Ideas/Things to add to Mari0

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Danny
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Post » 19 Jul 2014, 18:47

another idea is a "repeat last block" check box so when you expand a map, the map can copy the blocks farthest to the right, this way you dont have to go through the tedious procces of placing blocks on the ground

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Superjustinbros
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Post » 22 Jul 2014, 16:37

Actually that's not too hard to do. Just hold the mouse button down with a block selected from the palette and use the arrow keys to scroll the screen, drawing as the screen scrolls.

Maurice
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Post » 22 Jul 2014, 17:02

The reason that coop colors are different is because I can't set the standard colors of P1 to blue/orange because that would be very confusing in multiplayer.

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Danny
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Post » 22 Jul 2014, 23:11

Superjustinbros wrote:Actually that's not too hard to do. Just hold the mouse button down with a block selected from the palette and use the arrow keys to scroll the screen, drawing as the screen scrolls.
i know, but it still takes a lot of time especially if your floor is very tall or your map is very big

Maurice wrote:The reason that coop colors are different is because I can't set the standard colors of P1 to blue/orange because that would be very confusing in multiplayer.

i know why there different in multiplayer, but why not make the single player ones colorize able to? its just an idea, i can always just mod the color if you decide not to

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TurretBot
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Post » 23 Jul 2014, 01:54

there should be a checkbox on the character screen for using the custom colors in single player

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alesan99
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Post » 23 Jul 2014, 02:09

I don't see why you are all making a big deal out of custom portal colors.

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Turtle95
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Post » 23 Jul 2014, 02:16

alesan99 wrote:I don't see why you are all making a big deal out of custom portal colors.
Custom portal colors for Singleplayer allows the player to make the game more of how they want. It's like hats, characters, etc.

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alesan99
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Post » 23 Jul 2014, 02:40

Turtle95 wrote:
alesan99 wrote:Custom portal colors for Singleplayer allows the player to make the game more of how they want. It's like hats, characters, etc.
But even when he said he added the feature just to make the portal for each player look different people are still trying to change his mind.
Even if Maurice does make add them to single player it won't make as big of a difference as characters, hats, and custom character colors (With custom character colors you can make interesting changes like mario to wario but with portals it's just picking your favorite colors).

But I don't really care that much about all the colors and hats I just pick a character I like so I don't know what should be changeable.

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Sunset_Moth
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Post » 24 Jul 2014, 18:42

Don't post anything impossible
anything is possible it's just up to Maurice
Does that mean we get the 3D aspect thing?
(How did I just now notice that?)

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Danny
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Post » 24 Jul 2014, 23:18

th 3d aspect would require a fuck ton of extra code for something unnecessary, honestly why would you want something like that anyways?

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renhoek
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Post » 25 Jul 2014, 02:39

Danny wrote:th 3d aspect would require a fuck ton of extra code for something unnecessary, honestly why would you want something like that anyways?
I'm not saying that 3D is a good idea but "it needs to be programmed" isn't really an argument.

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Danny
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Post » 25 Jul 2014, 02:44

some of the collision would look weird if you didn't program it in, think about it

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HansAgain
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Post » 25 Jul 2014, 03:51

renhoek wrote:
Danny wrote:th 3d aspect would require a fuck ton of extra code for something unnecessary, honestly why would you want something like that anyways?
I'm not saying that 3D is a good idea but "it needs to be programmed" isn't really an argument.
He is not talking about a ton of coding is enough to not make something, he is saying that a ton of code for unnecessary (maybe useless) and mostly not wanted stuff doesn't worth to do.

Also, yes, 3D is not a good idea.
Danny wrote:some of the collision would look weird if you didn't program it in, think about it
I'm still trying to see how is this related to Ren's post.

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Danny
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Post » 25 Jul 2014, 04:33

Hans1998 wrote:
renhoek wrote:
Danny wrote:th 3d aspect would require a fuck ton of extra code for something unnecessary, honestly why would you want something like that anyways?
I'm not saying that 3D is a good idea but "it needs to be programmed" isn't really an argument.
He is not talking about a ton of coding is enough to not make something, he is saying that a ton of code for unnecessary (maybe useless) and mostly not wanted stuff doesn't worth to do.

Also, yes, 3D is not a good idea.
Danny wrote:some of the collision would look weird if you didn't program it in, think about it
I'm still trying to see how is this related to Ren's post.
3d objects touching 2d objects wouldn't look right
it doesn't matter much anyways, we all agree 3d is a bad idea and we should move on to other things, for example we should be able to add custom sounds in mappacks, for example i want to replace the fireball sound with a lazer beam noise

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craftershaft
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Post » 25 Jul 2014, 19:17

I wish that this was a thing (even though it says no 3D): Image

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Qwerbey
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Post » 26 Jul 2014, 02:44

How about multiple custom skins. You end the file name with a number, starting with 1, and there would be a drop-down menu for each skin, 0 being default.

