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alesan99
- Posts: 2335
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» 31 Oct 2016, 13:22
WanderingTedium wrote:Is it an easy fix to change the camera tracking so that Mario is always centered no matter which way the camera scrolls?
I feel like this would change how existing levels work, so I won't do this by default.
WanderingTedium wrote:It's pretty much the only other feature I was concerned about besides the gamepad issue, but I can wait until the next big update if it's not worth looking into at the moment.
I don't have a problem fixing it now.
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WanderingTedium
- Posts: 40
- Joined: 05 Mar 2012, 13:54
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» 31 Oct 2016, 15:33
I didn't realize something like that could affect existing levels somehow, but much obliged for considering a quick fix regardless.
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Villager103
- Posts: 506
- Joined: 31 Jan 2013, 14:50
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» 31 Oct 2016, 15:38
Hey, I have a suggestion. Would it be possible to add different types of fizzlers into the game, but they fizzle different objects and stuff? IDK if you've ever played a Portal 2 test chamber involving any of ForthReaper's custom fizzlers, but they basically just act like fizzlers, but they block/fizzle different objects. For example, purple fizzlers block everything, but cubes can go through, death fizzlers fizzle everything that goes through, etc. Would it be possible to add any of this kind of stuff?
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WawaTittere
- Posts: 64
- Joined: 02 Mar 2016, 17:41
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» 31 Oct 2016, 16:09
alesan99 wrote:WawaTittere wrote:yeah but, what the hell went wrong? i just change the jump from the X to R2 (yeah, i use a ps3 controller) I'm not asking for fixes (because i never use multiplayer) but you can consider it
Try to check if this happens with with other buttons or in the other settings (ducking, left, right)
You'll have to change it in the settings text file for now.
I change for X and crashes, but I can change the "move" buttons
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WawaTittere
- Posts: 64
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» 31 Oct 2016, 16:12
EDIT: i join the game in multiplayer but i just can move the character and move the portal "target"
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WanderingTedium
- Posts: 40
- Joined: 05 Mar 2012, 13:54
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» 04 Nov 2016, 01:00
How hard would to be for an idiot with minimal coding experience like myself to port an entity from Mari0 SE to this mod?
Specifically I wanted the action block from SE with its easy toggling function since it would really fit well with the pack I'm making now.
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Technochips
- Posts: 608
- Joined: 12 Mar 2015, 16:05
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» 04 Nov 2016, 01:30
you first need to know how to code lua
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alesan99
- Posts: 2335
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» 04 Nov 2016, 02:58
WanderingTedium wrote:How hard would to be for an idiot with minimal coding experience like myself to port an entity from Mari0 SE to this mod?
Specifically I wanted the action block from SE with its easy toggling function since it would really fit well with the pack I'm making now.
I'll probably add it myself some time.
Mari0 SE functions a bit differently from this mod, since its based on 1.6.
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WanderingTedium
- Posts: 40
- Joined: 05 Mar 2012, 13:54
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» 04 Nov 2016, 08:25
I might as well also add that I discovered that enemies do not spawn when you're scrolling the screen to the left.
I have a feeling that's just a problem with the base game and not the mod, though.
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WawaTittere
- Posts: 64
- Joined: 02 Mar 2016, 17:41
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» 05 Nov 2016, 13:28
WanderingTedium wrote:I might as well also add that I discovered that enemies do not spawn when you're scrolling the screen to the left.
I have a feeling that's just a problem with the base game and not the mod, though.
i noticed too, and when you make a horizontal level the portal entities (lasers, beams, etc.) just get glitch, i dunno if it fixed now
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The Snivy
- Posts: 34
- Joined: 15 Jul 2016, 02:43
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» 06 Nov 2016, 04:21
Uhh, i found this inside the graphics folder, is that text an texture that is used?
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Squidish
- Posts: 678
- Joined: 05 Apr 2014, 04:04
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» 06 Nov 2016, 05:10
The Snivy wrote:Uhh, i found this inside the graphics folder, is that text an texture that is used?
It's a joke
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WawaTittere
- Posts: 64
- Joined: 02 Mar 2016, 17:41
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» 07 Nov 2016, 16:36
The Snivy wrote:Uhh, i found this inside the graphics folder, is that text an texture that is used?
it's just a joke, but its pretty funny the "waka waka waka" xD
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MartinBott19
- Posts: 26
- Joined: 24 Jul 2016, 05:03
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» 13 Nov 2016, 16:10
I think this is a bug where the Big Bullet Bill doesn't hide the Portal Gun aiming thingy and the Donut.. I don't really need it to be fixed since it's just a visual/graphic bug but it's still a bug...
and also i made a goomba character for alesans entities which i think also works for 1.6 :D
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alesan99
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» 13 Nov 2016, 16:25
MartinBott19 wrote:
I think this is a bug where the Big Bullet Bill doesn't hide the Portal Gun aiming thingy and the Donut.. I don't really need it to be fixed since it's just a visual/graphic bug but it's still a bug...
