Ideas/Things to add to Mari0
Creating this topic to shout out ideas and things that should be added in future for fun. If you have any ideas, Post them below! I look forward to reading them all!, And maybe even Maurice will see and consider some of our ideas :>
Note: Do not post anything that is not possible, Example: "Maurice should add 3D aspect to the game like Paper Mario"
So ill go first.
We need Giant Goombas! They can only die due to falling down big enough holes, Or by Star/FireFlower powers, They can walk over 1 way holes and not fall in and when you jump on them you just bounce off :) (I know in the 1985 Version there were No giant Goombas, But this is Mari0 Anything is possible its just up to Maurice :D)
Ok guys go!
Note: Do not post anything that is not possible, Example: "Maurice should add 3D aspect to the game like Paper Mario"
So ill go first.
We need Giant Goombas! They can only die due to falling down big enough holes, Or by Star/FireFlower powers, They can walk over 1 way holes and not fall in and when you jump on them you just bounce off :) (I know in the 1985 Version there were No giant Goombas, But this is Mari0 Anything is possible its just up to Maurice :D)
Ok guys go!
turrets
wall turrets
a entity that makes you win the level without the flag
wall turrets
a entity that makes you win the level without the flag
- meiskooler
- Posts: 20
- Joined: 04 Mar 2012, 00:47
Q.U.B.E.-like manipulation of certain blocks. It'll probably take a lot of work but it'll be cool :P
Power-ups like the following:
http://www.mariowiki.com/List_of_Power-Ups
mainly: Hammer Suit (recolored Hammer Bros graphics), Blue Koopa Shell (recolored Koopa Shell graphics), Carrot (add bunny ears to hat).
Changeable graphics ( Super Mario Land, Super Mario Bros. 3, and other 8-bit Mario games) (look at Super Mario Bros. Crossover at http://www.explodingrabbit.com/games/su ... -crossover for some ideas)
maybe Chell in 8-bit
http://www.mariowiki.com/List_of_Power-Ups
mainly: Hammer Suit (recolored Hammer Bros graphics), Blue Koopa Shell (recolored Koopa Shell graphics), Carrot (add bunny ears to hat).
Changeable graphics ( Super Mario Land, Super Mario Bros. 3, and other 8-bit Mario games) (look at Super Mario Bros. Crossover at http://www.explodingrabbit.com/games/su ... -crossover for some ideas)
maybe Chell in 8-bit
Custom tilesets:
- So the comunity can make graphics from others mario's. (There is a custom tab at tiles so i guess it must be on it's way)
- Triple jump
wall jump
etc
- I would enjoy much more the portals if once i let go off the movements buttons mario would keep still, instead of slowly losing the acceleration
- Like the mario for wii, you could put giants coins in the map, it would be side challenges for the ones that like that.
- Mario's from other games as character.
- Gramanaitor
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Mario Boss selections
(eg. Giant Piranha Plants, Bowser Jr, etc.)
(eg. Giant Piranha Plants, Bowser Jr, etc.)
A cheat where you get the AR2 from Half-Life 2.
- constachugga
- Posts: 197
- Joined: 30 May 2012, 04:49
The 8 red coins mechanic from... nearly 5 or 6 tenths of mario games.
- maidenTREE
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Extended and longer tilesets no longer mess up. Blue coins, a Sonic mode... where you get to walk on slopes and turn into Sonic, and run through all of Sonic 1's, Sonic 2's and Sonic 3's and Sonic And Knuckles' and Sonic CD's. You can also spin dash and jump in a ball. Also,
The custom tiles are already released........ multiple times.jjman wrote:Custom tilesets:
- So the comunity can make graphics from others mario's. (There is a custom tab at tiles so i guess it must be on it's way)
- TheJonyMyster
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Slopes are impossible, and running through three whole CDs of a series sounds a little much. You can always just download the S0nic mod and make a S0nic map pack tribute thing.
Slopes are not impossible to add. They would just take a fuckton of work to be properly implemented and really wouldn't be worth it.
Also that Sonic idea is just dumb.