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Danny
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Post » 26 Jul 2014, 03:37

QwertymanO07 wrote:How about multiple custom skins. You end the file name with a number, starting with 1, and there would be a drop-down menu for each skin, 0 being default.
what exactly are you saying? we can already make more than one skin

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SauloFX
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Post » 26 Jul 2014, 04:11

Danny wrote:
QwertymanO07 wrote:How about multiple custom skins. You end the file name with a number, starting with 1, and there would be a drop-down menu for each skin, 0 being default.
what exactly are you saying? we can already make more than one skin


I think i know what he means, i think Minecraft's Texture pack is an example of it.

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HugoBDesigner
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Post » 26 Jul 2014, 05:13

No, I think he means having more than 1 texture for the same entity. If that's what he means, I like this idea a lot. Imagine having different buttons with different textures, different cubes, different excursion funnels, all in the same level!

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Wary
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Post » 26 Jul 2014, 09:13

HugoBDesigner wrote:No, I think he means having more than 1 texture for the same entity. If that's what he means, I like this idea a lot. Imagine having different buttons with different textures, different cubes, different excursion funnels, all in the same level!
This is oddly familiar, don't you think?

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HugoBDesigner
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Post » 26 Jul 2014, 09:50

I honestly don't know what you're talking about. Seriously :S
I haven't seen this feature in SE or in any mod...

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OrbitalBlueprint
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Post » 26 Jul 2014, 15:40

Maybe you could make a mod for this!

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Sunset_Moth
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Post » 26 Jul 2014, 16:37

Danny wrote:th 3d aspect would require a fuck ton of extra code for something unnecessary, honestly why would you want something like that anyways?
I was making a joke. Apparently that wasn't apparent.

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Danny
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Post » 26 Jul 2014, 20:49

bubba_nate wrote:
Danny wrote:th 3d aspect would require a fuck ton of extra code for something unnecessary, honestly why would you want something like that anyways?
I was making a joke. Apparently that wasn't apparent.
ah, i gotcha, its hard to tell over a post

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Turtle95
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Post » 28 Jul 2014, 18:12

How about options for triggers to detect specifically either the blue or orange portal?

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Danny
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Post » 28 Jul 2014, 18:42

Turtle95 wrote:How about options for triggers to detect specifically either the blue or orange portal?

thats a good idea, especially considering the real game had triggers like that

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Danny
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Post » 01 Aug 2014, 23:01

one thing that should be fixed is the fact that when enemies are off screen they continue to both make noise and spawn enemies, there should be ambient sounds so they stop making noise off screen, for example turtle shells will make a bouncing noise even when your on a completely different part of the level

and a "spawnenemyradius" so enemies don't spawn things offscreen, for example fireflower still shoots fire offscreen, but with a "spawnenemyradius" this wouldn't happen outside the trigger region

and seperate from that, i think it would be cool to have the whole screen flip whenever mari0 is on purple gel, that way we dont have to use wierd controls whenever sideways or upside down, not to mention the fact that there is a glitch with custom characters that causes a gap between the player and the surface

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MagicPillow
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Post » 01 Aug 2014, 23:35

If the screen flipping is added, it should be toggle able, as some people prefer to have the screen stay right-side up.

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Danny
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Post » 02 Aug 2014, 01:25

MagicPillow wrote:If the screen flipping is added, it should be toggle able, as some people prefer to have the screen stay right-side up.
i agree, also there should be cheats like these:
viewtopic.php?f=13&t=3172
viewtopic.php?f=13&t=3454
viewtopic.php?f=13&t=1896
viewtopic.php?f=13&t=4386


btw, how in the fuck do you delete coins?!?!

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alesan99
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Post » 02 Aug 2014, 02:04

I don't think screen flipping is a good idea. It might be good for simple puzzles but when there is a lot of purple gel the screen will go all over the place which is why the gel didn't get added to portal 2.
Not having the koopa shell sound play when you're far is a good idea though.
Danny wrote:btw, how in the fuck do you delete coins?!?!
Place coins on coins.

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Littleman7
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Post » 02 Aug 2014, 07:20

Some people a few post's back said something about adding a 3d implementation into the game, what I think was not just a 3d environment, but the ability to flip from 2d to 3d at a tap of a button. Kinda like Super Paper Mario:
Image

Wilo
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Post » 02 Aug 2014, 07:42

3D isn't going to make it in other than being in the form of parallax scrolling.
It's hard to program, Maurice isn't willing to put it in, the level editor in 3D would be a pain, controls would be a bit of a pain.
An think about how weird portals and multiplayer would be with 3D. And this is built from the original SMB physics and everything and would as I said frustrating and tedious to program.
It wouldn't be worth the hard time.

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alesan99
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Post » 02 Aug 2014, 15:09

Mari0's engine is love2d. It is possible to make 3d but you'll have to figure out all the math.

