maurice fixes that (the source does say enemies have an :addoutput(a, t) method). Also, are animations supposed to keep updating while the game is paused?

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Smear-Gel
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Post » 10 Apr 2014, 04:03

I was thinking of HugoBDesigner's parallax background idea and I have a suggestion. Instead of fully customizable scrolling, why not just have a check box for keeping the furthest background completely static? I can see that being useful.

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Jorichi
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Post » 10 Apr 2014, 13:08

While working on Goomba Industries I came across the idea of having powerups for Small Mario.
Basically getting a small flower will grant him the ability to shoot fireballs while still being small.
Getting hit while having it will simply turn him to default small Mario again.
It could be useful in certain puzzle situations and it would give mapmakers the option to make levels relative to Mario's size.
A mushroom that would turn big or fire Mario, into small fire Mario would give the creator 'control' over the player's size, allowing them to create certain optional paths through a level while still granting the ability to shoot.
Though this one might be a little too much effort for the pay-off it brings.

Another thing is that it would be nice is to create our own powerups in the way of controlling what Mario will shoot/spawn when a specific item is picked up.
Ofcourse limited to 2 or 3 at a time (perhaps optional in creation?). But shooting bullet bills, cheep cheeps, basically anything you can already create... It gives a lot of options.

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Smear-Gel
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Post » 10 Apr 2014, 15:25

Most of my maps are usually optimised for small mario play so I'd like that a lot.

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Pixelworker
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Post » 10 Apr 2014, 17:45

When using animations, it would be neat if there were some keywords for the "create dialog" animation which would be replaced in the actual dialog. For instance, you could write "Hello, <Playername>" which then would show "Hello, Mario" if you're playing Mario, "Hello, Chell" if you're playing Chell, etc. so you could make dialogs directly addressing the player.
Oh, and it would be cool too if signs like !?",;:- could be inserted in the dialog box without having to edit the .json file.

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TurretBot
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Post » 11 Apr 2014, 03:25

Flutter Skye wrote:"Skype"...
Unfortunately, Maurice said "No More big Features" In IRC, After I showed him the Custom Power-Ups idea.
Animations will presumably get symbols when the text entity does.
I think the <playername> is also good too.

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MM102
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Post » 11 Apr 2014, 03:33

Can we have the ability to lock the camera X and Y axes individually
this would be very, very helpful

mvance
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Post » 12 Apr 2014, 03:34

I found something about the hammer bros that should be added:
Image
Source: DYKGaming site

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MissingWorld
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Post » 12 Apr 2014, 03:50

mvance wrote:I found something about the hammer bros that should be added:
Image
Source: DYKGaming site
Late to the party and a Captain Obvious source marker. Good job.

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alesan99
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Post » 12 Apr 2014, 04:11

mvance wrote:I found something about the hammer bros that should be added:
Image
Just get the new enemy.lua and make an enemy with these values

Code: Select all

{
   "quadcount": 4,

   "movement": "wiggle",
   "wiggledistance": 1,
   "wigglespeed": 1.5,
   "speedx": -1.5,
   
   "facesplayer": true,
   
   "stompable": true,
   "killsonsides": true,
   "killsonbottom": true,
   
   "animationtype": "frames",
   "animationframes": 2,
   "animationstart": 1,
   "animationspeed": 0.2,
   
   "quadno": 1,
   
   "width": 0.75,
   "height": 0.75,
   
   "gravity": 40,
   
   "static": false,
   "active": true,
   
   "category": 20,
   
   "mask": [   true, 
            false, false, false, false, true, 
            false, false, false, true],
               
   
   "emancipatecheck": true,
   "autodelete": true,
   
   "offsetX": 6,
   "offsetY": 8,
   "quadcenterX": 8,
   "quadcenterY": 21,
   
   "jumps": true,
   "jumptime": 3,
   "jumpforce": 19,
   "jumpforcedown": 6,
   
   "chasetime": 44,
   "chasespeed": 1.5,

   "spawnsenemy": "hammer",
   "spawnenemydelays": [0.6, 1.6],
   "spawnenemyspeedy": -8,
   "spawnenemyspeedx": -4,
   "spawnenemyoffsety": -1,
   "spawnenemyspeedxtowardsplayer": true,
   
   "throwquadoffset": 2,
   "throwpreparetime": 0.5
}

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SauloFX
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Post » 13 Apr 2014, 17:56

I think i will drop this idea here, as Maurice mentioned before, cheats are not the focus of Mari0, but it would be pretty interesting if Maurice add a cheat that replace our portal gun with a weapon, a pistol or a uzi, it would be nice. if it is possible to do this with custom power-ups without mods PM me....