Also that Sonic idea is just dumb.
...
Last edited by Qcode on 21 Oct 2021, 18:09, edited 2 times in total.
- Mari0Maker
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Weren't slopes shown on the homepage at one time?
Yeah, but then it got abandoned because portals didn't work and it was an experiment anyway.
all slopes can be unportalable DONE!! no
That's why I post them.
Mobility gels on hard light bridges. You can do it in Portal, why not?
Plus, conversion gels on bridges. Could make for interesting co-op puzzles.
I think I figured out "Why not?" seconds after posting;
Placing gels on light bridges, unless there is some parameter that tells the game these elements should disappear when the bridge is removed, may make them persist even when the bridge does not exist, ergo, will introduce a new bug for a feature that didn't need to be there in the first place. Not that it can't be coded out, it'll just take a lot of work to make it happen.
Plus, conversion gels on bridges. Could make for interesting co-op puzzles.
I think I figured out "Why not?" seconds after posting;
Placing gels on light bridges, unless there is some parameter that tells the game these elements should disappear when the bridge is removed, may make them persist even when the bridge does not exist, ergo, will introduce a new bug for a feature that didn't need to be there in the first place. Not that it can't be coded out, it'll just take a lot of work to make it happen.
If we go strictly by the 2D modeling, in Nintendo's day yeah, slopes were never particularly nice. Because of the way portals are handled now (Portals always take a 2x1 suface, limited placement compared to Mario), it is impossible. But if portals were freely positionable (That is, does not rely on a on a perfect 64-pixel rectangle), then new possibilities may open up. But then this makes placement of portals in certain places trickier than it has to be for this concept to work, so yeah, possibly wasted effort.idiot9.0 wrote:Slopes are not impossible to add. They would just take a fuckton of work to be properly implemented and really wouldn't be worth it.
Last edited by lovechild on 05 Jul 2013, 10:26, edited 1 time in total.
- Flutter Skye
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It's in SE.lovechild wrote:Applied on light bridges? Because in my experience with 1.6, I can't place them on bridges at all.Chippy348 wrote:Mobility gels, already in
Conversion gels, i'm not sure
Are you sure? because I've never heard about it being in SE.FlutterPie wrote:It's in SE.lovechild wrote: Applied on light bridges? Because in my experience with 1.6, I can't place them on bridges at all.
[tl;dr: Make everything extra to mari0 an addon, so that internet play runs smoothly and new content doesn't require adding onto the love source directly]
Since we're on the topic of SE, how about mods acting as addons? Of course, this means some new files may be required for the game to function, but say someone decided to use different turrets, or different graphics packs? It would look god-awful if the client used placeholder graphics, or someone locally doesn't have a mod installed, ergo they miss out on the challenge or something becomes impassible because of it, so the addon system would work like this (and this is the only way I can think of it working)...
This introduces some issues, though;
Since we're on the topic of SE, how about mods acting as addons? Of course, this means some new files may be required for the game to function, but say someone decided to use different turrets, or different graphics packs? It would look god-awful if the client used placeholder graphics, or someone locally doesn't have a mod installed, ergo they miss out on the challenge or something becomes impassible because of it, so the addon system would work like this (and this is the only way I can think of it working)...
- Every mod author is assigned a random ID for their "Addon", which is to be used in a file that is sought by the client to verify required mods are installed
- Graphics should be considered as addons as well, which means custom sprites should be separate and installable
If the game checks for required addons and finds missing ones, then...- It will check for an internet connection and deny play if connection is not found
It will use the IDs of the missing mods, then summon installation of those mods from a central repository
It will install the mods once they are all retrieved. If the mod is not fully downloaded...- It will scrap the download and retry after a minute or until user invokes retry, and repeat downloading once more
Session begins, all players enter the game; Their positions are synced, as well ther portals but everything else is local only.
This introduces some issues, though;
- There's a LOT of old content on here.
Authors may not exist anymore, so it would be up to maintenance personnel to fix pre-existing mods.