I'm really not sure if you are serious because the main post said do not suggest anything impossible and even used exactly what you said as an example.

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Danny
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Post » 02 Aug 2014, 16:50

Littleman7 wrote:Some people a few post's back said something about adding a 3d implementation into the game, what I think was not just a 3d environment, but the ability to flip from 2d to 3d at a tap of a button. Kinda like Super Paper Mario:
Image


EVERYONE PLEASE stop bringing up 3d

its a horrible idea and we should seriously stop talking about it

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GreenScreenBot
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Post » 03 Aug 2014, 04:29

New power up that aren't in mario oroginal games
example: Spike-Flower that allows you to create temporary spikes can damage enemies

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MagicPillow
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Post » 03 Aug 2014, 04:52

So much could be created if they changed the fireball to an enemy.

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TurretBot
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Post » 03 Aug 2014, 10:19

Maurice said no new power-ups somewhere.

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MagicPillow
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Post » 03 Aug 2014, 18:20

It's not really a new powerup, just changing the current fireball to an enemy to allow more customization.

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SauloFX
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Post » 03 Aug 2014, 18:25

I think Turret was saying it to GreenScreen...

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MagicPillow
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Post » 03 Aug 2014, 18:44

Oh. Alright, then.

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Danny
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Post » 04 Aug 2014, 04:02

MagicPillow wrote:So much could be created if they changed the fireball to an enemy.

i agree, i did make this however:

put this in C:\Users\OWNER\AppData\Roaming\LOVE\mari0_se\sounds http://www.4shared.com/music/NSfO9pV1ba/fireball.html


use this fireball graphic Image

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Sunset_Moth
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Post » 05 Aug 2014, 20:05

WiloKing wrote:3D isn't going to make it in other than being in the form of parallax scrolling.
It's hard to program, Maurice isn't willing to put it in, the level editor in 3D would be a pain, controls would be a bit of a pain.
An think about how weird portals and multiplayer would be with 3D. And this is built from the original SMB physics and everything and would as I said frustrating and tedious to program.
It wouldn't be worth the hard time.
I was joking, not talking about it seriously. This means you can stop saying it's a terrible idea.
Screen flipping seems neat.

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Danny
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Post » 05 Aug 2014, 22:56

a major thing that should be added is vertical scrolling, i hate when the background looks messed up on the y axis whenever i change the scroll factor

i also think animated tiles need to be fixed, every time i place an animated tile it seems to work fine, but whenever i load the level it crashes

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Superjustinbros
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Post » 09 Aug 2014, 21:52

Remember those Giana Sisters-styled boulders that would emerge from certain brick blocks I attempted to sprite a while back?
Thanks to Higemaru Makaijima, I was able to make rip better-looking boulders.
Image
Left is a tile, right is a sprite.

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TurretBot
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Post » 10 Aug 2014, 01:32

Superjustinbros wrote:Image
Ameture.
Image

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mindnomad
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Post » 10 Aug 2014, 22:39

TurretBot wrote:
Superjustinbros wrote:Image
Ameture.
Image
*Amateur

Doesn't this belong in Tileset Respositorium or something

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Danny
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Post » 11 Aug 2014, 01:48

mindnomad wrote:
TurretBot wrote:
Superjustinbros wrote:Image
Ameture.
Image
*Amateur

Doesn't this belong in Tileset Respositorium or something


it should go in the graphics repositorium that i made than nobody ever seems to use......

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TurretBot
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Post » 11 Aug 2014, 09:38

mindnomad wrote:
TurretBot wrote:
Superjustinbros wrote:Image
Ameture.
Image
*Amateur

Doesn't this belong in Tileset Respositorium or something
Damnit I knew I spelled it wrong but the gosh darn red line never showed up.

Also, no.

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HowToEatGirafes
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Post » 12 Aug 2014, 19:55

Danny wrote:it should go in the graphics repositorium that i made than nobody ever seems to use......
Danny , someday another people will make a thread people won't use . Not because they don't like you but because they don't understand or because it's something too rare ...

Some of my posts were ignored but i don't care : people are free , if they don't want to answer or post , they don't . Simple as that.

For me i find your thread good but it's like the background repository : It won't have all the sucess the tileset one had .

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Danny
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Post » 03 Sep 2014, 22:17

sorry for possible thread bump but



Danny wrote:
MagicPillow wrote:If the screen flipping is added, it should be toggle able, as some people prefer to have the screen stay right-side up.
i agree, also there should be cheats like these:
viewtopic.php?f=13&t=3172
viewtopic.php?f=13&t=3454
viewtopic.php?f=13&t=1896
viewtopic.php?f=13&t=4386

i had an idea for the parkour cheat, there should be a flip for a character that jumps or kills an enemy, and also wall running should be triggered by a button press (unlike in the originol mod where contact with a wall changed the player gravity like purple gel)

another idea is to make a cheat folder in the mari0 directory so new cheats can be made without intense modding

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