This is an easy fix, I'll patch it up sometime.
Also the goomba skin looks cool. I could probably make something in the next update that will let you change its abilities.
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WawaTittere
- Posts: 64
- Joined: 02 Mar 2016, 17:41
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» 13 Nov 2016, 17:27
MartinBott19 wrote:
and also i made a goomba character for alesans entities which i think also works for 1.6 :D
what exactly does that Goomba? it seems to be really cool
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MartinBott19
- Posts: 26
- Joined: 24 Jul 2016, 05:03
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» 17 Nov 2016, 08:48
WawaTittere wrote:
what exactly does that Goomba? it seems to be really cool
He was supposed to do everything like normal mario does! :) (the difference is that this goomba don't have a biganimation cause why should i? xD)
Also i fixed my editor! Thank you main.lua for being so organized that i kind of understand the code causing the problem and thank you copy paste for helping me again! Now it works a bit better even though i'm using 0.9.2 love.
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imgudman4567
- Posts: 225
- Joined: 22 Jun 2015, 23:22
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» 20 Nov 2016, 22:11
How many custom songs can be in a v0.10.0 Mappack? I am just curious.
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alesan99
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» 21 Nov 2016, 01:48
imgudman4567 wrote:How many custom songs can be in a v0.10.0 Mappack? I am just curious.
In the latest update the limit is 99
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imgudman4567
- Posts: 225
- Joined: 22 Jun 2015, 23:22
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» 21 Nov 2016, 04:03
Well is there any reason to why the number isn't higher or is that number just out of personal convienence?
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Qwerbey
- Posts: 1281
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» 21 Nov 2016, 06:36
Unless you filled up your folder on low-weight background sound tracks, there is no reason that you would need any more than 12.
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imgudman4567
- Posts: 225
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» 21 Nov 2016, 07:33
QwertymanO07 wrote:Unless you filled up your folder on low-weight background sound tracks, there is no reason that you would need any more than 12.
Thus is true, but I was only asking for curiosity sake.
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alesan99
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» 21 Nov 2016, 14:08
imgudman4567 wrote:Well is there any reason to why the number isn't higher or is that number just out of personal convienence?
Its 99 because there is space for 2 digits in the input box in the level editor.
I could've added more, but I don't see why anyone would need more
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Qwerbey
- Posts: 1281
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» 22 Nov 2016, 02:53
You could make it 100 if there's a song 0.
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WawaTittere
- Posts: 64
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» 23 Nov 2016, 17:44
QwertymanO07 wrote:You could make it 100 if there's a song 0.
hum that's right, but, What the hell! Who in the whole world wants to have 100 songs in the game??
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imgudman4567
- Posts: 225
- Joined: 22 Jun 2015, 23:22
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» 24 Nov 2016, 00:54
WawaTittere wrote:QwertymanO07 wrote:You could make it 100 if there's a song 0.
hum that's right, but, What the hell! Who in the whole world wants to have 100 songs in the game??
*slowly raises hand but quickly lowers*
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Eden GT
- Posts: 277
- Joined: 13 Jun 2015, 08:52
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» 24 Nov 2016, 10:42
What about a setting which allows music in the title screen? And custom sound effects for the "Hurry Up" music and the star music.
EDIT: Once again I request the save state feature. Just make a hotkey for it.
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WawaTittere
- Posts: 64
- Joined: 02 Mar 2016, 17:41
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» 24 Nov 2016, 16:53
Eden GT wrote:What about a setting which allows music in the title screen? And custom sound effects for the "Hurry Up" music and the star music.
EDIT: Once again I request the save state feature. Just make a hotkey for it.
actually, it's a nice idea
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FuriousTH
- Posts: 651
- Joined: 31 May 2014, 02:14
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» 26 Nov 2016, 01:22
A good suggestion for me is the allowing of change the sound effects.
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ajud
- Posts: 1
- Joined: 26 Nov 2016, 14:53
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» 26 Nov 2016, 14:56
only gamepad axes will work. Trying to configure buttons on a gamepad will make the game crash.
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WawaTittere
- Posts: 64
- Joined: 02 Mar 2016, 17:41
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» 26 Nov 2016, 22:12
FuriousHedgehog wrote:A good suggestion for me is the allowing of change the sound effects.
actually, you can do it, but you can't change the "hurry up" effect
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alesan99
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» 27 Nov 2016, 00:10
I do plan on providing a way to change sounds.
It won't be hard at all to add, it just takes some re-coding of the sound loading.
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BrokenScreenPro3
- Posts: 6
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» 03 Dec 2016, 05:38
Suggestions:
Try adding Super Mario Maker Physics! :D
Also Enemies could be placed inside of Blocks so if jumped, they will pop out.
Gears
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alesan99
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» 03 Dec 2016, 21:46
BrokenScreenPro3 wrote:Suggestions:
Try adding Super Mario Maker Physics! :D
Also Enemies could be placed inside of Blocks so if jumped, they will pop out.