A mod maker might return to see their mod thread mucked up, and they might not anticipate these changes
If all else fails, the community can hold itself up, with only thread titles saying "[old mari0 (1.6<)]" or something of the like, and users posting fixed versions as new threads or replies in existing threads
Issues could be averted by holding a roll call to confirm who is still active, and letting the mod authors afterward maintain their own work. Old threads for old mods should be locked up, so new threads can be made, and we don't have a horrible, disorganized mess of threads. These changes should come one month in advance of release front-and-center at the stabyourself.net front page and mari0 subpage, with news for active forum members to announce their existence so other people don't touch their stuff and take all the credit for being involved.
Function addons ought to be configurable from the GUI, either stuffed into misc or in a separate addons page where their functions can be turned on or off as the user desires. Certain addons, like Infinite Worlds (which is quite the drastic mod) should be considered a gameplay mod like any other entity or graphical addon, but be included in the game as a headless function mod. And as the user continues to play games with extra features,, they to wiil accrue their functions, and inspired users could play these mappacks and use features from each one if they so desired, now that they saw how such entities work.
Honestly it is, but there are a lot of stupid people who will get their hands on this game and not ever know how to mod it, so the ability to install mods for a host to have the correct setup available for everyone, and the ability for map makers to demand mods to be used for playability, and to have al that happen automagically will ensure mari0 is the best it can be for as many people as possible, regardless their skill of using a PC or capacity of intelligence. (You have to be pretty smart to play the game in the first place but I digress.)Camewel wrote:Interesting trivia: all the 1.6 mods will have to be remade anyway when SE comes out.
Also the whole addon system seems like 10x the work it's worth.
Plus, it'd be awesome if mari0 somehow made it onto Steam or Desura, lol -- It'd be one of the few titles I'm willing to throw money at.
Mari0 can't go on Steam because of copyright issues (Valves Portal and Nintendo's Mario).lovechild wrote:Plus, it'd be awesome if mari0 somehow made it onto Steam or Desura, lol -- It'd be one of the few titles I'm willing to throw money at.
You can throw money at Mari0, just don't expect to buy it.lovechild wrote:Honestly it is, but there are a lot of stupid people who will get their hands on this game and not ever know how to mod it, so the ability to install mods for a host to have the correct setup available for everyone, and the ability for map makers to demand mods to be used for playability, and to have al that happen automagically will ensure mari0 is the best it can be for as many people as possible, regardless their skill of using a PC or capacity of intelligence. (You have to be pretty smart to play the game in the first place but I digress.)Camewel wrote:Interesting trivia: all the 1.6 mods will have to be remade anyway when SE comes out.
Also the whole addon system seems like 10x the work it's worth.
Plus, it'd be awesome if mari0 somehow made it onto Steam or Desura, lol -- It'd be one of the few titles I'm willing to throw money at.
- Gramanaitor
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How about the Blue Koopa Shell power-ups from NSMB?
Put your money where your mouth is.lovechild wrote:it'd be awesome if mari0 somehow made it onto Steam or Desura, lol -- It'd be one of the few titles I'm willing to throw money at.
Koopas are absolutely ridiculous. I had some puzzles that involved koopas and vertical hard light bridges, they just go right through it. Koopas don't care about doors. Bowser has no weight, and cannot handle a button. Not even setting a box down helps to make them bounce where I want them.
Will more things interact with in-game enemies? Because koopa shells would make for an ideal, yet primitive analog of an energy ball puzzle.
Will more things interact with in-game enemies? Because koopa shells would make for an ideal, yet primitive analog of an energy ball puzzle.
- HugoBDesigner
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Well, if it is useful, I implemented this feature where Bowser and some other entities (like mushrooms) activate buttons in my mod, if you're interested. I'll release it really, really soon, so you can already make some levels with those buttons if you want :)lovechild wrote:Koopas are absolutely ridiculous. I had some puzzles that involved koopas and vertical hard light bridges, they just go right through it. Koopas don't care about doors. Bowser has no weight, and cannot handle a button. Not even setting a box down helps to make them bounce where I want them.