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MissingWorld
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Post » 13 Apr 2014, 17:59

That's kind of what the whole Minecraft/gelcannon thing was. But let's just not focus on that.

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SauloFX
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Post » 13 Apr 2014, 18:08

It was just an idea, bcz i'm creating a mappack that if it have a gun, the gameplay would be very improved

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MissingWorld
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Post » 13 Apr 2014, 18:24

SauloFX wrote:It was just an idea, bcz i'm creating a mappack that if it have a gun, the gameplay would be very improved
You really like going for quantity over quality, don't you?

Anyway, that's irrelevant.

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alesan99
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Post » 13 Apr 2014, 18:27

SauloFX wrote:It was just an idea, bcz i'm creating a mappack that if it have a gun, the gameplay would be very improved
He could add a megaman like weapon but he won't add a pistol or a uzi because
Maurice wrote:This is the sort of thing I'm looking for.
Upside down is sorta dumb, superspeed is built into bullet time and shotgun is sort of dark. But knockback is in now!
And VVVVVV mode is sorta stupid in Super Mario Bros.
BTW what he meant by "Cheats are currently not the focus of development." was he won't pay attention to cheat suggestions until he finishes the important stuff that actually matter (By that time your suggestions would be forgotten).

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SauloFX
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Post » 13 Apr 2014, 18:34

Well then, but i would really like if someone help me creating or coding a fire flower that shoots straight and not bouncing.

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MagicPillow
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Post » 20 Apr 2014, 15:21

What about making it so that players can choose what enemy comes out of a bulletbill/fish spawner?

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MM102
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Post » 20 Apr 2014, 16:41

just add an enemy to your enemy folder named "bulletbill"
this will replace the bullet bill with what ever you want

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MagicPillow
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Post » 20 Apr 2014, 17:25

I know you can do that, but what if you want bulletbills and bananzai bills?

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gemwrecker
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Post » 20 Apr 2014, 17:27

mvance wrote:I found something about the hammer bros that should be added:
Image
Source: DYKGaming site
Reminds me of the ghosts in Super Mario World. When you look at them for a while, they are almost derping for a second. It can't exactly be explained with words what they do, but it's hilarious.

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TurretBot
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Post » 20 Apr 2014, 19:32

MagicPillow wrote:I know you can do that, but what if you want bulletbills and bananzai bills?
make a copy of bullet bill spawners for banzai bills (spawnsenemy)

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MagicPillow
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Post » 20 Apr 2014, 19:36

TurretBot wrote:
MagicPillow wrote:I know you can do that, but what if you want bulletbills and bananzai bills?
make a copy of bullet bill spawners for banzai bills (spawnsenemy)
What? I mean the entity that spawns bullet bills unless you're next to/on top of it.

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TurretBot
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Post » 20 Apr 2014, 19:39

MagicPillow wrote:
TurretBot wrote:
MagicPillow wrote:I know you can do that, but what if you want bulletbills and bananzai bills?
make a copy of bullet bill spawners for banzai bills (spawnsenemy)
What? I mean the entity that spawns bullet bills unless you're next to/on top of it.
you can make it with an enemy now
just do some fancy transform options for "playernear" and "playernotnear"

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SauloFX
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Post » 20 Apr 2014, 20:31

Something Maurice should add, Quicksand, i remember some mario game having this.

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TurretBot
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Post » 21 Apr 2014, 00:26

Mario 3 had it. Other Mario games probably have it.
I think he should just add a region selector to Drains, since it'd be pretty much the same.

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Smear-Gel
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Post » 21 Apr 2014, 15:39

TripleXZero already used drains to simulate quicksand in Mari0 Desert and that was way before the SE beta came out.

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TurretBot
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Post » 21 Apr 2014, 19:14

But it's not the same because it affects the whole row rather than just the quicksand

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Smear-Gel
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Post » 22 Apr 2014, 04:23

True, it wasn't perfect. It was usable though.

The region selector idea to drains would be a much less hassle than creating quicksand, I think.

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MagicPillow
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Post » 22 Apr 2014, 05:09

What about just allowing drains to have a selectable trigger?
Then you could do regions, timers, and more.

Also, we have an entity that activates animations, so why not an animation to activate certain entities?

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TurretBot
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Post » 22 Apr 2014, 23:55

MagicPillow wrote:Also, we have an entity that activates animations, so why not an animation to activate certain entities?
You mean an entity that would trigger things when it's ID is called by an animation? That's what it sounds like but I couldn't tell.
MagicPillow wrote:What about just allowing drains to have a selectable trigger?
Then you could do regions, timers, and more.
Actually, a lot of things from SMB would benefit from this, but also a Region Select like checkpoints, and "Default On" and "Whole X/Y Axis" options as well.
The Bullet Bill/Flying Fish/Bowser's Fire Start/End Gates could be combined using dropdown menus, same with the three pipe entities.
Also, adding an enemy property so that they die when you grab the axe would allow Bowser to finally be converted to an enemy, since other than that he's completely recreatable.