Gears
Mario Maker physics would just be NSMB physics, right? That might be a tad difficult.
Also I've tested out enemies coming out of blocks before, I forgot I never actually added it. I'll probably make it work with enemy tools, because it could cause some problems for old mappacks.
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BrokenScreenPro3
- Posts: 6
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» 04 Dec 2016, 09:35
alesan99 wrote:BrokenScreenPro3 wrote:Suggestions:
Try adding Super Mario Maker Physics! :D
Also Enemies could be placed inside of Blocks so if jumped, they will pop out.
Gears
Mario Maker physics would just be NSMB physics, right? That might be a tad difficult.
Also I've tested out enemies coming out of blocks before, I forgot I never actually added it. I'll probably make it work with enemy tools, because it could cause some problems for old mappacks.
Will it be possible to implement if giant goombas are stoomped. They break into smaller ones?
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badhaloninja
- Posts: 11
- Joined: 16 May 2013, 04:09
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» 05 Dec 2016, 08:04
Try To Add Triangle Blocks from smw!
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Guest_1000000
- Posts: 8
- Joined: 29 May 2016, 05:47
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» 11 Dec 2016, 15:33
Topic off bumping:
I need to update my OpenGL :(
Code: Select all
This program requires a graphics card and video drivers which support OpenGL 2.1 or OpenGL ES 2
Detected OpenGL version:
1.4.0 - Build 8.14.10.1929 - Intel Pineview Platform (Intel)
I dont have time to update OpenGL D:
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alesan99
- Posts: 2335
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» 11 Dec 2016, 16:53
Guest_1000000 wrote:I need to update my OpenGL :(
I dont have time to update OpenGL D:
Alright, You have 3 options
1. You can try sending MartinBott19 a PM and ask for his 0.9.2 version of the mod.
or
2. Download the old 0.9.0 version of the mod
or
3. Update your drivers, which doesn't take long (google instructions if you don't know how). If this doesn't work, i'm afraid you'll need a new graphics card.
Hope this helps.
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BrokenScreenPro3
- Posts: 6
- Joined: 03 Dec 2016, 05:22
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» 21 Dec 2016, 04:23
Why the latest version of this mod is in .love? Why not in .exe?
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Technochips
- Posts: 608
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» 21 Dec 2016, 05:49
because it takes more time making and uploading a .exe file with the .love file
you can open it with love2d so it's the same thing
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WawaTittere
- Posts: 64
- Joined: 02 Mar 2016, 17:41
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» 23 Dec 2016, 23:04
Merry XMas Everyone!
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Technochips
- Posts: 608
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» 24 Dec 2016, 01:32
eh could have posted that on the chat "room"
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WawaTittere
- Posts: 64
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» 24 Dec 2016, 15:08
Julien12150 wrote:eh could have posted that on the chat "room"
Ok, but there are people out of the chat room, and I really admire Alesan99 and his Mod.
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Eden GT
- Posts: 277
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» 24 Dec 2016, 23:51
WawaTittere wrote:Julien12150 wrote:eh could have posted that on the chat "room"
Ok, but there are people out of the chat room, and I really admire Alesan99 and his Mod.
Instead, they usually hang out on the STYS Discord server. Here's the link:
http://j.mp/STYSdiscord
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WawaTittere
- Posts: 64
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» 25 Dec 2016, 16:13
ok, thanks
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Eden GT
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» 24 Jan 2017, 04:56
Bug report!
Code: Select all
Error
main.lua:2698: attempt to compare number with nil
Traceback
main.lua:2452: in function '__lt'
main.lua:2698: in function 'getmappacklevels'
menu.lua:1405: in function 'loadbackground'
menu.lua:1898: in function 'menu_keypressed'
main.lua:2014: in function <main.lua:1957>
[C]: in function 'xpcall'
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alesan99
- Posts: 2335
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» 24 Jan 2017, 14:09
Eden GT wrote:Bug report!
Code: Select all
Error
main.lua:2698: attempt to compare number with nil
Traceback
main.lua:2452: in function '__lt'
main.lua:2698: in function 'getmappacklevels'
menu.lua:1405: in function 'loadbackground'
menu.lua:1898: in function 'menu_keypressed'
main.lua:2014: in function <main.lua:1957>
[C]: in function 'xpcall'
What text files are in your mappack folder? There might be one that's messing up.
This download should fix it regardless:
https://www.dropbox.com/s/np3r3u9nbmsrx ... .love?dl=1
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Eden GT
- Posts: 277
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» 25 Jan 2017, 02:40
Thanks.
Request: Which worlds Bowser will throw hammers.
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alesan99
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» 25 Jan 2017, 21:52
Eden GT wrote:Thanks.
Request: Which worlds Bowser will throw hammers.
Do you want an option to change which worlds?
In case you just want the worlds, its currently world 6 and above.