Will more things interact with in-game enemies? Because koopa shells would make for an ideal, yet primitive analog of an energy ball puzzle.
- Superjustinbros
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Don't forget certain enemies not dying when touching a laser. There was one map pack that had Hammer Bros. and Bowser abusing their invulnerability to lasers.lovechild wrote: Will more things interact with in-game enemies? Because koopa shells would make for an ideal, yet primitive analog of an energy ball puzzle.
GUISE, I'm throwing money at my screen, and nothing's happening.lovechild wrote:It'd be one of the few titles I'm willing to throw money at.
[/digression]
Delay circuits (Circuits that work like clocks, except, only apply a pulse a few seconds /after/ it turns off)
You can already kind of do that with switches and clocks in tandem. But it really does suck that I cannot create conditionals based on switches ("This must be on first before that button is active" sort of stuff)Kexaihami wrote:GUISE, I'm throwing money at my screen, and nothing's happening.lovechild wrote:It'd be one of the few titles I'm willing to throw money at.
[/digression]
Delay circuits (Circuits that work like clocks, except, only apply a pulse a few seconds /after/ it turns off)
Hugo, you can hold off on that -- Take your time, make it right. Though it would be nice if we could specify what can go through an emancipation grill -- It would make for some sick clever puzzles where certain enemies are allowed to pass, but others are not. Combined with some basic pixel art, prohibit signs for certain entities can be made by people to integrate these elements into puzzles.
when a koopa goes through an emancitpation grid it should change into a shell (and never come out, because the koopa died just not its shell)
Oh. My. Gosh.lovechild wrote:It would make for some sick clever puzzles where certain enemies are allowed to pass, but others are not. Combined with some basic pixel art, prohibit signs for certain entities can be made by people to integrate these elements into puzzles.
If someone can make a mod, whereby linking prohibit signs to emancipation grills would then make that entity prohibited, that would work SO nicely. That, and emancipation grills should be switch-operated anyway.
Also, excursion funnels? Those were switch-based puzzle elements too. And turrets. C'mon Maurice, turrets! Those were Portal staples! The bullets could function like gel that never falls, whereby upon touch it hurts Mario, and can thereby be blocked by light bridges.
Panels? Well, not panels in the conventional sense, but panel entities that appear as, say, a white and black square, and right-clicking on it would prompt two buttons to pick what will be block 1, and what will be block 2. These entities can then use blocks that already exist, which can then be switch-operated to say, make an unportableable wall suddenly become portalable. If there were more entity generators like Bullet Bills (i.e. the infinitely-spawning goombas from SMB3), it'd also be a good way to puzzles that make enemies mandatory, or for the player to make a puzzle more hazardous to use an enemy entity of some sort to proceed further.
- LightningFire
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You do know it's supposed to be the other way around, right? The shell should get desintegrated, not the Koopa.Turret Opera wrote:when a koopa goes through an emancitpation grid it should change into a shell (and never come out, because the koopa died just not its shell)
- HugoBDesigner
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Turret Opera wrote:when a koopa goes through an emancitpation grid it should change into a shell (and never come out, because the koopa died just not its shell)
Neither of them. Theoretically, according to Portal 2 dialogues, the Aperture Science Material Emancipation Grill is supposed to disintegrate any non-organic material. So both koopa and it's shell should remain intact (if we consider that shells are organic, because they are in this case)...LightningFire wrote:You do know it's supposed to be the other way around, right? The shell should get desintegrated, not the Koopa.
then why do goomba's die?
also, in that case then bullet bills and hammers should be blocked by emancipation grills
also, in that case then bullet bills and hammers should be blocked by emancipation grills
In fact, it's supposed to disintegrate any unauthorized equipment, that is the reason why it's possible that it disintegrate the dental prosthesis, ear tubes, etc.HugoBDesigner wrote:the Aperture Science Material Emancipation Grill is supposed to disintegrate any non-organic material.
Unauthorized equipment like a koopa (not his shell!) or a goomba.
Why should the shell be allowed? The "It's not living" argument don't stand since Mario can pass through, while boxes and portals can't.