And while I was typing that I had an odd idea that could open up a lot of potential...
Converting the "castle completed" animations and the "intermission" animation to the new animation system and let us change it around!
One thing though, you'd have to have Peach and Toad as enemies instead, since they were built into this animation previously.

Here's a list of new things you'd have to add for them:
  • Trigger: Axe Grabbed.
  • Condition: "Intermission" Is True. (For intermissions.)
  • Condition: World Isn't, [Number]. (So it doesn't make Toad's text on World 8.)
  • Action: Create Text, [String], X:[Number], Y:[Number]
  • Action: Destroy Bridges, Y:[Number]. (EDIT: Specifying the Y, since the chain isn't on the same Y as the bridge.)
  • Action: Make Bowser Fall.
  • Action: Freeze Enemies, Time:[Number]. (0 makes it last forever.)
  • Action: Load Next Level. (If there isn't one, it'll show the "Congratulations!" screen.)
You should be able to recreate both with these. If the game doesn't have an animation to use, axes/"intermissions" won't do anything.
You'd also have to tweak the "Animate To Walk/Run" so you go through pipes so intermissions work properly.

I can see some really cool cutscenes being made this way. What do you guys think?
Last edited by TurretBot on 23 Apr 2014, 22:59, edited 1 time in total.

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Smear-Gel
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Post » 23 Apr 2014, 03:00

Grabbing the axe doesn't kill bowser. It destroys the bridge and ends the level. Bowser is usually just standing over lava.

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TurretBot
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Post » 23 Apr 2014, 22:56

Where'd you get that from? I even pulled out Mari0 and tried it just to be sure.
Image
(Gifcam broke it, but you get the point.)
EDIT: Thanks, WillWare!
Last edited by TurretBot on 23 Apr 2014, 23:26, edited 2 times in total.

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MissingWorld
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Post » 23 Apr 2014, 23:01

TurretBot wrote:(Gifcam broke it, but you get the point.)
Open the "edit" option, rightclick any of the frames and uncheck "Green screen". Problem solved.

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Smear-Gel
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Post » 24 Apr 2014, 16:35

That's just him falling in lava. One of my maps didn't have lava or any pits for Bowser levels and when I get the axe he really just continues to stand there. Unless I'm missing something.

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TurretBot
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Post » 24 Apr 2014, 18:06

If you don't put a pit for him to fall into, he's not gonna fall.

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Smear-Gel
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Post » 24 Apr 2014, 21:56

So the axe doesn't kill him, the fall does, which is my point.
Turretbot wrote: Also, adding an enemy property so that they die when you grab the axe would allow Bowser to finally be converted to an enemy, since
other than that he's completely recreatable.

That confused me.

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TurretBot
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Post » 24 Apr 2014, 22:38

Smear-Gel wrote:So the axe doesn't kill him, the fall does, which is my point.
It's the same thing, without the axe he wouldn't fall anyway. But you get the point now.

Yeah maybe saying "die" instead of "fall" was a bad choice on my part but I say that pokemon "die" instead of "faint" and everyone understands me fine.

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Superjustinbros
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Post » 25 Apr 2014, 17:54

The fall into the pit seemingly kills the False Bowsers, and just makes the real Bowser unconscious for a short while before he returns for SMB2J.

Really this discussion on Bowser falling into lava is quite the mindscrew.

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MissingWorld
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Post » 25 Apr 2014, 22:52

Anyways, I'm going to suggest a couple of boolean additions for enemy making.

"lockon": When the enemy drops onto a platform, it will turn towards Mario. [not sure if this is in the game already, as it is natural enemy behavior in SMB1]
"lockonspawn": The enemy will start facing towards Mario upon spawn instead of just left. This doesn't force "target" to be true so that'll still have to be listed.
"evade": The enemy turns away from Mario upon landing on a platform.
"evadespawn": The same as "lockonspawn" but away from Mario instead of towards. This doesn't force "evade" to be true so that'll still have to be listed.

Basically you could have an enemy that always faces towards you on spawn, but will turn away from you if it falls off a platform and lands.

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gemwrecker
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Post » 27 Apr 2014, 12:17

Superjustinbros wrote:Really this discussion on Bowser falling into lava is quite the mindscrew.
Apart from that, name something that DOES make sense in the world of Mario.

It's a lack of that in every single Mario game.

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Qwerbey
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Post » 28 Apr 2014, 00:40

I'm not sure this is actually possible, but a property for enemies to let them have a power output like boxes would be awesome.

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